TEXT: The Knight
  of Destiny
  An Arthurian Quest for the Grail
  For 
  
  Knight of Destiny
  An Arthurian Quest for the Grail
  For Four Against Darkness
  Written by Victor Jarmusz
   Edited by Andrea Sfiligoi
  Proofreading by
  Playtesters: Samuele Mariotti,
  Andrea Sfiligoi, Victor Jarmusz
  Cover painting by Andrea Sfiligoi,
  Reference materials by: awdi stock,
  kiwiaa stock, erdmute, ailinistock,
  mjranum stock.
  For more rulebooks visit
  www.ganeshagames.net
  For miniatures visit
  www.songofblades.com
  
  Knight of Destiny
  3
  
  Knight of Destiny
  4
  Contents
  Table of contents 
  4
  Introduction 
  5
  The Paladin 
  6
  Paladin Powers 
  6
  Piety Points 
  7
  Magic Items 
  7
  Staying at an Inn: List of Actions
  (in Order) 
  9
  Retainers 
  10
  Term of Employment 
  10
  Look for New Retainers 
  10
  Retainer Classes 
  10
  Available Classes 
  10
  Retainer Morale 
  11
  Money Spent on Retainers 
  11
  Fighting Knights 
  11
  Fighting Minions 
  12
  Fighting Others  
  12
  Using a d8  
  12
  Random Names 
  12
  Paladins in other Four Against
  Darkness Games 
  13
  Table 1: Journey Table 
  14
  Table 2: Inn Table 
  14
  Table 3: Encounter Table  
  15
  Table 4: Traitors Attack Table  
  16
  Table 5: Pilgrimage Table  
  16
  Table 6: Day Minions Table 
  17
  Table 7: Challenge Table  
  18
  Table 8: Night Minions Table 
  19
  Table 9: Side Quest Table 
  20
  Table 10: Test of Piety Table 
  21
  Table 11: Return to Camelot Table 21
  Table 12: Castle Perilous Table 
  22
  Table 13: Treasure Table 
  23
  Table 14: Rare Items Table 
  23
  Table 15: Shopping and Costs Table
   
  24
  Random Name Generator for Inns 25
  Random 
  Name 
  Generator 
  for
  Retainers 
  26
  Random 
  Name 
  Generator 
  for
  Knights 
  27
  The 
  Tale 
  of 
  Sir 
  Lionel 
  - 
  a
  Walkthrough 
  28
  
  Knight of Destiny
  5
  Introduction
  This campaign supplement to the
  Four Against Darkness rules is set in
  the outdoors. There is no dungeon
  generation or map-making. It is a
  story 
  that 
  focuses 
  on 
  one
  character, not four. However,
  during the course of the adventure,
  your character (a paladin) may gain
  up to 6 retainers to assist him on
  his quest for the Grail.
  Length of the Game
  Completing the adventure should
  take around 45 minutes, but given
  the random nature of solo games,
  it can be over much faster.
  Background
  Welcome to the age of King Arthur!
  This is a high medieval world, rich
  with chivalry, monsters, dragons,
  witches, and deadly knights, who
  are always ready for a challenge.
  The Kingdom is in decay. Lancelot
  has left and King Arthur has fallen
  ill. Traitor knights, led by Morgana
  and her unholy child Mordred have
  rebelled. Only the Grail can heal
  Arthur and end the evil, but it is a
  race against time. The traitors are
  hunting paladins to stop the quest.
  If the Grail is not found in time, all
  will be lost to darkness…
  Flow of the Game
  The game is based around various
  tables. The starting table is the
  Journey Table (1). It determines the
  scene of your paladin’s next action.
  This will either be rolling on the Inn
  Table (2), the Encounter Table (3), or
  the Traitors Attack Table (4). After
  any outcomes are resolved from
  those tables (each can break out to
  further tables), play returns to the
  Journey Table (1) again and repeats
  until the quest ends. You cannot
  return to a previous encounter.
  You will need to keep track of
  various scores, apart from your
  character's life, level, and treasure;
  ● Piety points: This is the level of
  your paladin's holiness.
  ● Rebellion Level: The strength
  of the traitorous forces. Used
  as a modifier on the Challenge
  Table (7). As the traitors grow in
  strength, the bosses you fight
  become more powerful.
  ● Number of bosses slain:
  Bosses are the leading traitors.
  As bosses are killed, their ability
  to attack is weakened. Used as
  a modifier on the Traitors Attack
  Table (4).
  ● Completed side quests: This
  measures the reputation and
  chivalry of your paladin. It is a
  modifier on the Inn Table (2).
  
  Knight of Destiny
  6
  ● Number of rumors: Collecting
  rumors is crucial to success.
  Spending 3  rumors at a time
  changes the result on the
  Encounter Table (3). Once spent,
  a rumor cannot be re-used.
  End of the game
  You win if you find the grail and
  return it to Camelot. You lose if
  your paladin dies, or the rebellion
  reaches level 5.
  The Paladin
  Your character belongs to the
  paladin class. This has the same
  abilities as the Warrior class in Four
  Against Darkness, except a paladin
  is immune to fear and terror
  (automatically pass any Save vs
  Fear or Terror rolls), and has access
  to paladin powers described below.
  A paladin may not run away from
  combat, but can ask for quarter
  against some worthy opponents.
  Starting the Game
  Your paladin starts at Level 3 with
  9 life points, slashing hand weapon
  (sword), heavy armor (plate), shield,
  lantern, and 40 gold pieces. You
  begin with no retainers. Start by
  rolling on the Journey Table (1).
  Paladin Powers
  Once your paladin reaches 5th
  level, he is able to obtain the expert
  skills below. This is done by passing
  an XP roll, if eligible to make one.
  Paladin specific powers are:
  Divine Smite
  Once per fight, you can declare this
  attack before attack dice are rolled.
  On a hit, it causes 3 wounds to a
  single opponent, or kills 3 minions
  regardless of their level. Exploding
  dice 
  effects 
  are 
  ignored 
  for
  purposes of this ability.
  Holy Avenger
  When you gain this skill, select one
  boss from the Challenge Table (7).
  Once per fight, against that boss,
  you can declare this attack before
  attack dice are rolled. On a hit, you
  can roll for a second attack, if the
  second attack hits, you can make a
  third attack and so on, continuing
  until there is a miss. This chain of
  attacks is made as if using a magic
  weapon so it can temporarily
  overcome magical defenses. If
  slain, a new boss can be chosen as
  the target.
  
