TEXT: Treason
  By Stephen A Turner
  Adventure Module
  
  2
  Foreword
  “Chivalry & Sorcery” is copyright Brittannia Game Designs Ltd 2020. 
  The authors assert the moral right to be identified as the authors of this work.  
  Cathedral map made with Dundjinni software, “http://www.dundjinni.com”
  “Chivalry & Sorcery” and “C&S” are registered trademarks of Brittannia Game Designs Ltd.  
  All rights reserved under UK and international copyright conventions.  
  All of the characters and places described in this book are fictitious and any resemblance 
  to actual persons, living or dead, is purely co-incidental.  All rights reserved.  No part of 
  this publication may be re-produced, stored in a retrieval system or transmitted in any form 
  or by any means, electronic or otherwise without the prior permission of the publishers and 
  the copyright owner except for the purpose of review.  
  A catalogue record is available from the British Library:
  ISBN 1-902500-28-7
  E-mail:   Britgamedesigns@gmail.com
  Facebook Page: Brittannia Game Designs Ltd
  Website: Britgamedesigns.com 
  Welcome to the new scenario for Chivalry & 
  Sorcery 5th Edition.
  This scenario is intended for use with player 
  characters of some experience, of 5th to 8th level.  
  It can be used as a follow up to the Treachery 
  scenario.
  Good reading and fun gaming …
  Steve and Sue Turner 
  Brittannia Game Designs Ltd 
  February 2020
  Additional Writing Credit: A.R. Cowley with 
  contributions from A Staples, F Tiffany and C D Speirs
  Line Manager: Stephen A Turner
  Assistant Line Manager: David Blewitt 
  Internal Page Background: Stephanie McAlea 
  Cartography: Stephen Turner & Stephanie McAlea 
  Cover Artwork: Andy Hepworth & Gordon Napier 
  Interior Art: Lissanne Lake
  Chief Editor: Andy Staples
  Cover Design & Layout: A.R.Cowley  - Director
  ANDERIAN DESIGNS
  
  3
  Contents
  Urtind ~~~~~~~~~~~~~~~~~ 5
  Background ~~~~~~~~~~~~~ 6
  Story Hooks ~~~~~~~~~~~~~7
  Adventure Notes .....................................................7
  Act One ~~~~~~~~~~~~~~~~ 8
  Introduction .............................................................8
  Scene One ................................................................8
  Common Orc Soldiers (10) .................................8
  Elite Orc Soldiers (5) ...........................................8
  Orc Leader ..........................................................8
  Game-masters Map .......................................... 10
  Random Encounters (optional) ........................... 11
  Sir Baturn Of Thain ........................................... 12
  Skills Check ...................................................... 12
  Scene Two (optional) ............................................ 12
  Scene Three (optional) ......................................... 13
  Scene Four ............................................................. 13
  Pilgrims (Human) (16) ....................................... 13
  Skills Check ...................................................... 14
  First Floor .......................................................... 15
  Banshee ............................................................ 15
  Map of Caer Raleth Ruins ................................ 16
  Dungeon ................................................................. 17
  Room One ......................................................... 17
  Room Two ......................................................... 17
  Hairy Spiders (6) ............................................... 17
  Room Three ...................................................... 18
  Room Four ........................................................ 18
  Skills Check ...................................................... 18
  Wights (2) .......................................................... 18
  Wraith ................................................................ 19
  Outlaw Archers (13) .......................................... 19
  Scene Six ..........................................................20
  Ambush .............................................................20
  Conclusion of Act One ......................................20
  Gattrick of Obendley .........................................20
  Bandits (50) ....................................................... 21
  Act Two ~~~~~~~~~~~~~~~~22
  Scene One ..............................................................22
  The Wedding & Assassination..........................22
  Flashbacks .............................................................22
  Wedding Scene Flashbacks .............................24
  So, Who’s Who?................................................25
  Interaction Chart ...............................................25
  Wedding events .....................................................25
  Formal Greeting of the Groom & Parents.........26
  The Guests .............................................................26
  Title/Name: B’rant William of Palecur ...............26
  Title/Name: B’rant Richard of Burlin .................27
  Title/Name: Jennifer of Ridley ..........................28
  Title/Name: B’ram Eleanor of Brassen .............28
  Title/Name: Guild Syndic John of Moore .........29
  Title/Name: Kt. Cmdr. Sir Robert Gallad ..........29
  Title/Name: B’ran Robert of Dorinn ..................30
  Tittle/Name: Edmund of Whiteheath ................30
  Title/Name: Yazid of Mukarrib ..........................32
  Title/Name: Caradoc of Baldor  ........................33
  Caradoc The Assassin Leader  ........................33
  Assassin Bowman (2) .......................................34
  Assassins (4) .....................................................35
  Random Encounters .............................................37
  Nobles' Quarter Encounters ................................39
  Encounter One ......................................................39
  Encounter Two ..................................................39
  Encounter Three ...............................................39
  Monks - (4) ........................................................39
  Artisans' Quarter ..................................................43
  Encounters ............................................................43
  Merchants' Quarter ...............................................43
  Encounters ........................................................43
  Encounter Two ..................................................44
  Madock  ............................................................44
  Optional Alleyway Encounters ..........................45
  Encounter One  .................................................45
  Encounter Two  .................................................45
  Thieves - (3) ......................................................45
  Wererat .............................................................45
  Giant Rats (10) ..................................................45
  Deux Ex Machina ..................................................46
  Vile Disease ......................................................46
  
  4
  Act Three ~~~~~~~~~~~~~ 48
  The Castle of Arbarl ..............................................48
  Guards (10) .......................................................48
  Striges (12) ........................................................50
  Castle ................................................................ 51
  Wall Walks ........................................................ 51
  Guards (2) ......................................................... 51
  1 - Outer Gatehouse .........................................52
  2 - North Tower .................................................52
  Gatehouse Guards (4) ......................................52
  3 - Guard Chamber ...........................................53
  Guards (2) .........................................................53
  Archers (3) ........................................................53
  Tylwyth Du - (2) .................................................53
  4 - Outer Ward ..................................................54
  5 - Engine Tower ...............................................54
  Bull Mastiffs - (3) ...............................................54
  Guards (2) .........................................................54
  Servants - (6) ....................................................54
  6 - Keep .............................................................55
  7 - Gatehouse ...................................................55
  Gargoyles (3) ....................................................55
  Archers (3) ........................................................56
  Elite Guards (2) .................................................56
  GHOULS - (4) ...................................................56
  8 - Inner Ward ...................................................57
  9 - Storeroom ....................................................57
  10 - Kitchens .....................................................57
  11 - Main Hall ....................................................57
  Ogre (Unique Semi-Civilised) ...........................57
  Orcs - (6) ...........................................................57
  Final Encounter - Capture ....................................58
  Baron Arbarl ......................................................58
  Shadow Monster Warg .....................................58
  The Summoning Skull .......................................58
  Baron Arbarl ......................................................59
  Lady-in-Waiting, Joanna ...................................60
  
  5
  Urtind
  Location:  
  Central region of the Dragon Reaches
  Emblem:  
  Mermaid
  Form of Govt.:  
  Feudal / Clan
  Current Ruler:  
  King Karonus Ursine
  Official Religion:  
  Church of Urto
  Official Language:  
  Urtish and Pedrandir
  Area:  
  587,500 square miles approx.
  Population:  
  4,900,000 humans
  Density: 
  8 people  per square mile, mostly 
  concentrated in rural villages and small 
  towns
  Capital:  
  Cadanbyrig (with a winter palace at 
  Daranmax)
  Currency:  
  Haderus, Servans, Penangs, Shelans, 
  Drucas and Coenigs
  Trade Goods:  
  Gold, wheat and mercenaries
  Description:
  The Kingdom of Urtind is one of the largest realms 
  in the Dragon Reaches, and is central to the region. 
  It consists of three main regions: Northern, Central 
  and Southern Urtind. Though it is a large kingdom, 
  less than a third of its area is settled. The rest 
  of the region should be considered as parkland 
  wilderness. At the moment the population is even 
  lower as a result of the plague that spread across the 
  kingdom some twenty years ago. When Karonus 
  became King, the population had declined to half its 
  previous level, but it is now starting to recover..
  We shall start with Northern Urtind, which is 
  situated to the north of Asanthi and includes all 
  of the coastline as far east as Darken. At the most 
  western point, north of Asanthi, the region is 
  dominated by the Stark Moors, a great region of 
  heath land.
  The majority of the people are freemen who farm 
  the land but also train once a week in the art of war. 
  Even the women train alongside the men, usually as 
  archers, but a sword-maiden is not uncommon. The 
  social structure is semi-feudal in essence with strong 
  overtones of tradition. Each region of Urtind is ruled 
  by an Eorl who is the descendant of the old tribal 
  chiefs of the area. 
  However, the land is regarded as granted by the 
  King in his power as absolute ruler so if an Eorl 
  do something that greatly displeased the King, he 
  could, in theory, lose all rights to that land. Within 
  each tribal land are various High Clan Chiefs, or 
  B’rans. These Chiefs owe fealty to their Eorl, who is 
  normally the Chief of the strongest clan in the tribe.
  Sometimes a younger relative of a B’ran will wish to 
  carve out his own territory amongst the wilderlands 
  within the tribal region. When this happens, he is 
  elevated to the position of B’rant and swears fealty 
  to his B’ran. The people who follow him form a cadet 
  clan that one day may increase its status to one of a 
  full clan. The position of Clan Chief is not hereditary, 
  but is subject to the agreement of the clan elders 
  (this is the oldest member of each family in the clan). 
  At the death of a Chief, the elders gather to choose a 
  new chief from amongst the ruling family and will 
  name the ablest person, which could be a daughter 
  or even a nephew. However the eldest son who will 
  usually be trained for the role.
  Each clan has an individual check cloth or tartan, 
  which they are fiercely proud of, and wear as kilts. 
  The kilt is a single piece of fabric which is wrapped 
  around the waist and fastened, with the remaining 
  length thrown over the left shoulder. This is usually 
  fixed in place by a silver brooch, normally in the 
  form of the Clan’s badge. Townsfolk and city folk 
  do not wear tartan as they are free-towns, each 
  settlement having been granted a charter by the 
  King or the Eorl of the region. 
  Towns and cities are governed by a Council of 
  Guild-masters, who elect a Town Stermix (literally 
  Townmaster) to issue decrees, raise taxes and form a 
  militia to guard the settlement. Outside of the walled 
  towns, the military is based on warbands. Each Eorl, 
  B’ran and B’rant has their own warband, consisting 
  of trained horsemen, axemen and archers. The 
  warband live together in a great feast hall within the 
  walls of their lord’s fortification.
  These fortifications tend to be hill forts with 
  ramparts and ditches forming the main defences. 
  The more powerful Eorls have strengthened these 
  fortifications further with stone walls atop the last 
  rampart. The homes of the Eorls are built within 
  these ramparts and are gradually becoming proper 
  stone keeps.
  Members of warbands value their individual 
  reputation and to this end often spend a period of 
  time adventuring in order to try to gain an heroic 
  reputation.
  
  6
  Arbarl
  Background
  This adventure takes place in the kingdom or Urtind, 
  a kingdom in the Dragon Reaches of Marakush, the 
  Fantasy Role Playing game published by Brittannia 
  Game Designs Ltd. The adventure can be played as 
  a one off, or as a sequel to the published adventure 
  “Treachery” (which could give players a hook into 
  why they are here).  It could also be a starting point 
  for a campaign set in Urtind. Although not necessary 
  for play a GM may find the supplements “Dragon 
  Reaches of Marakush” and “Anderia” useful.
  Baron Arbarl is currently one of King Karonus’ 
  Chancellors and a member of the Privy Council.  
  Although he holds this position he isn’t entirely 
  trusted by some of the other Nobles and often uses 
  Chinese whispers to improve his position at Court. 
  Baron Arbarl, one of the King’s counsellors has been 
  plotting a coup to seize the throne. To start the coup 
  he has decided to take the opportunity offered by a 
  state occasion. 
  That occasion is the wedding of Crown Prince 
  Artorius, King Karonus’ oldest son and heir, to 
  Princess Katrina, the youngest sister of King Alladan 
  of Anderia. Katrina is 20 years old, Artorius is 17.
  King Karonus, sees the marriage as a propitious 
  arrangement as Katrina has a claim to the Anderian 
  Throne. King Alladan has no heirs and no current 
  plan for children. offers the possibility of uniting 
  the kingdom’s of Anderia and Urtind. It helps that 
  Katrina is attractive and has met the Prince on some 
  state occasions in the past. Artorius, is quite willing 
  to go along with this arranged marriage and sees 
  the future potential for his own aspirations. It also 
  suits Katrina is vying with her other siblings for 
  the throne of Anderia there being no clear heir. 
  Becoming being queen of Urtind could give her an 
  advantage. 
  The adventure begins with Princess Katrina on her 
  way to Cadanbyrig for the wedding. Considering 
  herself in safe territory, being only a few days out 
  from the city, she has dispensed with most of her 
  escort. 
  Baron Arbarl plans to kidnap Katrina on the road 
  to Cadanbyrig using Orcs he has recruited from the 
  Kingdom of Asanthi, with the hopes that these will 
  not lead back to him. He has spent weeks smuggling 
  them into the lands around Cadanbyrig. The planis 
  to kill Katrina blaming on King Karonus for failing 
  to keep borders secure and using his position as 
  Chancellor to bring the barons together to remove 
  the king to prevent war with Anderia, a smaller but 
  more militaristic country.
  As a backup plan in case this fails, he has secreted 
  loyal men disguised as monks in the city whose 
  task is to assassinate the King and the Crown Prince 
  during the wedding ceremony.
  Baron Arbarl will not be in attendance at the 
  wedding, having arranged for an artfully delayed 
  message timed to arrive at the wedding, begging 
  the King for assistance against a substantial force of 
  Orcs, Goblins and Ogres crossing into Urtind. He 
  has of course hired said Orcs, Goblins and Ogres 
  and they sit in his castle.
  Urtind also forms the power base for the Church of 
  Urto, which maintains its Holy Palace at Daranmax, 
  Urtind’s former capital. With the low level of 
  the population and the vast tracts of wilderness, 
  Urtind is a dangerous place to live but also has vast 
  resources not yet plundered.
  
  7
  Story Hooks
  • 
  The characters are currently returning to the capital after 
  completing a diplomatic mission for the King. They have 
  a signed and sealed document agreeing to a trade route 
  which will bring in extensive income for the kingdom.  They 
  are looking forward to presenting this to the King at the 
  forthcoming wedding to which they have been invited.
  • 
  The PCs are members of the lesser nobility, who have 
  banded together to travel the land to further their own 
  names in the service of their King. They have adventured 
  together for many years and have completed a number of 
  minor tasks for the King. They are returning to Cadanbyrig 
  to enjoy the spoils of their most recent adventure.
  • 
  If the group contains a mage character then they could 
  have information that Yazid of Mukarrib, the leader of the 
  Lumina Umbra is going to be at the wedding and is looking 
  for someone to do a job for him with the possibility of 
  admission to the secret society.
  Adventure Notes
  Non-player-characters (NPCs) are described in 
  various levels of detail based upon how they might 
  be used in the scene. Minions, will have the barest 
  of stats, while those who are more involved with the 
  scene and who may be recurring, have greater detail. 
  Other NPCs who have no stats. The Gamemaster 
  may develop them or use standard NPC statistics 
  from the Core Rulebook if necessary. We have 
  not listed cash or treasure carried by NPCs. The 
  Gamemaster may add suitable quantities if her 
  players habitually loot those they defeat.
  Act One will be seen to be very linear in nature, 
  as the characters travel to the city of Cadenbyrig. 
  However, following this Acts Two and Three, 
  the adventure become more free-form with the 
  charactrers able to move around and do each section 
  in any order. The Wedding scene is one of interations 
  where the characters can build contacts for future 
  advnetures. The city and castle sections are stealth 
  and investigation scenes where the characters can 
  mill around and discover or be discovered as they 
  will.
  
  8
  Act One
  Introduction
  The Player Characters (PCs) are travelling to 
  Cadanbyrig, the capital city of Urtind. Use one of the 
  suggested plot hooks or make up your own hook 
  that makes sense for the PCs in your group. 
  Scene One
  Having travelled through the northern reaches of the 
  Carlegg Mountains, and a lengthy gallop through 
  the Lich Barrows, the group is tired and ready for 
  some rest and recuperation.  They are currently 
  a few days ride south of the city of Cadanbyrig 
  travelling at a sedate pace through the Dal’s Forest.  
  It is a clear, sunny day when they unexpectedly find 
  themselves caught up in an ambush at Point 1 on the 
  map.  
  The clash of steel breaks the silence and a woman’s 
  scream echoes through the trees, "Help me ... 
  HELP!"  The shouts and furore of battle can be 
  heard just beyond the next rise in the trail.
  Ahead of the party is the entourage of First Lady 
  Katrina, who has been betrothed to Crown Prince 
  Artorius, the heir to the throne of Urtind.  The group 
  is currently under attack ( and being defeated) by a 
  band of Orcs, who have been hired by Baron Arbarl 
  to capture Katrina at any cost. As the PCs reach the 
  top of the rise, read or paraphrase the following:
  Cresting the rise, you look down upon a small 
  clearing, where you see a ornate carriage pulled 
  by six horses, under attack from a large group of 
  humanoids.  As you watch, you see the last of an 
  armed escort cut down.  Shrill screams continue 
  to rend the air from inside the carriage.  The group 
  of attackers grin hideously as they start to move 
  towards the carriage.
  The leader, on spotting the PCs, will order the Elite 
  Soldier Orcs to attempt to disarm or disable any 
  armed characters in the group, so allowing the 
  Common Orcs to attack defenceless PCs.  
  Honour: 19 each
  Common Orc Soldiers (10)
  Height     5’10”  
  BAP 
  13
  Weight     203 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8’
  BMR 
  0% 
   
  SPRINT 16’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Longsword 
  7S 
  19% 
  49%
  Dodge  
  0 
  12% 
  52%
  Stamina  
  0 
  12% 
  52%
  Will 
   
  0 
  12% 
  52%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Honour: 20 each
  Elite Orc Soldiers (5)
  Height 5’10” 
   
  BAP 
  15
  Weight 203 lbs  
  BOD 
  46
   
   
   
  FAT 
  33
   
   
   
  DT 
  8’
  BMR 
  0% 
   
  SPRINT 16’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Longsword 
  7S 
  25% 
  55%
  Dodge  
  0 
  18% 
  58%
  Stamina  
  0 
  12% 
  52%
  Will 
   
  0 
  12% 
  52%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Honour: 21
  Orc Leader
  Height 7’ 3” 
   
  BAP 
  15
  Weight 220 lbs  
  BOD 
  49
   
   
   
  FAT 
  36
   
   
   
  DT 
  8’
  BMR 
  0% 
   
  SPRINT 16’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Longsword 
  10S 
  30% 
  60%
  Dodge  
  0 
  15% 
  55%
  Stamina  
  0 
  20% 
  60%
  Will 
   
  0 
  20% 
  60%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  
  9
  Once the combat is over, the PCs recognise the 
  heraldry on the carriage door, a red saltire on a 
  silver field counter charged with red stags’ heads 
  and gold stars.
  It is the arms of the ruling family of Anderia 
  and upon checking the interior, you see that the 
  occupants are the Princess Katrina and another 
  young lady.
  Read or paraphrase the following:
  The Princes calls out to you, “My heroes, thank 
  you for your timely intervention.We were on our 
  way to Cadanbyrig, to meet my betrothed, the 
  Crown Prince Artorius when we were ambushed 
  by those, those ...”. She begins to weep and 
  through the sobs can be heard, “Will you please see 
  if any of my escort, those... brave ...brave men, are 
  still alive.”
  Allow the PCs to examine the bodies of the 20-
  man escort, but there will be no survivors amongst 
  them; although the carriage driver , a middle-aged 
  teamster named Ernist, can be found cowering 
  beneath the wagon.  As they complete their search, 
  the lady in waiting calls out to the group.
  Princess Katrina is actually a very astute young 
  woman used to being obeyed. She will use her high 
  level of status to “persuade” the characters to carry 
  out her wishes. She is very stoic and if push comes 
  to shove she knows her way around a broadsword 
  as a daughter of royal blood of Anderia, but 
  considers shedding blood beneath her. Katrina is 
  forthright and practical, and not afraid to give her 
  opinion. Her lady-in-waiting, Joanna, is quieter, 
  preferring to watch and listen, speaking softly only 
  when addressed directly by PCs or Katrina.
  Are all our escort killed?
  After the PC’s confirm this, read 
  “Brave warriors, my lady has a request for you, if 
  you would help us.  We must get to Cadanbyrig 
  as soon as possible, would you please escort us 
  there?”
  Allow the PC’s a few minutes to discuss the situation 
  before the lady in waiting speaks up.
  “Great warriors, it is important that we reach 
  Cadanbyrig. The King is expecting us.”
  Note: If they still refuse, the adventure ends here!  
  Penalise any honour points already gained.
  The Lady-in-Waiting, Joanna, is actually a Witch in 
  the pay of Baron Arbarl  (See Appendix 1 for the stats 
  for major NPCs).  
  She helped the Orcs by adding a potion to the 
  guards’ last meal which drained their strength.  
  Throughout the journey she will act with subterfuge 
  to prevent the party succeeding.  
  At no point will she be overt about this, as her task 
  is to appear loyal to the Princess at all times. If the 
  baron’s current plan fails she needs to be close to the 
  Princess to make attempts on both the lives of the 
  princess and Prince Artorius.
  At this point give the players Handout One - The 
  Overland Map  (see Appendix 2 for Player Handouts) 
  and refer to the  GM’s Overland Map. (Permission is 
  granted to copy for personal use only.) 
  The PCs should agree to escort the two ladies to the 
  capital as they are already bound for Cadanbyrig.  
  However, if they are still undecided, then  gently 
  remind any Knights in the party of their feudal 
  obligations to their liege the King, and that the lady 
  in the carriage will one day be Queen.  Once they 
  have agreed, read or paraphrase the following. 
  "My Lady thanks you for your kindness in 
  agreeing to escort us to Cadanbyrig.  I am sure 
  the King will reward you handsomely for your 
  kindness.
  