  Knight of Destiny
  7
  Piety Points
  Piety points are acquired through
  acts of goodness. If the game
  instructs you to roll for a piety
  point, roll a d6. If more than the
  current number of piety points,
  then add 1 piety point to your total.
  If the game instructs you to take a
  Piety Test, roll a d6. If the result is
  equal to or lower than your current
  number of piety points, then the
  Piety Test is passed.
  Acts of Dishonor
  Some acts has have negative effect
  on piety. If during the game an act
  of Dishonor occurs, your paladin
  must take a piety test. On a failure,
  you cannot gain any more piety
  points until you complete a
  pilgrimage. On a pass, lose one
  piety point.
  Magic Items
  These are the abilities for all the
  magic items found in this quest.
  Unless noted elsewhere, each item
  is worth (2d6 x 20) + 400 gp.
  Belt of Protection
  You can re-roll a 1 on each Defense
  roll once (you cannot re-roll a re-
  roll).
  Eye of True Seeing
  You can see invisible opponents, so
  you ignore the modifier when
  fighting Sir Garlon. You can also
  test whether a religious relic is real,
  without having to wait for a Piety
  Test.
  Gem of Giramphiel
  The wearer of this gem (on a
  necklace) gains +4 when saving
  against any fire based attack, such
  as dragon breath and fireballs. It
  also emits a light, so a lantern is not
  needed against Night Minions.
  Golden Armor
  This suit of heavy armor can only
  be pierced by magic weapons, or
  attacks that cause 2 or more life
  points of damage in one hit (which
  can happen with exploding dice).
  Religious Relics
  These have a special game effect:
  possessing one allows you to re-roll
  a failed Piety Test. A failed Piety
  Test may only be re-rolled once, no
  matter how many relics you own.
  Shield of Evalach
  This shield gives a +2 bonus to
  Defense rolls.
  
  Knight of Destiny
  8
  Spear of Longinus
  This magic two handed slashing
  weapon also acts as a religious relic.
  Sword of the Fisher King
  This magic slashing hand weapon
  gives a +1 bonus to Attack rolls.
  Each time it causes any life loss, roll
  another d6. On a roll of 1, it breaks.
  Sword of the Red Hilt
  This magic two handed slashing
  weapon allows the wielder to roll
  2d6 when performing an Attack
  roll, and select the highest result.
  Sword of the Strange Belt
  This magic slashing hand weapon
  has prophecies specific to you
  inscribed onto its scabbard. The
  first time you find this sword, roll
  2d6 four times. These are your next
  four Encounter Table (3) results in
  exact order.
  Unicorn Horn
  You may forgo an attack to blow on
  the horn – causing any wolf, boar,
  or dog (hellhound) to take a morale
  roll. It can also be used in melee,
  counting as a magical, light slashing
  weapon (-1 to attack rolls).
  
  Knight of Destiny
  9
  Inns
  Inns are located in populated areas,
  and give a crucial break between
  encounters. You can heal, enlist
  retainers and uncover rumors.
  You can only stay at an inn if you
  have 10gp spend - but see the
  charity section below. If you stay,
  roll on the Inn Table (2), to
  determine how well you are
  received. Then perform any or all
  the following actions in the order
  listed on the “Staying at an Inn: List
  of Actions” summary below.
  Charity and No Money
  If you have less than 10gp and no
  treasure to sell (excluding armor,
  weapons and magical items), and
  did not roll 7+ on the Inn Table (2),
  you can be given charity from a
  local church rather than staying at
  an inn.
  In this case, you may still perform
  a healing roll (free board on church
  property), 
  but 
  you 
  may 
  not
  undertake any other inn actions
  such as looking for rumors or hiring
  retainers. Existing retainers stay
  with you and no payment is needed
  to re-employ them.
  Staying at an Inn: List of Actions (in Order)
  a
  Pay 10gp to stay.
  b
  Heal d6 lost life points. You may not gain more life points than
  your maximum, of course. Retainers automatically go back to
  their full life point total and do not need to roll.
  c
  Re-employ existing retainers for 5 gold pieces each.
  d
  Determine if any new retainers are available, who cost 10 gold
  pieces each to employ. If there are, dice for classes available.
  e
  Purchase goods, using the Shopping and Costs Table (15). You
  can also sell goods and magic items. Equipment sold is worth
  half its buying price in gold pieces.
  f
  Roll d6 for rumors. On a result of 4-6, you gain 1 rumor. If you
  have one or more streetwise retainers, add +2 to this roll.
  g
  If you have one or more merchant retainers, roll a d6. On a 5-6,
  the merchant hears of a religious relic for sale, that can be
  bought for 5d6 x 5 gp. See table 13 regarding authenticity tests.
  
  Knight of Destiny
  10
  Retainers
  Retainers are 1st level characters,
  who have between 1-3 life points,
  and never make an XP roll. Except
  for merchants, who are armed only
  with a knife (light slashing hand
  weapon) and have no armor, all
  retainers come with (1) a crushing
  or slashing hand weapon, and (2)
  light armor and shield. Your
  paladin does not pay for a room at
  an inn for retainers – they look after
  themselves or sleep in the stable,
  as appropriate for their rank.
  Term of Employment
  It costs 10gp to initially hire a
  retainer. Re-employing a retainer
  costs 5gp every time your paladin
  arrives at a new inn. Retainers are
  only employed from one inn to the
  next. Before hiring new retainers,
  you must decide whether you want
  to keep your existing retainers, they
  do not have to be re-employed.
  Look for New Retainers
  To see whether there are any new
  retainers available, roll a d6.
  Deduct from that number the
  retainers you already have, and
  adjust with any Inn Table (2)
  modifiers. If the final result is a
  positive number, that is the
  number of new retainers available
  for hire. As an example:
  You have two retainers. You roll a 5
  and deduct 2, that means there are
  three new retainers available.
  Retainer Classes
  For each retainer available, roll a d6
  to determine their class:
  The classes are described below.
  Other abilities will show up on the
  various tables. Modifiers on tables
  do not stack if you have more than
  one of the same class of retainer.
  Brute: This skilled mercenary
  fighter has +1 to attack rolls, 3 life
  points and +1 morale.
  Hunter: A skilled forester with a
  bow, who can shoot first even if
  surprised. Do this after the minions
  reaction is rolled, and he will forgo
  his next attack to change weapons
  and ready his shield. Has 2 life
  points and  +0 morale.
  Merchant: Has great knowledge of
  locations as well as many contacts.
  Has 1 life point and -2 morale.
  Available Classes (d6)
  1-3: Brute
  4:
  Hunter
  5:
  Merchant
  6:
  Streetwise
  