  10
  
  11
  Random Encounters (optional)
  On the Road 
  Roll 1D10 every hour, on 6+ an ecnouter occurs. Roll 3D10 
  and compare to table
  Roll
  Encounter
  03
   A patch of scrubby, empty disused fields with wolves 
  hunting in it. They run on sighting humans.
  04
   A group of peasants on the move with some 
  livestock.
  05
   A recent, partially eaten animal carcass is found.
  06
  Sheep grazing nearby. They run on sighting humans.
  07
  A peasant family on the move with a cart.
  08
  A peasant settlement.
  09
  A group of hunters is encountered as they cross the 
  path.
  10
  A shepherd and flock.
  11
   A group of ½d10 hunters with 1d10 dogs.
  12
   An abandoned small settlement.
  13
   A small group of feral pigs grazing nearby. They run 
  on sighting humans.
  14
  Hunters carrying a boar on a pole.
  15
   A hunters' camp. ½d10 hunters with 1d10 dogs.
  16
   A swineherd with 2d10 pigs.
  17
   A group of cattle grazing nearby. They trot off on 
  sighting humans.
  18
   A group of ruffians. If they outnumber a party, they 
  will threaten violence.
  19
   A group of bandits, who will attack.
  20
  Shepherd seen at a distance singing a ditty, which 
  carries on the breeze.
  21
  Peasants with fishing gear heading to the nearest 
  water.
  22
  Impenetrable hollow full of brambles. No progress is 
  possible, skirting around is necessary.
  23
  Hunters are seen setting traps.
  24
  Peasants are seen in a field rooting out stones.
  25
  Broken down wagon. The owners are annoyed by 
  being rushed.
  26
  Peasants in 1-2 wagons moving agricultural goods.
  27
  Peasants digging out the ditches by the path.
  28
  An old and very thin male wolf, who attacks without 
  warning.
  29
  A sojourning peasant family resting by the road side 
  with their bundles of meagre possessions.
  30
  Roll on Additional Table below
  Roll
  Encounter
  No
  Activity
  Stats
  01 - 03
  Common 
  Orcs
  6
  Escaped from the Baron 
  and on the hunt
  p5
  04
  Knights
  4
  Drunk and looking for fun
  p8
  05 - 06
  Guildsmen
  12
  Master with journeymen 
  and aprenticces stuck 
  in the mud and looking 
  for help
  p9
  07-08
  Poachers
  5
  Leaving the forest with a 
  large stag they have shot 
  and gutted.
  p15
  09
  Clergy
  8
  A Priest and his 
  underlinngs are on the 
  way to the city having 
  just been robbed. They 
  look a in sorry state and 
  penniless
  -
  10
  Caradoc
  7
  Caradoc and his men are 
  on the road moving to 
  the city. If the PCs have 
  this encounter they may 
  recognise these men 
  later at the wedding. 
  Small chance 1/4 INT 
  AR%
  p27
  
  12
  Sir Baturn is quite willing to discuss the situation 
  since he is a very amenable and likeable person. If he 
  is informed who the player characters are escorting, 
  he will of course yield and offer to join them as 
  honour dictates. However, he is still keen to joust 
  and will offer any knightly character the chance to 
  cross lances with him “for the honour of the thing”. 
  Any PC can take part in the joust, although some 
  may be more suited than others.
  For jousting rules, see the section in the core rule 
  book starting on page 274,
  Honour: 53
  Sir Baturn Of Thain
  (8th level Human Knight)
  Height     6’ 2” 
   
  BAP 
  15
  Weight     207 lbs  
  BOD 
  52
   
   
   
  FAT 
  36
   
   
   
  DT 
  8’
  BMR 
  0% 
   
  SPRINT 16’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Knt Broadsword 
  12S 
  50% 
  90%
  Lance 
   
  22P 
  40% 
  80%
  Mounted Combat  
  40% 
  80%
  Dodge  
   
  20% 
  60%
  Stamina  
   
  14% 
  54%
  Will 
   
   
  8% 
  48%
  He is wearing full maille harness (full mail armour) and a 
  closed helm.
  Armour - ( 9 / 9 / 8 / 9 / 7)
  As you lead the carriage along the forest trail, 
  the sun beats down and swarms of small insects 
  traverse your path.  Ahead in the distance you can 
  see the trail widening and the trees thinning.  The 
  sun glints off a river which is crossed by a low stone 
  bridge, on which appears something is dazzling to 
  the eye.
  As you get closer you spot upon it, a lone warrior 
  in shining armour astride a grey charger, holding a 
  lance bearing a red pennant.
  As the PC's approach he will call out:
  "Hold! Do not dare to pass!  I am honour bound 
  to let no one traverse this bridge unless they have 
  bested me by lance."
  Scene Two (optional)
  As the party continue through the forest, they will 
  have the following encounter at point 2 on the GM’s 
  overland map. 
  Read or paraphrase the following:
  Skills Check
  Skill Used: Heraldry, Page 195
  Achieving: Knowledge of the Opponents background and family
  How long: Instant
  TSC% Mods
  none
  Success Crit: 
  01 - 08 Success you have heard his name mentioned in connection with 
  tournaments
  09 - 10 Success know his name reputation and his quality of arms at 
  jousting
  Failure Crit:
  01 - 04 Who?
  05 - 09 You have heard the name but make a false connection with a 
  lesser knight of poor competence
  10 This is a masquerading peasant.
  Consequences:
  Calling him out as a cheat and fake will bring out the knight ferocity 
  sending him into a blinding rage.
  This is Sir Baturn of Thain, an ageing warrior striving to gain 
  more honour in the twilight of his life. He wishes to test his 
  mettle by challenging any warriors choosing to cross the bridge.
  
  13
  Leaving the coolness of the riverside the trail 
  continues to wind up a gentle wooded slope.  At 
  the top of the slope stands the wooden palisade that 
  protects the village of Baldwell. As you climb ever 
  nearer to the village the trees clear and you spot a 
  group of robed figures riding towards you from the 
  east. They are crossing the dusty fields and appear 
  to be in some form of procession. As they see you 
  they hurry their approach and the leader calls out 
  to you,”Hey, sirs, wait, wait .....”
  Scene Three (optional)
  If the Party travel along the trail they will encounter 
  a number of pilgrims at point 3. However, if 
  they choose another route this encounter will be 
  avoided.  The party are free to travel by any route 
  to Cadanbyrig, although the main trail is by far the 
  quickest.
  Read or paraphrase the following.
  The pilgrims finally bid farewell as they journey 
  westwards towards Caer Dorinn, following the 
  trail as it leads down into the valley.  Your route 
  lies ever northwards, and in the distance you can 
  just make out the ruins of Caer Raleth.
  Honour: 8 Each
  Pilgrims (Human) (16)
  Height 5’ 9” 
   
  BAP 
  10
  Weight 220 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  DT 
  5’
  BMR 
  0% 
   
  SPRINT 8’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Staff 
   
  8C 
  27% 
  67%
  Dodge  
   
  9% 
  49%
  Stamina  
   
  10% 
  50%
  Will 
   
   
  10% 
  50%
  The pilgrims are not wearing any armour, just simple 
  homespun undyed robes. Their only possessions, apart 
  from simple holy symbols, are the staves they are carrying, 
  belts and small belt pouches.
  Armour: Cloth ( 1 / 0 / 0 / 0 / 0 )
  These are a group of pilgrims of Celatan (a deity 
  of Marakush detailed in the campaign guide) 
  journeying towards the hill fort of Dorinn to catch 
  the ferry from there to Brynbay. The group will 
  approach the PCs with a proposition, they need 
  guards to escort them to Brynbay, some three weeks 
  away. Brynbay is a major port town on the pilgrim 
  route to the west.
  The pilgrims will be very persistent and stress how 
  much they need an escort. However, they have no 
  means to pay for guards and will try to play upon 
  the good nature of the PCs. Allow the players time 
  to role-play the situation but they should gently 
  refuse the pilgrims request as they will slow the 
  group down. If Sir Baturn has joined the group, then 
  he might choose or be persuaded to take them to 
  their destination. The PCs priority must be to get the 
  Lady Katrina and (and the trade treaty, if they have 
  it) to Cadanbyrig. 
  Just beyond the village of Baldwell the trail forks.  
  The route to Cadanbyrig continues ahead, and the 
  route to Caer Dorinn to the left. The pilgrims should 
  head towards Caer Dorinn.
  As an optional encounter, the gamemaster could 
  have the pilgrims turn up at the ambush towards the 
  end of act one. Having decided to visit the cathedral 
  in Cadanbyrig before continuing to Caer Dorinn, 
  they find themselves mixed up in the conflict 
  between the PCs and the ambushers.
  Scene Four
  If the party have travelled along the main trail 
  towards Cadanbyrig, they will find themselves 
  caught in a sudden storm with no shelter apart from 
  the carriage. Read or paraphrase the following:
  As you leave Baldwell behind you the humidity 
  starts to increase and the sky begins to blacken.  
  Nearing the ruins the heavens are lit by a flash of 
  light and a great crack of thunder almost deafens 
  you. The first drops of rain give the prelude as the 
  sky opens and rain begins to pour. Streaks of blue 
  lightning shoot to the ground and the whole earth 
  seems to tremble. The only place available where 
  you can shelter, within reach, is the ruins.
  
  14
  Suddenly a bolt of lightning strikes a nearby 
  tree, with a tremendous crack it splits in two and 
  bursts into flame. Your horses begin to panic. The 
  carriage horses gallop up the slope towards the old 
  gatehouse with torrents of rain pouring over them.  
  They finally comes to halt in front of the old stone 
  keep.  As you near the old ramparts, you notice 
  how the once strong wooden palisade lies rotting.
  With rain pouring down, reaching into every 
  crevice of your clothing, the stone steps leading 
  up to the entrance of the ruin lie before you.  The 
  remains of the iron bound door hangs loosely upon 
  its hinges, the dark opening beckons.
  The ruins (Point 4 on the GM’s map) are the abode of 
  a Banshee, one who is tired of her existence and now 
  wants to be laid to rest.
  As you enter into the ruins proper the first thing 
  you notice is a passage to the left giving access to 
  three archery slits in the west wall and one in the 
  south wall alongside the entrance. To the east is a 
  narrow passage leading into a small room with a 
  door on its north side. This small five foot by fifteen 
  foot chamber is grimy and damp and is dominated 
  by the three large archery slits along the south and 
  east walls. It is completely open to the elements, 
  and rain gushes down collecting in puddles on the 
  stone work at your feet.
  Entering the main hall
  In the north wall is set a marble fireplace, some 
  five feet wide and five feet high.  To the right of the 
  fireplace, towards the east, the roof is open to the 
  elements and allows the rain to pour in once more, 
  and it drain around the trap-door set into the floor.  
  Despite this the rest of the hall is habitable.
  Skills Check
  Skill Used: Animal Riding Proficiency, Page 151
  Achieving: Control Horses
  How long: 30 seconds
  TSC% Mods
   
  Avg Warhorse: +15%
   
  Superior: +25%
   
  Great: +40%
  Success Crit: 
  01 - 04 Success in control of the mount but a further check in 5 min
  05 - 08 Success in control of the mount
  09 - 10 Success in control of the mount and may aid another rider (allow 
  a second skill check)
  Failure Crit:
  01 - 02 Manage some control of the mount heading towards Ruins but 
  check again in 2 min
  03 - 07 Failed to maintain control of mount heading away from ruins, 
  however may check again in 5 min
  08 - 09 Complete fail, horse gallops away and a second attempt to 
  control can be made after 10min
  10 Complete fail horse gallops away and second roll is required to stay 
  in saddle.
  Consequences:
  The ride to the Ruins at full gallop should take 30min. Each 5min the 
  gamesmaster should roll to see if there is a lightning strike and if that 
  strike would hit one of the actors in the scene. There is a cumulative 
  chance of 5% per 5min outside the ruins of lightning strike. Treat this roll 
  as a targeting roll for ML 4 Lightning Bolt Spell Page 324 of the C&S 5th 
  Edition Core Rules.
  The horses pulling the carriage will automatically 
  bolt and gallop towards the ruins and shelter, as 
  Ernist the carriage driver attempts to bring them 
  under control, along with any PC's (and mounts) 
  who fail their rolls. The ladies in the carriage will be 
  heard to scream as the horses gallop away.  
  Read or paraphrase the following:
  The first floor of the keep consists of a small hall 
  surrounded by a corridor leading to archery slits in 
  the walls. 
  
  15
  Honour: 40
  Banshee
  (The Banshee of the Ruins )
  Gweneth was an evil Elven warrior who came to the keep 
  in its heyday.  During her stay she assassinated the lord.  
  As he was laid to rest in his tomb his retainers turned and 
  hacked down Gweneth.  At this moment Gweneth was 
  transformed into a Banshee and her spirit tied to the keep.  
  At the same time the Lord was turned into a Wraith who 
  turned on his men. They in turn become Wights serving their 
  Lord even after their death
  Height     5’ 6” 
   
  BAP 
  19
  Weight     n/a 
   
  BOD 
  n/a
   
   
   
  FAT 
  44
   
   
   
  DT 
  5’/20’f
  BMR 
  20% 
   
  SPRINT 10’/40’f
   
   
   
  Relevant Skills 
  PSF% 
  TSC%
  L Fear Touch 
  25% 
  65%
  Howl 
   
  35% 
  75%
  Dodge  
  30% 
  70%
  Will 
   
  40% 
  80%
  Armour - none
  The Light Fear Touch if successful causes the Fear effect of 
  the Command Spell at PMF 100, ML 8. It costs Fatigue and 
  requires a Willpower check at -50% to resist. If failed the 
  target is unable to take any actions against Gwyneth.
  The Howl causes anyone within 35 feet to make a Willpower 
  check at -35%. If a PC fails to make their check they are 
  forced to drop items in hand and collapse to their knees 
  completely demoralised.
  In the darkness a pinprick of light appears 
  coalescing and expanding into the form of a fine 
  Elven maid. "Welcome to my humble abode gentle 
  folk, for I am Gweneth, the lady of this keep.  
  Your presence here is most welcome as I need your 
  assistance."
  Ruins Of Caer Raleth
  First Floor
  To the southeast of this floor is the old Guard Room, 
  read or paraphrase the following:
  Over the years the keep has fallen into ruin and 
  Gweneth has come to realise her undeath is a curse 
  that could be lifted.  Once all the undead have been 
  laid to rest, her spirit will no longer be tied to the 
  keep and she can then rest in peace. 
  If the PCs refuse to help she will begin her keening 
  wail and proceed to attack.  Read or paraphrase the 
  following:
  If the PCs agree, (and they are not already in the 
  ground floor), she will lead them to the steps t which 
  lead to the dungeon. 
  Although the rest of the keep seems in disrepair, 
  the hall seems in reasonable condition.  The hall is 
  quite small and on the westward side of the hall is 
  a stone staircase leading to the floor above.  Some 
  rain trickles in through the opening created by the 
  staircase but it is nothing to really speak of. 
  A fire can be built in the fireplace and the hall 
  made more hospitable. If anyone should venture to 
  the floor above, they will simply find a floor open 
  to the elements and evidence that what remains 
  of the walls indicates that the keep towered a 
  further two floor above. The trapdoor can easily be 
  opened revealing an iron ladder leading down into 
  darkness.  
  During the night (or in the ground floor level if 
  anyone ventures down), read or paraphrase the 
  following:
  The glowing spirit hovers towards you, "You must 
  help me, help lay my spirit to rest.  All I require 
  of you is to slay my murderers who rest below the 
  keep."
  As your refusal to help leaves your lips, her visage 
  transforms into that of a terrible hag.  Her jaw 
  drops open and a keening wail begins to emit from 
  her mouth.
  
  16
  
  17
  Dungeon
  Room One
  Read or paraphrase the following:
  This is the final resting-place of the mortal remains 
  of Gweneth.
  Room Two
  This chamber is empty except for a carved wooden 
  box, read or paraphrase the following:
  The steps lead down into a five pace square 
  chamber, Towards the right as you enter the 
  chamber, a further flight of stone steps lead further 
  down into darkness.  Straight ahead a ten foot 
  wide passage leads away from the chamber.  In 
  the centre of the room lies a skeleton in a dress, a 
  rusted long sword in its grasp.
  In the centre of the room is a carved wooden box, 
  one foot square, the carvings all represent various 
  creatures.
  All of the carvings can be depressed.  If asked to 
  describe the carvings use any animals but ensure 
  that the following are mentioned together. 
  Scorpion, Crab and Fish  - (the water signs of the 
  zodiac)
  Lion, Tiger and Cat  - (the only felines carved on the 
  box)
  Honour: 2 each
  Hairy Spiders (6)
  Height  3” long  
  BAP 
  18
  Weight  n/a  
   
  BOD 
  2
   
   
   
  FAT 
  16
   
   
   
  DT 
  6’
  BMR 
  0% 
   
  SPRINT 12’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Bite (light) 
  1 
  30% 
  70%
  Dodge  
  0 
  35% 
  85%
  Stamina  
  0 
  10% 
  50%
  Will 
   
  0 
  5% 
  55%
  Armour - None
  Although only small these spiders have a 
  rather nasty poison attack. The poison is 
  Aqua Scorpions. has an onset time of 15 
  seconds (one round), and a duration of 30 
  minutes, damage is 2 Body every 5 minutes. 
  It incapacitates with immediate wracking pain 
  anyone with a CON less than 13 who fails a 
  Stamina roll. 
  
  18
  If the symbols of the zodiac are depressed 
  (regardless of order), a hidden draw shoots out 
  which contains a silver key.  This key will unlock the 
  ‘Magically Locked’ doors leading into Room Four.
  If the three feline symbols are depressed (regardless 
  of order), the box will spring open unleashing six 
  hairy spiders which had been held in stasis.  
  Some Gamemasters are happy to allow players to 
  figure out puzzles themselves; however, this does 
  not suit all groups and in these situations a skill 
  check can be made as detailed below.
  NOTE:  The spiders will also be unleashed should 
  the PCs just smash open the box but they will of 
  course obtain the key as well. 
  Should the characters make an successful evaluate 
  skill check on the wooden box, they will realise that 
  it is worth Cr. 5
  Honour: 56 Each
  Wights (2)
  Height 5’ 9” 
   
  BAP 
  12
  Weight 160 lbs  
  BOD 
  48
   
   
   
  FAT 
  31
   
   
   
  DT 
  10’
  BMR 
  0% 
   
  SPRINT 20’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  13S 
  25% 
  65%
  Dodge  
  0 
  20% 
  60%
  Stamina  
  0 
  35% 
  75%
  Will 
   
  0 
  40% 
  80%
  Longsword 
  11S 
  28% 
  68%
  Armour - none
  The have innate magick powers (PMF 37, ML 3, PSF 36%) 
  and have access to Basic Magick Air - Fog and Mist, all 
  Command spells that relate to illusions and fear to MR 2. 
  They can see in darkness. (See Chivalry & Sorcery 
  5th p555)
  Room Three
  The stairs from Room Two lead into this large unlit 
  chamber.  Bursting from the earth are two Wights.  
  The passage leads to a huge trellis of wrought iron, 
  some 10 feet wide and 10 feet high. This appears 
  to be some form of a door and inset into it is large 
  fabricated set of scales, in the centre of which is a 
  small keyhole.
  Room Four
  The staircases leading from Rooms One and Three 
  lead to the doorway to this chamber.  
  Beyond the doorway, lies a further chamber in the 
  centre of which is a dark marble slab.  On top of 
  this rests a granite sarcophagus, made in the image 
  of a great warrior.
  Skills Check
  Skill Used: Riddling p192 or Picking Locks p210
  Achieving: Open the box without releasing the spiders
  How long: 2 minutes
  TSC% Mods
   