  Knight of Destiny
  11
  Streetwise: A fast thinker and
  good talker, who adds +2 to rumor
  rolls, and deducts -1 from reaction
  rolls in encounters with human
  minions. Has 2 life points and -1
  morale.
  Retainer Morale
  Some enemy may force your
  retainers into a morale test to see
  whether they continue to fight
  loyally at your side or flee. They
  pass on a 4+ after modifiers.
  Retainers must also individually
  test morale if one of them dies in
  combat. When they flee,  no free
  attack is rolled against them, just
  remove the retainer from the fight.
  If your paladin survives the
  encounter, the retainers who fled
  will come back from their hiding
  spot at the end of that encounter.
  Money Spent on Retainers
  Any additional money spent on
  retainers (e.g. to buy them better
  armor, equipment, or bandages), is
  treated as a gift to them, and is not
  returnable. The wage paid to them
  is not recoverable, even if they die.
  Fighting Knights
  This only applies to knights met on
  the Challenger Table (7). The fight is
  just between you and the enemy
  knight. Your retainers do not get
  involved. There is no surprise or
  reaction roll. The fight goes ahead
  like a normal combat.
  Who Attacks First?: Roll a d6. You
  will attack first if the roll is 1-4, the
  opponent will attack first on a roll
  of 5-6. This roll is performed at the
  beginning of the fight, and then you
  alternate between attacking and
  defending until the end.
  No Armor or Weapons?: These will
  be lent to you for the fight, and
  must be returned at the end, even
  if the enemy is defeated.
  Enemy Below Half Strength: Will
  lose 1 level and test for morale. On
  a pass they fight to the death. On a
  fail, the enemy boss or knight will
  not flee but ask for quarter instead.
  Giving Quarter to a Boss: Not
  granting this (the fight continues)
  to a boss who asks for it, is an act
  of Dishonor. If you give quarter to
  a boss, you can dice for a piety
  point. That boss will remain in the
  game and you might fight him
  again, fully healed, in future.
  
  Knight of Destiny
  12
  If You Win: This is either by slaying
  or giving the opponent quarter.
  You get an  XP roll, and gain the
  amount of gold pieces listed under
  their treasure roll.
  Ask for Quarter from a Knight
  (Not a Boss): You give up an attack
  to ask for this. Roll a d6, if more
  than the rebellion level, quarter is
  given, and you must pay over an
  amount equal to the winning
  knights treasure roll. If you cannot
  meet the full price in coins or
  treasure, then this is an act of
  Dishonor. If you roll less than or
  equal to the rebellion level, the
  fight continues to the death.
  Fighting Minions
  Unlike other encounters,  retainers
  will attack minions and will be
  attacked by minions.
  When you fight night minions, a
  lantern should be used. The lantern
  bearer cannot use shields or two
  handed weapons. If a retainer
  carrying a lantern dies or flees, they
  will drop it so someone else can
  pick it up (using up an attack to do
  so). If you have no lantern, all rolls
  for attack and defense are at -2.
  You receive an XP roll for every 10
  minion encounters survived.
  Fighting Others
  A paladins honor does not allow
  retainers to fight monsters with 2+
  life points (non minions). When
  these monsters are at less than half
  their life points, treat them as one
  level lower, and they take a morale
  test. You receive one XP roll for
  every such enemy you defeat.
  Using a d8
  This is optional. It powers up the
  paladin, so only use this option if
  you are having difficulty winning.
  Once your paladin reaches 5th
  level, use a d8 instead of a d6 for
  XP rolls (do not advance beyond 5th
  level), attack rolls, defense rolls,
  and save rolls.
  Piety tests and rolling for piety
  points still use a d6. Retainers still
  use a d6.
  A d8 explodes on a roll of 7 or 8.
  Random Names
  At the back of this book are random
  name 
  generators 
  for 
  inns,
  retainers, and knights. They are
  optional, and help if you are
  seeking more color in the game.
  
  Knight of Destiny
  13
  Paladins in other
  Four Against
  Darkness Games
  It is possible to use a Paladin in
  standard games of Four Against
  Darkness, but the following rules
  must be used:
  ● There cannot be more than one
  paladin in the party.
  ● Do not use piety points. Piety
  points are only specific to this
  supplement.
  ● The paladin belongs to the
  warrior class. Any skills, items
  or other benefits that can be
  used by a warrior equally apply
  to a paladin.
  ● The paladin is immune to fear.
  Any save vs fear, terror or
  similar is automatically passed.
  ● The two expert skills can be
  used.  Divine Smite works once
  per adventure, and Holy Avenger
  works against any one boss or
  weird monster per adventure.
  With Holy Avenger, a boss or
  weird monster needs to be
  selected at the start.
  ● Before an adventure begins, a
  paladin can roll on the Quest
  Table in Four Against Darkness. A
  reference to taking something
  to a room means taking it
  outside the dungeon at the end.
  The paladin can roll on the Epic
  Rewards Table after he leaves
  the dungeon on completion.
  ● A paladin is always in the front
  rank of marching order, always
  attack first, and is always first in
  the party to perform any action
  he is able to do.
  ● A paladin never flees from a
  fight.
  ● You may not use the magic
  items gained in this adventure
  in 
  standard 
  Four 
  Against
  Darkness games.
  
  Knight of Destiny
  14
  Table 1: Journey Table (roll d6)
  1
  Crossroads. Roll on the Inn Table (2) or the Encounter Table (3).
  You choose which table to use.
  2
  Roll on the Inn Table (2) or bypass and roll on the Journey Table
  (1) again. You choose which table to use.
  3
  You are lost. If you have a Merchant retainer, he knows of a
  shortcut, treat as a result of 1 on this table instead. If you don’t
  have a merchant, roll on this table again with a +1.
  4
  Roll on the Encounter Table (3).
  5
  If the Rebellion Level is 4, roll on the Challenge Table (7).
  Otherwise, roll on the Encounter Table (3).
  6 or
  more
  If the Rebellion Level is 4, roll on the Challenge Table (7).
  Otherwise, roll on the Traitors Attack Table (4).
  Table 2: Inn Table (roll d6)
  Successfully completed side quests modify this roll as follows;
  1 quest +1, 2-3 quests +2, 4 or more quests +3.
  1
  Your paladin is turned away, roll on the Journey Table (1) again.
  2
  Save vs 6 (no modifiers) otherwise, if you have a retainer, one
  at random is killed in an ambush by ruffians. Deduct -1 from
  the Rumor Roll. No new retainers are available.
  3
  Save vs 4 (no modifiers) otherwise, if you have coins, 3d6gp is
  stolen by a pickpocket. Deduct -1 from the Find Retainer roll.
  4
  Greedy traders, all items cost double, and you sell treasures at
  half their value. Ignore this if you have a merchant retainer.
  5
  Talkative innkeeper. Add +1 to the Rumor Roll.
  6
  Add +1 to the Find Retainer roll if the roll is 5 or less.
  7
  You get free food and lodging. Add +1 to the Find Retainer roll
  if the roll is 5 or less. New retainers are hired for 5gp.
  8
  A wealthy noble donates 3d6 x 5gp to your worthy cause.
  
  Knight of Destiny
  15
  Table 3: Encounter Table (roll 2d6)
  You can spend exactly three rumors, after the roll is made, to modify
  the result up or down by 1 to 2, e.g., a 7 can become 5, 6, 8 or 9.
  2
  Morgana. She uses trickery so that you forget. Make 3 saves vs
  level 4. For each fail, lose 1 rumor. If there are more fails than
  rumors, lose the ones you have and roll on the Challenge Table
  (7) . If all rolls pass, leave this encounter safely.
  3
  Castle Perilous. Roll on the Castle Perilous Table (12).
  4
  Village of Plague and Death. You can bypass it or help. If you
  help, make two saves vs level 3. If both fail, your paladin dies of
  the plague. If any pass, roll for a piety point.
  5
  Grail Castle. If you have no piety points, treat as encounter 7.
  Otherwise, you see the castle, shrouded in heavenly lights, and
  hear angelic music! The old and maimed Fisher King asks you
  two questions, each one needing a Piety Test to answer. If you
  pass both rolls, the holy grail appears in your hands! Roll on
  the Return to Camelot Table (11)  If you have a broken Sword of
  the Fisher King, it is mended, even if you fail the Piety Tests.
  6
  Minions! Roll a d6, on a 1-4 roll on the Day Minions Table (6), on
  a 5-6 roll on the Night Minions Table (8).
  7
  A knight issues a challenge! Roll on the Challenge Table (7) or
  visit a shrine, in which case you roll on the Pilgrimage Table (5).
  8
  Minions! Roll a d6, on a 1-4 roll on the Day Minions Table (6), on
  a 5-6 roll on the Night Minions Table (8).
  9
  A Heroic Quest. Roll on the Side Quest Table (9) or visit a
  shrine, in which case you roll on the Pilgrimage Table (5).
  10
  Village of Poverty and Famine. You can bypass it or help. If
  you help, donate at least 50gp in value; roll for a piety point.
  11
  Test of Piety. If you have no piety points, treat as encounter 4.
  Otherwise, roll on the Test of Piety Table (10).
  12
  Merlin. He heals you and your retainers back to full strength.
  He also gives wise counsel, and you gain d6+1 rumors.
  
  Knight of Destiny
  16
  Table 4: Traitors Attack Table (roll d6)
  The number of bosses killed modifies this roll as follows;
  1 boss +1, 2-3 bosses +2, 4 bosses +3.
  2 or
  less
  You hear that a questing paladin has been killed by the traitors
  in a distant location. Add +1 to the Rebellion Level.
  3 to 4
  If you are currently on a pilgrimage, treat this as if a 1-2 above.
  Otherwise, you find a questing paladin, mortally wounded by
  the traitors. Before he dies, he gives you some information.
  Gain one rumor. Add +1 to the Rebellion Level.
  5 or
  more
  There are signs of a brave fight, but no dead questing paladin.
  This was a lucky escape, the traitors did not get their kill.
  Table 5: Pilgrimage Table (roll d6)
  Keep rolling until a result of 6 is achieved.
  1
  This is taking too long! Roll on the Traitors Attack Table (4). Time
  is running out, you must hurry! The next roll on this table is at
  +1, or +2 if you have a merchant retainer.
  2
  You enter a dense forest, slowing you down. The next roll on
  this table is at -1, unless you have a hunter retainer.
  3
  You enter a lawless area with many bandits. The next roll on
  this table is at -1, unless you have a brute retainer.
  4
  You meet other pilgrims, who insist on story-telling and
  drinking, slowing you down. The next roll on this table is at -1,
  unless you have a streetwise retainer.
  5
  You meet a physician. He can heal 1 life (to a maximum of 3)
  for every 5 gp spent. The next roll on this table is at -1. If you
  do not use healing, the next roll on this table is at +1.
  6
  You reach the shrine, the pilgrimage is over! While at the
  shrine, you can buy one religious relic for 5d6 x 5 gold pieces, if
  you have a merchant retainer. If the Rebellion Level increased
  while on the pilgrimage, you may roll for a piety point.
  