  Dawrf: +15%
   
  Elven: +25%
   
  Background: +10-25% (characters have a history with such 
  puzzles or they describe (gamemaster calls for) a flashback about such 
  things in the characters past.
  Success Crit: 
  01 - 10 Success in opening the box without releasing the spiders, either by 
  figuring out the symbols, or, using thievish lock picking techniques.
  Failure Crit:
  01 - 02 You are making progress check again in 5 minutes after having a 
  think about the problem
  03 - 07 This is a tricky one, you have to rethink your whole strategy for 
  opening the box, retry in 10 minutes
  08 - 09 Stumped, you have no idea how to open the box, you must make 
  a successful DISC AR after 20 minutes of swearing and tantrum. If you 
  succeed you may try to open the box again, you have a -20% penalty. Any 
  other failure with a critical die result greater than 01-02 and you give up
  10 Totally out of your depth. A complete fail any tools being used are 
  broken and the spiders are released.
  Consequences:
  Either the character opens the box and gains the key or the spiders 
  turn up. Always allow the characters time to use their own cunning in a 
  challenge such as this. Good ideas and role playing should always be put 
  before a skill challenge. If they get flummoxed or are uninterested in such 
  things, then you can fall back on the challenge.
  This door is magically locked and can be opened by 
  the key in Room Two or by the spell Knock p347.  
  Once inside the room, read or paraphrase:
  
  19
  Inside the sarcophagus are two scrolls and two 
  potions.  Both of the potions are Cordials of Healing, 
  Each has 5 doses and each dose can give a bonus 5 
  fatigue points to the normal resting rate. Only 3 doses 
  can be taken in a 24-hour period and each lasts for 3 
  hours. 
  The scrolls contain the scriptures for a Priest to 
  learn the Miracles ‘Heal Grievous Wounds’ and 
  ‘Restoration’. 
  The next morning the storm has abated and the party 
  are free to continue their journey to Cadanbyrig. 
  Scene Five
  If the party continues along the main trail to 
  Cadanbyrig they will come across one of the local 
  bandit groups at point 5 on the map.
  If the PCs refuse then the figure will be joined by 
  another dozen bandits, who were hiding behind the 
  trees at medium range for their longbows (40’). 
  Inside the sarcophagus are the last mortal remains of 
  the long dead lord, but it also forms the resting place 
  of his spirit in the form of a Wraith. 
  Once the Wraith is slain, Gweneth will reappear 
  even if slain earlier, she can only be fully slain after 
  the Wraith is dead.  
  Honour: 63 Each
  Wraith
  Height     6’ 
   
  BAP 
  19
  Weight     n/a 
   
  BOD 
  -
   
   
   
  FAT 
  60
   
   
   
  DT (Fly) 10’/30’
  BMR 
  0% 
   
  SPRINT (Fly) 20’/60’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Touch   
  crit x3 
  30% 
  60%
  Dodge  
  0 
  33% 
  73%
  Stamina  
  0 
  27% 
  67%
  Will 
   
  0 
  43% 
  83%
  No Armour 
  Each touch hit ignores armour.  
  It also drains 1 FP at the end of each round from every living 
  creature within 50 feet. 
  See Chivalry & Sorcery 5th Edition Bestiary section 
  p555 for all its special abilities.
  The source of my curse has now been removed, 
  I am free now to rest in peace.  The sun is now 
  arising and I shall therefore bid you goodbye 
  and thank you.  Beneath the remains in the 
  sarcophagus are some items that may benefit you.
  The trees begin to thin along the trail and you can 
  see sea-birds overhead.  Shortly the trail widens 
  and it joins a road. Along this road the trees have 
  been cleared and you can see the ocean barely a 
  mile away.  This can only be the coast road leading 
  northwards to Cadanbyrig - your journey will 
  soon be over. As you join the road a lone figure 
  jumps from the trees at the end of the trail.  He 
  stands before you with an arrow nocked in a long 
  bow. 
  "Stay noble folks, do not move if you have no 
  desire to be slaughtered. Leave all your valuables 
  and you may depart unharmed.”
  Honour: 19 Each
  Outlaw Archers (13)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longbow 
  4 
  39% 
  59%
  Stealth  
  4 
  12% 
  42%
  Armour - Clothing 
  Longbow Dmg Base 12 / Crit +1
  
  20
  Scene Six
  Ambush
  Whichever route the party have taken this final 
  encounter in Act One is unavoidable. This major 
  ambush has been laid by Baron Arbarl to kidnap the 
  Princess and hold her ransom.  He plans to get the 
  King to abdicate in his favour, if not he will have 
  the Princess murdered, thus sparking a major war 
  between Urtind and Anderia (for the Princess is 
  the favourite sister of King Alladan Malay), During 
  this encounter, 50 Bandits - 1st level Warriors under 
  a 4th Level Wizard - will attempt to ambush the 
  party. Their only desire is to take the Lady Katrina 
  prisoner.
  Read or paraphrase the following:
  Nearing Cadanbyrig you being to relax, ahead the 
  road travels around the small bay that serves as a 
  natural harbour. You are barely three miles away 
  from the town when you hear a cry and some fifty 
  horsemen burst from the woodland. They gallop 
  towards the road between you and the city, then 
  turn and ride in your direction. They all appear 
  well armed and armoured except for one who is 
  dressed in simple robes.
  The only place of safety is a small mound to your 
  left. It appears to be an old abandoned settlement 
  but its ditch and mound ring defence is still 
  visible.
  Honour: 82
  Gattrick of Obendley
  (4th Level Human Mage)
  STR 
  09 (54%) INT 
  17 (82%) 
  APP 
  12 (66%)
  CON 
  10 (58%) WIS 
  17 (82%) 
  BV 
  16 (79%)
  DEX 
  12 (66%)  DISC 14 (73%)  SPR 
  9 (54%)
  AGL  
  11 (62%) FER 
  16 (79%) 
  CHA 
  12 (66%)
  Height 6 3” 
   
  BAP 
  14
  Weight 220 lbs  
  BOD 
  42
   
   
   
  FAT 
  32
  BIF 
  36 
   
  DT 
  5’
  BMR 
  0% 
   
  SPRINT 8’
  PMF 
  67 
  ML 4
   
   
   
  Magick  
  Lvl 
  PSF% 
  TSC%
  Hex Master 
  6 
  57% 
  87%
  Arcane  
  4 
  37% 
  47%
  Command 
  3 
  29% 
  49%
  Illusion  
  2 
  36% 
  46%
   
  Combat  Skills 
  Dmg 
  PSF% 
  TSC%
  Longsword 
  10S 
  30% 
  60%
  Dodge  
  0 
  15% 
  55%
  Stamina  
  0 
  20% 
  60%
  Will 
   
  0 
  20% 
  60%
  Spells
  Dazzle MR 1, p347 (Focus)
  Shadow Cast MR 2, p348
  Arcane Cloak MR 4, p346 (Focus)
  Arcane Shield MR 5, p346 (Focus)
  Shadow Arrows MR 2, p352 
  Shadow Bolt MR 4, p352 (Focus)
  Sleep MR 1, p353
  Area Sleep MR 3, p353
  Hold Person MR 4 p357
  Charm Person MR 4, p356
  Blurred Image MR 1, p3714
  Faerie Gold MR 2, p371
  Simple Focus (Lotus wood wand, tipped with moonstone 
  and silver inlay along its length) Charges: 15 / 5 per week
  Gives +7% to method PSF% FAT cost -2 +5% to targeting. 
  Stored spell listed as (Focus) can be cast as cantrip with no 
  FAT cost for the cost of 1 charge per MR
  Description:
  Most who meet him, will instantly be looking up due to his 
  height, starring at matted blond dreadlocks and his dark 
  blue eyes that have another worldly quality to them. His 
  alabaster pale complexion is enhanced by his pit black 
  robes. He will flee if things look bad for him.
  The wizard leader will remain towards the rear of 
  the warriors and goad them into attacking.  He will 
  attempt to "Dazzle" p347 the party's spell-casters, 
  followed by his other spells. He could be used again 
  in the adventure, or afterwards as a antagonist in 
  another story.
  Conclusion of Act One
  The PCs may retreat to this mound or take on 
  the attackers.  If the latter and they succeed, they 
  may travel to the City undisturbed. Otherwise the 
  Warband will succeed in taking the Lady Katrina 
  and taking her to Baron Arbarl’s castle. With the 
  lady out of the way, the marriage fails to take place 
  and causes great embarrassment to Urtind. The 
  only course of action for King Karonus is to effect 
  a rescue attempt which he places firmly on the 
  shoulders of the player characters. 
  
  21
  While you quickly gallop out of the settlement, the 
  bandits make a run for their own horses. As you 
  ride for the shelter of the city the bandits being to 
  close.
  With the gates in sight, you realise that they are 
  almost upon you when the gates slowly swing 
  open. Out of them pour three score mounted 
  warriors in gleaming chain mail with lances and 
  whitewashed shields bearing the device of the 
  Bear. With Dragon pennant unfurled, they gallop 
  towards you, they then spread into a long frontage 
  and charge.
  The Bandits quickly turn and flee as the thunder of 
  hooves come closer. They pass you by and as half of 
  their number turns to escort you into the city the 
  remainder charge towards the bandits.
  As you pass beneath the great stone gateway of 
  Cadanbyrig, you take a deep sigh of relief as you 
  reach your journey's end.
  Honour: 19 Each
  Bandits (50)
   (1st Level Human Warriors)
  Height     5’ 8” 
   
  BAP 
  12
  Weight     172 lbs  
  BOD 
  39
   
   
   
  FAT 
  26
   
   
   
  DT 
  5’
  BMR 
  0 
   
  SPRINT 8’
   
   
   
  Relevant Skills 
  PSF% 
  TSC%
  Longsword 
  18% 
  48%
  Dodge  
  6% 
  66%
  Stamina  
  5% 
  45%
  Will 
   
  3% 
  43%
  Shield Play (Hvy) 18% 
  48%
  (Kite shield adds an extra 15% chance to block 
  an attack)
  Armour Leather  6 / 5 / 4 / 5 / 5 
  without any head covering 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Longsword 11S, Crit Die +1, Bash 8
  Otherwise, allow the PCs chance to prepare defences 
  and then make the assault by the bandits.  Once the 
  bandits have lost 20% (10 of their number), they will 
  retreat to regroup. Have the Players make Intellect 
  AR% checks, if they succeed they will realise they 
  have the chance to made a gallop for the city gates. 
  If the players fail to take this chance, have the 
  encounter continue as if the players had simply 
  stood and fought.  
  In the event of the PC's making a gallop for the 
  gates, as they turn towards the city. 
  If the Players are successful in getting the Princess 
  (and her lady in waiting) into Cadanbyrig they will 
  receive great thanks from King Karonus and be 
  invited to the wedding - Act Two.
  If any Bandits manage to escape, they will disperse 
  into the forests. If any of them are captured, they will 
  reveal they were hired by an tough and experienced 
  looking warrior, who wore no clan tartan and had 
  covered up his lord’s badge.
  If they failed and the princess was captured, the 
  King will insist they lead an rescue attempt. The 
  party can discover the bandits’ tracks that lead to the 
  castle of Baron Arbarl.  It should be noted that the 
  bandits will only head directly for the castle if they 
  have the Princess. Otherwise they will disperse into 
  the woods.
  Once the identity of the individual behind the 
  kidnapping (by this time the ransom note will have 
  been delivered) the King organises a siege of the 
  castle with the party required to sneak in and effect 
  the rescue. At this point go straight to Act Three.
  Unless, the princess has been kidnapped the 
  wedding will go ahead, play out act two
  Thus Ends Act One 
  & Begins The Interval 
  (Character Bookkeeping / Downtime 1 week)
  Use the advice on running downtime and booking 
  from the main rules p45 and p474
  