  Knight of Destiny
  17
  Table 6: Day Minions Table (roll d6)
  1
  4d6 Angry peasants. Level 2, treasure 1 roll, morale -2.
  If you give them the Unicorn Horn, the peasants will offer food
  and rest, and you gain +1 piety point (not if you will exceed 5).
  Reactions: 1-2 peaceful, 3-4 bribe (2gp each), 5-6 fight.
  2
  2d6+3 Forest outlaws. Level 3, treasure 1 roll, morale -2.
  Outlaws have a 4 in 6 chance of gaining surprise, but it is 2 in 6
  if you have a Hunter. If bribe is rolled as a reaction, and a Piety
  Test is passed, the reaction becomes offer food and rest.
  Reactions: 1 offer food and rest, 2-5 bribe (3 gp each), 6 fight.
  3
  d6+4 Pict or Woad raiders. Level 4, treasure 1 roll, morale +1.
  Reactions: 1-4 bribe (5gp each), 5-6 fight to the death.
  4
  d6 Redcaps. Level 3, treasure 1 roll, morale +0.
  Very angry, potty-mouthed dwarfs who continually swear
  throughout the fight. They wear enchanted, blood soaked
  caps, and when you attack them, treat them as if level 8. Only
  redcaps can wear them. They test morale if shown a “real”
  religious relic, as they cannot look at holy things. They will not
  have religious relics in their treasure (re-roll any relics found).
  Reactions: fight.
  5
  d3+2 Bugbears. Level 5, treasure 2 rolls, morale +1.
  Large hairy goblins that hide in trees. Bugbears have a 4 in 6
  chance of gaining surprise, but it is 2 in 6 if you have a Hunter.
  Reactions: 1-2 bribe (5gp each), 3-6 fight.
  6
  d6+4 Men-at-arms. Level 5, treasure 2 rolls, morale +0.
  There is a 1 in 6 chance of their leader appearing. If so, roll on
  the Challenge Table (7) instead.
  Reactions: 1 offer food and rest, 2-3 peaceful, 4-6 fight
  You can take treasure from minions if they flee or are killed.
  If minions gain surprise, roll for their reaction first.
  
  Knight of Destiny
  18
  Table 7: Challenge Table (roll d6)
  Add Rebellion Level to the roll as follows; Rebellion Level 1 is +1,
  Rebellion Level 2-3 is +2, Rebellion Level 4 is +3.
  You get an XP roll if you defeat any of the below.
  1 to 5
  A Knight. The level of this challenger is equal to 4 plus the
  Rebellion Level. Life points are equal to the knights level plus 2.
  Morale +0. Treasure equals level x 2d6gp.
  Example, if there is a rebellion level of 2, the paladin will face a
  level 6 opponent, with 8 life points, and pays 6 x 2d6gp.
  6
  Sir Agravain (boss). Level 7, Life 9, Morale +1. Treasure
  7x2d6gp. Agravain uses a main gauche. Whenever you lose a
  life, save vs level 7, adding your level as a modifier. On a failure,
  lose another life. He carries the Gem of Giramphiel. You may
  take it only if you slay Agravain.
  7
  Sir Garlon (boss). Level 7, Life 10, Morale -1. Treasure
  7x2d6gp.. Garlon can turn invisible. You have -2 on your attack
  rolls, unless you have a magical weapon, or have the Eye of
  True Seeing. If  you slay Garlon, roll 3 times on the Rare Items
  Table (14), picking any two of the rolls.
  8
  Sir Turquine (boss). Level 8, Life 10, Morale -2. Treasure
  8x2d6gp. Turquine has 2 attacks per turn. If you slay Turquine,
  you gain an additional 4d6 x 20gp as reward for rescuing the
  nobles he has imprisoned.
  9
  Sir Mordred (boss). Level 8, Life 11, Morale +2. Treasure
  8x2d6gp. He wears the Golden Armor. The armor fits only
  Mordred, and may not be used by anyone else. You can take it
  for reselling if you slay Mordred.
  Bosses (from 6 to 9) are unique, and are removed if slain. If you roll the
  number of a slain boss, then go to the next higher number. If there is no
  higher number, then go down to the next available number.
  If a boss (from 6 to 9) asks for quarter and you grant it, roll for a piety
  point. Not granting quarter to a boss is an act of Dishonor.
  You can only ask for quarter from a knight (from 1 to 5) above. It is granted
  if you roll more than the rebellion level, and pay their treasure amount.
  
  Knight of Destiny
  19
  Table 8: Night Minions Table (roll d6)
  1
  d6+4 Wolves. Level 3, no treasure, morale +0.
  Wolves have a 3 in 6 chance of gaining surprise, but it is 1 in 6 if
  you have a Hunter.
  Reactions: 1 flee, 2-6 fight
  2
  d6+3 Hooded cultists. Level 3, treasure 1 roll, morale +0.
  These are followers of Morgana, and have a 3 in 6 chance of
  gaining surprise, but it is 1 in 6 if you have a Hunter.
  Reactions: 1 flee, 2-4 fight, 5-6 fight to the death
  3
  d6 Wild boars. Level 4, no treasure, morale +0.
  Reactions: 1-5 fight, 6 fight to the death
  4
  d6 Hellhounds. Level 4, no treasure, morale +0.
  Hellhounds (black dog, red eyes) have a 2 in 6 chance of
  gaining surprise. Retainers must save vs level 4 or flee in terror.
  Reactions: fight to the death
  5
  d3 Ogres. Level 5, treasure 1 roll, morale +0.
  There is a 2 in 6 chance that one of the ogres has a boulder
  and will throw it at your paladin before the fight. Defend
  against the boulder or lose 2 life.
  Reactions: 1-3 fight, 4-6 fight to the death.
  6
  1 Fairy fire. Level 5, treasure 2 rolls, morale N/A.
  All must save vs level 5 magic or be drawn into the Will-o’-the-
  Wisp. Your paladin adds his piety points to the roll. On a failed
  roll, lose 1 life and roll to save again. This continues until a roll
  is passed. Each friend who has saved gives a +1 modifier to a
  roll performed by another character, as he will try to pull the
  character away. Survivors may pick up the treasure (from other
  poor souls) and the possessions of their killed comrades.
  Reactions: N/A
  You can take treasure from minions if they flee or are killed.
  If minions gain surprise, roll for their reaction first.
  
  Knight of Destiny
  20
  Table 9: Side Quest Table (roll d6)
  1
  Taulurd the Giant is ravaging the lands. Level 6, 8 life points,
  treasure 4 rolls, morale -1. Reaction: Attack. Taulurd’s large
  iron club (only usable by him) does 2 life points damage..
  2
  A Dragon is burning villages. Level 6, 7 life points, 2 attacks,
  treasure 4 rolls including the Sword of the Fisher King,
  morale +0. Reactions: 1-2 sleeping, 3-4 bribe 100gp, 5-6 fight.
  In the dragon’s turn roll d6, on a 1 or 2 the dragon breathes
  fire, inflicting d3 life if you fail to save versus level 5 dragon
  breath. If it does not breathe, it gets 2 attacks.
  3
  The Green Knight is met. Level 7, 11 life points, treasure 1 roll,
  morale -2. Take a piety test. If you fail, leave this quest. If you
  pass, you are gifted the Belt of Protection. You must then
  fight the green knight whose skill is beheading; if you roll a 1 in
  defense, you are killed outright. You attack first on roll of 1-4.
  4
  The Questing Beast is heard crashing through trees nearby.
  Level 6, 6 life points, treasure 2 rolls, morale -2. Reaction: flee.
  Roll a d6 (a hunter retainer gives you one re-roll). 1-4; the beast
  cannot be found, and you leave this quest. 5-6; you find it!
  When it hits, save vs level 4 poison or lose another life.
  5
  Three blind old Hags in a cave. The hags will attack first unless
  you pay 6d6x2gp. Their attack is to mock and belittle. Save vs
  level 5 three times. If all saves are failed, your paladin, in a
  rage, destroys everything, including the large, detached hags’
  eye, the Eye of True Seeing. This is an act of Dishonor. If you
  save at least once, you grab the eye instead. You can trade the
  eye back to the hags for d6+1 rumors. Or you can keep it.
  6
  Laamorz the Wizard lives in an enchanted tower that drains
  energy. Level 5, 6 life points, treasure 3 rolls including the
  Unicorn Horn, morale -2. Reactions: flee. His attack is fireballs,
  save vs level 5 or lose 2 life points. If he fails morale, or flees,
  he runs into the tower. If you do not pursue, leave this quest. If
  you pursue to the tower, do not add your level bonus in attack.
  Retainers will not help fight. Each entry is unique, and you cannot meet the
  same monster if already defeated. You gain one XP roll if you win.
  
  Knight of Destiny
  21
  Table 10: Test of Piety Table (roll d6)
  1
  You meet a hermit, who you recognize as Sir Lancelot! If you
  pass a Piety Test, Lancelot is persuaded to return. If he does
  return,  add +2 to rolls on the Return to Camelot Table (11).
  2
  Stuck in a block of red marble is the bejeweled Sword with the
  Red Hilt. If you pass a Piety Test, you may take and keep it.
  3
  You are attacked by a Succubus in your sleep. Take a Piety
  Test. Failing the test is an act of Dishonor. On a pass, your
  paladin is fully healed.
  4
  You see griffins! On passing a Piety Test, you can fly one. Roll 4
  times on the Encounter Table (3) and choose any one result to
  go to. Your retainers get taken with you as well.
  5
  A ship made of wood from the tree of life is at shore. Pass a
  Piety Test to board it. Inside is the Sword of the Strange Belt.
  6
  Nimue, the Lady of the Lake, appears. You can now select any
  one of the other 5 results on this table. In addition, if you give
  Nimue the Gem of Giramphiel, you gain +1 Piety Point (not if
  you will exceed 5) and gain a rumor.
  Cross above events off this table is successfully passed. The Nimue event
  (event 6) does not get crossed off.
  Table 11: Return to Camelot Table (roll d6)
  If Lancelot has returned, modify the roll on this table by +2.
  3 or
  less
  Word spreads that you found the Grail. On the road to
  Camelot, you are intercepted by a traitor knight! Roll on the
  Challenge Table (7). A drink from the Grail fully heals you before
  the fight. This is to the death, without quarter. If you lose, your
  paladin dies. If you win, roll on this table again.
  4 or
  more
  You walk into Camelot and find King Arthur, drained of energy
  and near death. When he drinks from the Grail, life flows back.
  He stands, unsheathes Excalibur and declares you the greatest
  of his paladins. Arthur now raises his war standard, defeats the
  traitorous rebels in battle and brings peace to all the lands.
  
  Knight of Destiny
  22
  Table 12: Castle Perilous Table (roll d6)
  1
  The White Knight. In a room you see a white shield with red
  cross, the Shield of Evalach. It is guarded by a white† knight ,
  level 7 with 8 life points. No quarter is asked or given. If you
  defeat the white knight, you may take the shield and get one
  XP roll. If you already have the shield, roll on this table again.
  2
  Penance. You fall asleep. If you committed an act of Dishonor
  during the game, you wake up outside an abandoned church.
  Any armor, shield and weapon you had are stolen (except
  magical ones), and you are left with only a dagger (light
  slashing weapon). Treasures, coins and retainers remain with
  you. Otherwise, you heal 1 life point for a good night’s sleep.
  3
  The Wanderer. You meet an immortal, over 1,000 years old. If
  you are currently under Dishonor, it is removed. He takes you
  to a crossroads, treat as if a 1 was rolled on the Inn Table (2)
  4
  The Black Knight or the Red Knight? Opening a door you see
  two scenes. First: A questing paladin is about to be killed by a
  black† knight . Second: A maiden is about to be attacked by a
  red† knight . Choose who to save. If you save the maiden, roll
  for a piety point, but the Rebellion Level increases by 1 as the
  questing paladin dies. If you save the questing paladin, do not
  increase the Rebellion Level. You only fight one of the knights;
  they are both level 7 with 8 life points. You get an XP roll if you
  win. No quarter is asked or given. There is no treasure.
  5
  The Hermit. You meet an old hermit who can sell you up to 3
  rumors for 50gp each (or at least that value in treasure).
  6
  The Dwarf. At the castle gate, a dwarf with a cart offers you a
  lift. If you pay him 50 gold pieces (or at least that value in
  treasure), you, along with retainers, can be taken to any quest
  of your choice from the Side Quest Table (9). You can also ride
  for free, roll a d6; on a 1-3 go to event 7, and on a 4-6 go to
  event 9 on the Encounter Table (3).
  † Roll a d6 to see who attacks first, 1-4 you, 5-6 the other knight.
  Retainers will not help in any fights here.
  