  22
  While the wedding scene has a major purpose 
  within the adventure, it also has a long-term 
  purpose for a campaign. If the gamemaster wants 
  to, they can use this scene as a springboard for the 
  characters to join in with the world at large. The 
  wedding is an event where almost all of the ‘people of 
  power’ in the land come to show their respect for the 
  host and of course to score points with their peers 
  and against their enemies. This all makes for some 
  interesting role-playing. 
  While it’s not essential that the gamemaster make 
  this wedding such a large part of the game, it gives 
  freedom to the players to explore their characters’ 
  stories. Of course, if you are running this adventure 
  as a one-off game the wedding can be just the setting 
  for the attack of the assassins. 
  Flashbacks
  Characters are always getting themselves into sticky 
  situations and problems can be lethal when you 
  are an adventurer. A player has put a significant 
  amount of time, effort and creativity into generating 
  and breathing life into their character. They are 
  understandably upset, when during the game, 
  their character dies and there is nothing that they 
  could do about it. They have to sit by and watch 
  the train wreck happen. Many games now have 
  mechanisms, by which the character can get a little 
  extra something out of the bag, to help extricate him 
  from certain death. ‘Fate Point’, ‘Inspiration Points’, 
  ‘Hero Points’, ‘Action Points’; they have many names 
  and effects when used.
  However, even these run out. Sometimes, that 
  last Hero Point is a dud and you are in the same 
  situation next round. A solution that I have used 
  for many years now, with fun and some interesting 
  outcomes, is ‘the Flashback’.
  If the character needs to make that last-ditch effort, 
  maybe he doesn’t have the right skill, maybe his 
  wounds are holding him back. Whatever the reason, 
  unless something happens, they are going to be 
  looking at generating a new character. 
  Who knows? If this character falls, then the rest of 
  the group might be taken down as well. 
  When these circumstances arise and the characters 
  usual get out of the mire hasn’t worked, or isn’t 
  available; give the player the chance for a Flashback.
  When you call for a flashback, ask the player what 
  effect they are looking for. Maybe they want to 
  ignore a wound or use a skill that is inappropriate 
  for the situation, or they need to have a greater 
  chance of success. There is no real limit to what 
  game alterations you can allow for a player doing a 
  flashback.
  Once you have determined what effect is being 
  looked for, the player then has to recite a story, 
  where in the past his character faced a similar 
  situation. In this situation he - “Overcame his wounds 
  to achieve victory”, “Used the skill he wants to use now in 
  the past to solve a similar situation”, “Gained a streak of 
  luck”, “Was in the combat groove and pulled out a stunt 
  or special move he didn’t know he could do but had seen 
  his master perform”. The story only needs to be short, 
  told in collaboration with the gamemaster, and other 
  players becoming the NPCs of the scene if you like.
  The measure of success of the Flashback is more 
  learning something new and interesting about the 
  character, and perhaps introducing a new NPC or 
  organisation from their past. Most importantly, it 
  should be fun. 
  Then, if it was on the point to the effect required, 
  as long as it gives lip service, then the player 
  should win the effect for his character. Don’t make 
  Flashbacks a thing of dread, where they are judged 
  on their story, these should be light and fun vignette. 
  Equally, don’t make them too common; if you think 
  that a little humility is what is needed in the scene, 
  then no amount of whining is going to get them a 
  Flashback.
  In having this trick at your disposal, you will find 
  that, you and the other players, learn things about 
  the character, that would otherwise never come 
  up in the game-play. As a gamemaster, you will 
  find that you gain new and glorious NPC’s and 
  organisation, locations that you really enjoy and 
  wouldn’t otherwise have taken the time to bring 
  to the game. These might come back to haunt the 
  player later on in a wicked twist of play.
  Flashbacks can be an experience award that 
  the character keeps, or  that he converts into an 
  advantage, see the section in Chivalry & Sorcery on 
  spending experience on p476.
  Act Two
  Scene One
  The Wedding & Assassination
  The PC's are attending the wedding of Lady Katrina 
  and the Crown Prince Artorius at the Cathedral of 
  Beleryn in Cadanbyrig.  
  
  23
  The Processional
  The Cathedral of Beleryn
  E
  
  24
  Wedding Scene Flashbacks
  There is a preponderance of high nobility at the wedding, wealthy gentry, super-star tournament 
  knights, entertainers of the highest calibre, probably spies and a secret wizard or two. The characters, 
  have every opportunity to use flashbacks, to connect themselves to one of these persons. Maybe to set 
  up a patron. Perhaps flesh out an enemy that was previously left in flux.
  When a player’s character interacts with those at the wedding, keep an open mind as to when would 
  be an interesting time to call for a flashback. For instance, let’s say that I am playing Sir Foeman and 
  he is mingling at the party. The gamemaster points out a monogram on a noble’s hanky that doesn’t 
  match the name he is going by. I have previously set up a scene in my character’s past, where an 
  unknown person, has perpetrated a terrible crime upon my family. Showing interest in the monogram, 
  the gamemaster calls for a flashback. I start my story, telling of the tragedy, the gamemaster adds 
  details to my flashback that now sets-up ‘this noble’ as having a double identity, one of which is evil 
  and makes him my enemy. My Flashback earns me 200exp.
  Later at the wedding, I am mixing with a wealthy merchant, clothed in silks and wearing far too much 
  jewellery. He calls for a flashback, stipulating that. “You know that this person is actually a wizard for the 
  Guild of Hedonism, he is a conjurer extraordinaire. Give me a flashback on your meeting and what transpired. Is 
  he friend or foe? Will he be patron or antagonist?”
  I relate my meeting with him, going into detail about how while partaking in an underground 
  cuisine movement he was about to become the main course, they had never eaten wizard before. My 
  investigations into a missing person lead me to the event, and fortunately for this wizard, I was just in 
  time to save his life and have kept his magickal secret since. My story was bold and had some elements 
  that the gamemaster liked and had not previously thought of. This earned me 500exp. These are just 
  a couple of example of how you can turn the wedding and the meeting of the guests into a wonderful 
  resource for character development and give out a little experience to the players for their creativity. 
  Flashbacks should be categorised in three bands: Adequate, Good and Amazing.
  Adequate: 100+ Exp Award or Effect
  The Flashback covers the basics, it does what was asked of the player but doesn’t really add anything to the story or the 
  background of the NPC or character.
  Good: 150+ Exp Award or Effect
  The Flashback has more style and substance over what was asked for, it gives the gamemaster something to add to his 
  NPC or the story.
  Amazing: 250-500 Exp Award or Effect
  The flashback covers all the requirement plus was entertaining, or funny, daring, informative, or leading. The player has 
  given the gamemaster both story elements to uncover and details about an NPC and the player’s character.
  
  25
  So, Who’s Who?
  This section covers the people of note at the 
  wedding, most of them, some are guests as one 
  would expect; however, there are a few in the others’ 
  that merit a mention for those characters who move 
  in those shadier circles. 
  In case you wish to add your own guest(s) to the list:
  Title/Name: Self Explanatory
  BIF: Basic Influence Factor
  POP (place of power):
  This is the location of where this person holds the most control, 
  sway or influence. It’s their homeland, usually, but doesn’t 
  always have to be; some have more interest and investment in 
  other peoples lands, neglecting their own back yard.
  Description: 
  What stands out about the person, the first impression this 
  person makes and anything you think that the characters might 
  be interested in or pick up on for a Flashback.
  Goal: 
  The goal should be something of ‘the now’. Not a very long 
  term one. "Make Sir Foeman look stupid". This way, it is 
  something that applies to the wedding or shortly after.
  Interaction Chart
  Maybe you could create a chart, that maps out 
  the interactions and likes and hates of the guests, 
  especially if you add in your own guests. This chart 
  will give you an idea of the interaction between the 
  guests at the wedding. Some of the relationships are 
  known or obvious, while others, are secret or maybe 
  not even recognised as a thing by the owner. 
  For example, the sly condescending remarks have 
  earned the hatred of the Lady Isabelle; however, 
  Lady Ashanal has no idea her witty remarks have 
  been taken in such a manner.
  Wedding events
  There are events at weddings that call for skill 
  checks, these events can make a person’s reputation 
  or label them for a long while as something 
  unfortunate.
  • 
  The greeting of the groom and his parents is a must 
  Modified by Lore Historical (p184) Roll 
  Courtly Manners (195)
  • 
  A critique of the clothes they are wearing is an option for a 
  knowledgeable character to gain or destroy another’s BIF 
  Modified by Evaluating Goods (p207) Roll 
  Diplomacy & Politics (p162)
  • 
  Gifts  
  Modified by Evaluating Goods (p207) Roll 
  Diplomacy & Politics (p162)
  • 
  The chit chat at the pre-ceremony gathering
  If the gamesmaster decides to set this adventure in a Medieval Europe setting then they 
  should consider the following historial information. Medieval marriages weren't generally 
  held in churches (and the vast majority of people didn’t have a religious service at all). 
  Nobles certainly would not hold the betrothal (which is the important bit of a marriage) 
  in a cathedral, and largely would have any blessing service in a private chapel. The social 
  aspects and public acts far out wayed the religious. There wasn’t even the need for a 
  religious practitioner (or even witnesses) for a marriage to be totally legal and official. The 
  “Church” idea of marriage as a necessarily religious event is post-reformation.
  One could get married in bed, on the road, in the pub - or in a friend's home (that seemed 
  the most popular). All that was required was the legal consent of the two people. Proving 
  one was married was another issue....
  It changed officially with the fourth Lateran Council of 1215, though enforcing that was a 
  different matter.
  