  Knight of Destiny
  23
  Table 13: Treasure Table (roll d6)
  1
  Coins. 1d6 gp in value.
  2
  Coins. 2d6 gp in value.
  3
  Coins. 4d6 gp in value.
  4
  Silver Cutlery and Goblets. 3d6 x 2 gp in value.
  5
  Gold Jewelry. 2d6 x 5 gp in value.
  6
  Rare Item. Roll on the Rare Items Table (14).
  Table 14: Rare Items Table (roll d6)
  1
  Containers with apothecary drugs/materials. 3d6 x 5 gp in
  value. Some can be ingested (reduce resale value by 1d6 gp).
  Roll; 1: lose 1 life point, 2-4: no effect, 5-6: heal 2 life points.
  2
  Rolls of Silk and Velvet. 2d6 x 10 gp in value.
  3
  Jars of Saffron spice. 3d6 x 10 gp in value.
  4
  Bone or Tooth of Saint (relic†). 4d6 x 10 gp in value.
  5
  Fragment of the True Cross (relic†). 5d6 x 10 gp in value.
  6
  Spear of Longinus (relic†).  This can be a fake as well. If used
  in combat against a foe with magic defenses, make a roll to see
  if it is genuine on the first attack. If a spear is determined to be
  a real relic, any other spears you find are automatically fakes,
  as only one can be real. Their resale value is not affected.
  † Many relics are fakes. If a relic is used for a re-roll on a Piety Test, first roll
  a d6. If you roll a 4-6, the relic is genuine and you may use it to re-roll a
  failed Piety Test. On a 1-3, the relic is a fake. However, this does affect the
  item's resale value. You make a Piety Test only when instructed to do so by
  events in the game – you may not perform it voluntarily to test the relic.
  
  Knight of Destiny
  24
  Table 15: Shopping and Costs Table
  Bandage †
  5 gp
  Bow
  15 gp
  Hand Weapon
  6 gp
  Heavy Armor
  10 gp
  Light Hand Weapon
  5 gp
  Shield
  5 gp
  Two Handed Weapon
  15 gp
  Stay at inn (only pay for your paladin)
  10 gp
  Hire new Retainer (until next Inn)
  10 gp
  Re-employ existing retainer
  5 gp
  † Only one bandage can be bought for your paladin or any retainer, and
  only if at full life points. Unused bandages cannot be taken from a fallen
  friend.
  Encumbrance rules are not used. It is assumed that you travel with a horse
  or pack mule that can carry most items.
  
  Knight of Destiny
  25
  Random Name Generator for Inns
  Three d6 are rolled. For example, if you roll 1, 4 and 2, the name is The
  Red Dragon. A roll of 5, 1 and 3 is The Golden Goblets. Re-roll a name if
  previously used, as there is more than enough variety to cover a game.
  First Roll
  Second Roll
  Third Roll
  1 to 2
  1 to 2
  The Black
  1
  Bear
  2
  Dragon
  3 to 4
  The Red
  3
  Griffin
  4
  Lion
  5 to 6
  The White
  5
  Swan
  6
  Unicorn
  3 to 4
  1 to 2
  The Hound and
  1
  Hare
  2
  Hart
  3 to 4
  The Hungry
  3
  Hobgoblin
  4
  Horse
  5 to 6
  The Happy
  5
  Hog
  6
  Huntsman
  5
  1 to 3
  The Golden
  1
  Arrows
  2
  Castles
  3
  Goblets
  4 to 6
  The Three
  4
  Kings
  5
  Horseshoes
  6
  Oaks
  6
  1 to 3
  The Friars
  1
  Anchor
  2
  Brew
  3
  Cellar
  4 to 6
  The Pilgrims
  4
  Habit
  5
  Rest
  6
  Tabard
  
  Knight of Destiny
  26
  Random Name Generator for Retainers
  Three d6 are rolled, and combine both elements to form a name. If you
  roll 6, 5 and 3, the name is Guivrés. The lands are a melting pot of
  mercenaries from many lands, including Saxons, Celts and French.
  First Roll
  Second Roll
  Third Roll
  1 to 2
  1
  Bard
  1 to 2
  -an
  2
  Cadm
  3
  Guel
  3 to 4
  -ar
  4
  Har
  5
  Mael
  5 to 6
  -oc
  6
  Rayg
  3 to 4
  1
  Adal
  1 to 2
  -berg
  2
  Childe
  3
  Ed
  3 to 4
  -mund
  4
  Leof
  5
  Theud
  5 to 6
  -ric
  6
  Wulf
  5
  1
  Berw
  1 to 3
  -en
  2
  Cadw
  3
  Gwrh
  -yr
  4
  Llyw
  4 to 6
  5
  Ow
  -yn
  6
  Tyw
  6
  1
  Aligr
  1 to 3
  -auz
  2
  Bedin
  3
  Dion
  -és
  4
  Gaheri
  4 to 6
  5
  Guivr
  -et
  6
  Mordr
  
  Knight of Destiny
  27
  Random Name Generator for Knights
  The questing knight names can be used for the your paladin, or to get
  the names of knights slain by the traitors during the quest. The
  challenge knight names can be used to work out names of those
  knights (not bosses) met in a challenge. The names are all unique.
  First
  Roll
  Second Roll:
   Questing Knights
  Second Roll:
  Challenge Knights
  1 to 2
  1
  Sir Baudwin
  1
  Sir Aglovale
  2
  Sir Bedwyr
  2
  Sir Andred
  3
  Sir Bors
  3
  Sir Brastias
  4
  Sir Breunor
  4
  Sir Colgrevance
  5
  Sir Caradoc
  5
  Sir Damas
  6
  Sir Dagonet
  6
  Sir Edward
  3 to 4
  1
  Sir Hector
  1
  Sir Elyan
  2
  Sir Galahad
  2
  Sir Galehaut
  3
  Sir Griflet
  3
  Sir Gingalain
  4
  Sir Kay
  4
  Sir Gringamore
  5
  Sir Lionel
  5
  Sir Helios
  6
  Sir Pelleas
  6
  Sir Hue
  5 to 6
  1
  Sir Percivale
  1
  Sir Manassen
  2
  Sir Safere
  2
  Sir Meleagrance
  3
  Sir Sagramore
  3
  Sir Morien
  4
  Sir Segwarides
  4
  Sir Phelot
  5
  Sir Ulfius
  5
  Sir Pinell
  6
  Sir Ywain
  6
  Sir Tor
  
  Knight of Destiny
  28
  Accepting the great quest, Sir Lionel
  starts out from Camelot, full of
  hope. Not long into his journey, he
  is met by another knight guarding
  a bridge, who challenges him to a
  fight if he wants to pass (a 4 on the
  Journey Table, then a 5 on the
  Encounter Table, which becomes a 7
  as he has no piety points). The
  knight, Sir Meleagrance (a 1 on the
  Challenge Table, then a 5 and 2 on
  the Challenger Knights name table),
  takes his position, attacking first
  (rolled a 5 so Meleagrance gets first
  attack). Meleagrance misses with
  his swing (save on a 2+ and a 3 was
  rolled). Lionel struck back with a
  powerful blow (rolled 6, with
  exploding dice of 5, then adding
  Lionel’s level of 3 the result is 14,
  doing 3 wounds - 14 divided by
  Melegagrance’s level 4 is 3 hits).
  Reeling, Meleagrance misses again
  (rolls 3), but in return, Lionel does
  no better (rolls 1). Melegrance
  swings again, almost hitting (rolls 2),
  but Lionel strikes back (rolls 5).
  Meleagrance sees that he is up
  against a superior knight and asks
  for quarter (he has lost 4 from 6 life,
  more than half, so makes a morale
  roll of 2). Lionel accepts, takes 20gp
  (rolled 
  5, 
  x4 
  for 
  level) 
  from
  Melegrance as spoils of victory and
  crosses the bridge. (As Lionel beat a
  non-minion, he makes an XP roll,
  which is 4. Being greater than his
  current level of 3, he now goes to 4th
  level, and gains another life point).
  After crossing the bridge, Lionel
  spies a hamlet with a large inn, the
  Happy Hobgoblin (a 1 is rolled on
  the Journey Table, then a 5 on the Inn
  Table, then a 3/5/3 on the name
  generator for inns). The particularly
  jovial and talkative innkeeper gladly
  accepts Sir Lionel as guest. Seeking
  help, our gallant knight finds 1 solid
  yeoman, named Raygar, willing to
  join for a fee (rolled 1 for retainers,
  so only 1 available, then 3, making
  him a brute, and 2/6/4 on the retainer
  name table). Lionel also purchases
  a nice two handed sword from the
  local blacksmith (he now has 25gp
  in funds; 40 at start, 20 from the fight,
  -10gp for the inn, -10gp for the
  retainer, and -15gp for the sword).
  Lionel also seeks information on
  the surrounds or any legends of the
  grail, and gains some valuable
  knowledge (6 rolled for rumors).
  Setting out once more, Lionel and
  Raygar are confronted by 19
  desperate and armed peasants
  looting the countryside (5  was
  rolled on the Journey Table. Then 8
  on the encounter table, another roll
  The Tale of Sir Lionel - a Walkthrough
  
  Knight of Destiny
  29
  of 4 makes it a day minion, then 1 for
  angry peasants, with a roll of 4d6 for
  19). Appalled by the lawless
  brigands, Lionel attacks, who,
  supported by Raygar quickly strike
  down 5 of the looters (Lionel rolls
  3+4 for level, equals 7 inflicting 3
  losses, and Raygar rolls 2, +2 bonus
  for 2 losses). Surrounded, both
  Lionel and Raygar are wounded
  (both face 7 peasants, where a 1
  equals a hit, Lionel loses 1 life, Raygar
  loses 2). Enraged, Lionel strikes
  fiercely as does the wild Raygar,
  taking down 9 of the brigands
  (Lionel rolls 6, exploding +3, level +4
  for 13 inflicting 6 casualties, and
  Raygar rolls 4+2 for 6 inflicting 3
  casualties). The remaining 5 rioters
  flee (less than half their number, roll
  5 for morale with a -2 modifier for a
  result of 3). They leave behind silver
  goblets and cutlery, clearly stolen
  from some local noble (roll of 4 on
  the treasure table, and 3d6 value
  came up with 12 x 2gp).
  A bit bloodied, Lionel wishes he had
  purchased bandages to tend to the
  wounds at the Happy Hobgoblin.
  Pressing forward, he finds an eerie
  sight ahead, a sign of death on the
  roadside, as a nearby village is
  afflicted with plague. Lionel does
  not hesitate as he enters the village
  to help, though Raygar chooses to
  camp on the outskirts. He helps
  where he can and leaves, knowing
  he made a difference (4 rolled on
  the Journey Table then 4 for the
  village. Lionel rolled 3 and 6, so was
  not affected by the plague, then rolled
  another 6 and so gained a piety point).
  Moving on, he heard that a fellow
  knight of the round table has been
  killed by Mordred, as the traitors
  grow in power (6 rolled on the
  Journey Table, then a 2 on the
  Traitors Attack Table, and the
  Rebellion Level goes to level 1). Ahead
  he spies another settlement, at the
  center of which is the Thee Oaks
  Inn. A lawless area, Lionel finds that
  rogues have stolen some of his
  money (1 rolled on the journey table,
  then 3 on the Inn Table, the save vs
  pickpocket failed on a roll of 2, with
  10gp stolen on the 3d6 roll). Both
  Lionel and Raygar are now fully
  healed, but no new retainers are
  available (1 rolled, less 1 for the
  rehired Raygar is none available).
  However, Lionel hears more gossip,
  legends and rumors (6 rolled for
  rumors, and Lionel has 14gp left; 25
  to start, +24 from the peasant fight,
  -10 stolen, -10 inn costs, -5 rehire
  Raygar, -10 bandages for both Lionel
  and Raygar). The journey continues,
  and another roll on the Journey
  Table awaits…..
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Adventures/Four Against Darkness Knight of Destiny/Four Against Darkness Knight of Destiny.pdf