  26
  The characters are shown by a herald, to a line of 
  dignitaries that are waiting to give their best wishes 
  and thanks to the lucky couple. How the characters 
  perform in their greeting, might make or break their 
  relationship with some powerful people.
  Formal Greeting of the Groom & Parents
  The character needs to be able to present himself and 
  his best wishes in the correct way, or insult could 
  arise.
  If the characters are from this country then they will 
  use Courtly Manners (p195) as a direct skill making 
  a check and comparing their Success or Failure Crit 
  Die to the table.
  However, if the characters are from another 
  kingdom, may many countries removed from 
  this one, their culture and etiquette may be very 
  different. Have them make a check on their skill in 
  Lore Historic, Regional/National (p184) the crit die 
  result will give a modifier to their Courtly Manners 
  to see how well, or badly they have done.
  The other critiques will use a similar method. Make 
  a table with Crit Die as opposite, change the results 
  to give the outcome you think are reasonable for 
  your story. Success and Failure in a Secondary Skill 
  will make the task at hand with the primary skill 
  easier or tougher. 
  Skills Check
  Skill Used: Courtly Manners, Page 195  
  Achieving: Be respectful of Etiquette
  How long: 3 minutes
  TSC% Mods (From Lore Historic Roll)
  Success Crit Die with Skill Roll: 
  01 - 09 +15%
  10 +20%
  Failure Crit Die with Skill Roll : 
  01 - 09 -15%
  10 -30%
  Degree
  Success Crit: 
  01 - 04 You did what is required and gained a 
  nod from the hosts and recognition from the other 
  guests. Some point of Honour your character has 
  earned will be mentioned.
  05 - 08 You have done what is required and 
  slipped in a nice comment or two. You gain a +20 
  BIF against the guests while at the wedding
  09 - 10 You hit all of the correct points to pay your 
  respect and honour the bride and groom and their 
  families. You gain a +20 to your BIF against anyone 
  at the wedding for the next 6 months
  Failure Crit:
  01 - 02 You Make the bare minimum of what is 
  called for in this sort of important situation. You 
  gain no advantage or disadvantage
  03 - 07 You hit all the marks, but leave out a 
  crucial form of etiquette, this might be lack of skill 
  or from ignorance because of nationality. -20 BIF 
  against the guest for the Wedding Scene.
  08 - 09 Barely able to find the words you stutter 
  thorough some contrived speech, you are given 
  scowling looks and ushered on your way. -20 BIF 
  against the wedding guests for the next 6 months.
  10 You blather your way through a scene worthy 
  of Mr. Bean mixing up roles of etiquette and using 
  incorrect salutations. Unless someone can save 
  you, or you can save yourself with a charisma skill 
  check then you are escorted off the premises for 
  the insults you have given to the hosts houses. 
  Consequences:
  This could split the group if someone gets thrown 
  out because that fluff the roll. Or perhaps the 
  characters are victims of Influence checks on them 
  by the guests, who now see that their BIF levels 
  are reduced. The fallout from the greeting cold be 
  more long term, especially if compounded later on 
  with other errors.
  Title/Name: B’rant 
  William of Palecur
  BIF: 47 (Social Status 38)
  POP (place of power): Norcloth
  Description: 
  He is the typical tall, dark, handsome stranger. He 
  wafts across the floor with an effortless long stride. 
  He has hawkish features and a deep gravel like 
  voice. He moves between guests and engages them 
  with little effort.
  However, any character who has invested levels 
  in the skill ‘Read Character’ will note that while he 
  moves around and seems to be charming everyone, 
  the guests he talks to always seems to make an 
  excuse to separate themselves after a very short 
  time.
  The Guests
  
  27
  Title/Name: B’rant 
  Richard of Burlin
  BIF: 67 (Social Status 37)
  POP: Caer Burlin
  Description:
  Richard is a short stocky man, more a tall Dwarf 
  than a man, however his strength and fighting 
  prowess are known across the land. He has great 
  skill with many weapons and uses his stature to his 
  advantage. He’s also noted for his short temper and 
  ability to take offence at even the modest slights. 
  Goal: 
  William has an agenda. He has been pushing this 
  agenda every single opportunity he gets and while he is 
  charismatic, his agenda does not fall favourably upon the 
  ears of the other nobles at the wedding. After hearing the 
  same pleas for the last two years, once he begins on that 
  track, they make their excuses to get away.
  The agenda could be anything you want. If you have no 
  campaign needs, assume his is agenda is getting support 
  for a grant for a market in the town around his keep.
  Unlawful assembly of such numbers is acted upon by the 
  Crown’s forces without such a charter.
  A charter market or fair is a street market or fair which 
  was established by Royal Charter. As today, markets and 
  fairs are trading gatherings held at regular intervals. 
  In medieval England and Wales, it was common for a 
  market to be held once a week, on a set day and in a set 
  place.
  From 1199 to 1516, Royal grants of markets and fairs 
  were generally recorded in charters. As such, markets and 
  fairs fall into two categories: prescriptive and granted. 
  Many of the oldest and most successful markets and fairs 
  were held by prescriptive right, or in other words, by 
  custom.
  The second category of markets and fairs is those set up 
  by a grant. By the year 1066, the right to establish a 
  market or fair was considered to be via a Royal franchise. 
  Royal grants were detailed and specific, as they named 
  the grantee, stated the day of the week for the market. 
  The location of the market or fair was also noted, usually 
  at a manor belonging to the grantee, with its exact site 
  specified.
  The problem is that such a market charter is being blocked 
  by his neighbours for fear that it will take trade away 
  from their prescribed markets.
  He will offer to duel on a whim if he can find a way 
  to take umbrage at something. His reputation often 
  brings an instant apology, with only a handful of 
  the guests at the wedding commanding any respect 
  from Richard.
  He has a long chestnut beard he keeps in excellent 
  condition and a servant comes and cleans up any 
  drink spills or food caught in it.
  He is here with his wife, by any definition a haughty 
  harridan who thoroughly enjoys ripping into people 
  and relying upon the fear her husband generates to 
  allay any comebacks. She is plain, sour-faced and 
  has a black heart.
  Goal:
  Richard has been chasing William of Palecur for some 
  time. He really wants to shut up the windbag, going on 
  and on about his market all the time. However William is 
  swift and cunning with his mingling and has so far been 
  able to avoid Richard and the possibility of a duel over 
  some slight. Richard wants to get him cornered so he can 
  engineer some reason to either get the man to grovel and 
  apologise or to be able to cut into his flesh.
  This could play out like an odd dance as the guests talk 
  to each other, with Richard following William about, 
  William gliding across the floor and continually getting 
  snubbed by people once he starts talking about his 
  project.
  It’s left up the gamemaster whether Richard catches up 
  with William and what the outcome of that encounter 
  would be. William would be a fool to accept and challenge 
  to a duel from Richard. However, William is a master 
  of rhetoric and could well chit-chat with Richard and 
  avoid offending him. This last option would drive Richard 
  to madness; he would turn bright red and blather on 
  eventually ending up being the one who insults William. 
  With a crowd of nobles around him he would have to end 
  up apologizing to William, the exact opposite of what he 
  wanted. 
  
  28
  Title/Name: Jennifer of Ridley
  BIF: 42 (Social Status 28)
  POP: None
  Description:
  The young niece of Richard of Burlin, his wife Jane’s 
  brother’s daughter, Ridley being her maiden name. 
  She came along with her uncle and aunt for her 
  first outing to such an event. She is 16 a. Her uncle 
  is rather protective of her; however, at the moment 
  he is more concerned with chasing William than 
  looking after his daughter.
  She is tall for her age and has long wavy blonde hair 
  and wears and posh blue dress with a golden chain 
  around her waist and a fashionable henin-style cap. 
  She is exceptionally pretty.
  Goal:
  She has been coddled and guarded all her life so far and 
  has never had chance to mix with boys. She is somewhat 
  shy but if spoken to will open up. She enjoys tales of 
  romance and chivalry
  Her goal at the wedding is to get a kiss from a handsome 
  warrior boy around her own age. Suitable candidates will 
  gain a bonus of +25% to their Courtly Love skill if they 
  try to woo her.. 
  Title/Name: B’ram Eleanor of 
  Brassen
  B’ran Eleanor of Brassen
  BIF: 69 (Social Status 42)
  POP: Caer Brassen
  Description:
  B’ran Eleanor, a middle-aged noblewoman in her 
  late 40s, is a distant relative of Queen Elanor, and 
  is thus of the Royal Blood, though barely. B’ran 
  Eleanor has held Caer Brassen in her own right for 
  20 years, since her father and brothers died in battle 
  alongside the future King Karonus.
  B’ran Eleanor has refused all offers of marriage, 
  remaining devoted to her long-time partner Alice of 
  Tourant,  the scion of a Cadanbyrig merchant house 
  who she has also appointed her steward. Under 
  B’ran Eleanor’s and Lady Alice’s care, the Caer 
  Brassen fief has prospered despite the depopulation 
  caused by the plague. Lady Alice has wisely 
  encouraged the turning over of labour-intensive 
  arable lands to sheep-farming, and invested profits 
  in purchasing urban properties and in merchant 
  ventures.
  As B’ran Eleanor’s wealth grows, suitors from 
  further afield have tried to win her hand, with no 
  more success than earlier local suitors. The B’ran 
  is starting to feel the need to appoint an heir of 
  her line, and has settled on her nephew Curran, a 
  somewhat studious 13 year old lad, the eldest son of 
  her younger sister. To secure this succession requires 
  the consensus of her clan and senior bannermen. 
  This will be easier to achieve if she wins the support 
  of the King and the Church of Urtind, and Curran is 
  able to demonstrate some martial ability.
  B’ran Eleanor remains an attractive woman with 
  noble cheekbones and a firm jaw, though her age is 
  starting to show in her thickening waist. Her dark 
  hair, which she still wears in maiden’s braids, shows 
  strands of grey. Lady Alice, five years her junior, is a 
  rather plump blonde woman with shrewd eyes and 
  thoughtful demeanour. 
  Goals:
  B’ran Eleanor’s primary goal is to win the support of 
  King Karonus’ and the Primate of the Church of Urtind 
  for Curran to be named her heir. Anyone who could help 
  win either (or both) pledges would win her gratitude.
  A secondary goal is to find someone who can instruct 
  Curran in knightly skills. A heroic knight who has won 
  King Karonus’ favour might kill two birds with one 
  stone. The lad is old enough to become a squire, and B’ran 
  Eleasnor can certainly finance his knightly education, 
  though Curran himself would much prefer to devote 
  himself to studying arcane arts and direct payment is 
  considered rude. Lady Alice knows the boy is smart, and 
  has little doubt she can teach him prudent management. A 
  persuasive or influential magus might even convince the 
  B’ran that arcane arts would be useful for a noble.
  For an added twist, it may occur to either the boorish 
  B’rant William, or to B’ran Eleanor, that William’s niece 
  Lady Jennifer might make a suitable wife for Curran. 
  While the lad is yet young, a betrothal could be arranged. 
  This will suit neither Jennifer, who dreams of a dashing 
  young knight errant, nor Curran, who dreams of an 
  extensive library. Of course, love is not a major factor in 
  dynastic wedding arrangements – and, while the odds are 
  against it, love has blossomed between unlikelier couples.
  
  29
  Title/Name: Guild Syndic John of 
  Moore
  BIF: 42 (Social Status 26)
  POP: Cadenbyrig
  Description: 
  John is here as much for business as he is for 
  pleasure. He is a wine merchant of the highest rank 
  and has been asked to cater for the wedding. Part of 
  the payment was his attendance.
  He is of medium build and fair complexion with 
  dark brown eyes, he has should length black, wavy 
  hair. He wears expensive clothes, this is more 
  outlandish and attention-grabbing than the nobles’ 
  clothing. It has wild frills and embroidery gone mad 
  with motifs and imagery all over. His colours are not 
  well balanced, with reds, greens and yellows. 
  His house may craft a wondrous wine but this is 
  probably the only area in which he has any taste. 
  Goal:
  Surely some of the guests here at the wedding have 
  parties and banquets they need catering for? Perhaps 
  they have a wine cellar that could do with topping up 
  with a fine vintage?
  He is on the prowl, with unsubtle words he tries his very 
  best to sell his wines.
  Title/Name: The Lord 
  High Chamberlain Earl 
  Nicholas Montforte
  BIF: 52 (Social Status 35)
  POP: The City of Constitution 
  in the Kingdom of Anderia
  Description:
  A Tall man with a lanky frame. His brown eyes 
  are piercing, and those who talk with him may 
  feel as though he can see their thoughts. He 
  wears his hair short in the style of the Knights of 
  Anderia and carries the king’s arms as he is here 
  as a representative of the crown of Anderia. He 
  has a ruddy complexion with bright red cheeks 
  and always wears a knowing smile. He has a noble 
  bearing and it is easy to see how he came by his 
  rank.
  The Earl also holds a rank in the church of the 
  Lawgiver as is shown by the runes upon his sword’s 
  scabbard. He wears a golden medallion to show his 
  rank of Chamberlain within the royal court.
  With him he brings an entourage of several knights, 
  his charming wife Matilda and daughter Abigail.
  Goals:
  He sees this as a great opportunity to makes sure that the 
  alliance between the two countries is solid. Anderian can 
  ill afford to lose support with the current internal rifts 
  and unrest amongst the Barbarian tribes it is trying to 
  keep under control. 
  His goal is to offer favours to those who have dealings 
  with Anderia, in order to gain some sort of prestation (It 
  was the act of giving a gift, service, political support or 
  even money to a feudal lord, once he accepted the gift he 
  was expected to provide an unnamed boon in the future, 
  he was then considered to be held in prestation to the gift 
  giver.) should the need arise and efforts are required from 
  outside forces. 
  Title/Name: Kt. Cmdr. 
  Sir Robert Gallad
  BIF: 62 (Social Status 36)
  POP: The Citadel of the City of 
  Constitution in the Kingdom of 
  Anderia
  Description:
  A large man in his finest of armour and adorned 
  in a brand new surcoat with the king’s livery. He 
  stands 6’2” tall and is probably in his late forties, but 
  it’s hard to tell. He has a large scar from his hairline 
  down his left eye and onto his check. His vision 
  seems unimpaired from the wound. He wears his 
  hair short as is the customs for knights in Anderia. 
  His complexion is pale and  his hair brown with 
  grey starting to creep in on the edges.
  Goal:
  His mission is, to protect the Anderian delegation. That 
  also means protecting the people at the wedding. He is 
  a superior knight of 15th Level. See Core Rules p515 for 
  detailing NPC stats
  Should the characters have difficulty with the assassins 
  then Sir Robert will come to their aid.
  
  30
  Title/Name: B’ran 
  Robert of Dorinn
  BIF: 51 (Social Status 43)
  POP: Scattered and Few
  Description:
  He is of average height and has a dark complexion, 
  short brown hair and brown eyes. He is very vain 
  and can be seen constantly combing his hair and 
  looking in a silvered vanity mirror, plucking nose 
  hairs or trimming his finger nails. He is 61-years 
  old though he looks much younger. Most think he 
  is mid to late 40s and no one knows how he keeps 
  himself looking so young; though the rumours of the 
  rituals he performs are often gruesome.
  His dress is old in cut and design and many repairs 
  can be seen in the cloth and shoes. To even the 
  casual observer it is clear that his finances are not 
  what they once were. The income from his land has 
  suffered for his rituals and he takes little care over 
  what his peasants get up to or if taxes are paid - 
  feeling that such things are beneath him.
  This lack of funds has turned him into a real skinflint 
  with money, refusing to spend even a copper that he 
  doesn’t have to. He is too tight to pay for people to 
  manage his lands and soldiers who can barely count 
  end up performing many of those jobs. 
  In conversation he is only happy if everyone is 
  talking about him or he is talking about something 
  that he has great knowledge of and can brow beat 
  the others in the conversation dominating over them 
  how clever he is.
  Goal:
  Edmund of Whiteheath recently beat him at chess, they 
  have been playing for a long time and it is always Robert 
  who wins the games. Either Robert was off his game, or 
  god forbid Edmund has got good enough to beat him. 
  Either way the he must be punished for the win and 
  Robert must take his place as the better person.
  His goal is to make Edmund look stupid and idiotic at 
  every opportunity.
  Tittle/Name: Edmund 
  of Whiteheath
  BIF: 53 (Social Status 26)
  POP: Great Chase
  Description:
  Edmund, a household knight of Caer Lastral, is a 
  tall man of pale complexion with thick red hair that 
  he keeps short in the style of the Anderian Knights. 
  He has steel-grey eyes and a warrior’s physique. His 
  dress is very stylish and has an Anderian feel to it, 
  with a perfect balance of style and utility. 
  He has been well educated and can speak cleverly 
  on many subjects, attending the University of 
  Sapphire Tower in Anderia to gain his insights 
  into the study of the Humanities, though it is 
  mathematics and the way of Alchemy and Science 
  that truly intrigues him.
  He carries with him a little notebook made of 
  parchment offcuts that he occasionally takes out and 
  jots a note or two in while he wears a look of either 
  discovery or puzzlement.
  In conversation he is chatty with the ability to flow 
  from one topic to the next and offer up interesting 
  facts of the subject at hand. While he seems to be a 
  scholarly person having also had some success in the 
  tournaments, he has been tutored by a well-known 
  Anderian tournament knight, Cyrano of Coom, and 
  can definitely be called a Warrior Scholar.
  Goal:
  He is not a young pup anymore. He has lands within 
  his father’s fief but, as the first son, stands to inherit the 
  whole castle fief. His father uses the memory of his late 
  mother to keep pressure on him to get married.
  Trouble is that he can’t find anyone he likes. He wants 
  someone who can challenge him mentally and spiritually 
  too. He wants a partner, not a trophy.
  Perhaps one of the characters in your game is a feisty, 
  clever noble who might fit what Edmund is looking for. 
  He would certainly be interested in finding out more 
  about someone of intellect prepared to speak their mind. 
  And if he doesn’t find a partner, he may find a friend.
  
  31
  Title/Name: Dawn of 
  Snow
  BIF: 84 (Social Status - 
  Svermark 48) 
  POP: The Frostland Realm of 
  High Mountain in the Kingdom 
  of Svermark
  Description:
  Dawn hails from the bitter-north. Located high in the 
  mountains, here the weather is always chill, the winters 
  are long and arduous with three out of four seasons 
  having snow. While life is onerous there, she is a beacon of 
  warmth to that land.
  She is short - only 5’ 2” tall - but of a sturdy build She is 
  a natural beauty, with an overall comely appearance that 
  turns heads at the wedding. She has long, wavy, brown 
  hair that falls to her waist and brown eyes with an white 
  complexion. She wears a hood of fur, some large bear she 
  probably killed herself, protecting her camp. Her dress is 
  secured with a girdle made from the claws of Trolls.
  Her demeanour is jovial and she oozes charisma and 
  intelligence. Her raucous laugh gathers attention and 
  is infectious. She can find good in most situations and 
  people but when she is upset she can unleash holy hell. 
  The lands she comes from are harried by evil humanoids, 
  even the women there are warriors and can take on an 
  Orc. Dawn is no exception and clearly has had training 
  in the art of swordplay. Though few in those lands are 
  mounted warriors, they tend to ride sturdy ponies, 
  preferring to fight on foot.
  While the official religions of her land are Celatan and the 
  Stormbringer Triplets, she has taken to the Lawbringer of 
  Anderian worship and the greater aspect Beleryn.
  Goal:
  Her high castle in mountains is cold and lonely. She has 
  come to the wedding to try to hire sell-swords as slayers 
  and guards. Her lands are under siege from Goblins, 
  Orcs and Trolls. Someone who can inspire her, challenge 
  her to better herself, fight alongside her and above all is 
  prepared to help her protect her fief without challenging 
  her authority may be considered as a suitable partner.
  Title/Name: Simon of 
  Sloan
  BIF: 46 (Social Status 26)
  POP: Raitin in Ducky of Maks
  Description: 
  Simon stands average of height and physique 
  with black hair and a stubbled square jaw. He has 
  green eyes contrasting his very dark complexion 
  (betraying his Horngolish ancestry) when talking 
  with him, as if he is considering killing someone. It 
  is very off putting when in conversation with him. 
  He wears exceedingly expensive armour, notably the 
  best you could possible buy, crafted in the workshop 
  of Vaxatalia in the Duchy of Maks, clothing - the best 
  tailoring, of the finest material, in the latest fashion. 
  His sword is from the hands of one of the most 
  famous weaponsmiths, Lexamillian “thrice forger”. 
  It is said that Lexamillian once forged a sword that 
  was quenched six times, on the seventh when she 
  was tested on the anvil, she cut the anvil shearing 
  off the horn. Is this that sword? Simon likes to let 
  people think so, though he never directly says that 
  it is.
  Goal:
  The truth is that the look Simon gives out to people, the 
  one they think is a killing look, is in fact blankness. He 
  can’t stand small talk, so he goes off into his own world of 
  glory and heroism dreaming of dragon slaying and world 
  saving. This doesn’t mean that he lacks skills - he can 
  fight with his blade really well. There are many who are 
  better but he certainly ranks as someone who should be 
  taken seriously in a fight.
  The trouble is that he has no gusto, no passion, no 
  willpower to get up and do things. He prefers to practice 
  and make up stories of heroism than to go out and do. It’s 
  wet and muddy out there, he would have to talk to people.
  Simon’s goal at the party is to elegant and show off his 
  sword, with as little chit-chat as possible. He will be pick 
  at food or sip a drink, even admire the art as long as he 
  can get away from talking to anyone, but still be seen.
  
  32
  Title/Name: Yazid of 
  Mukarrib
  BIF: 48 (Social Status 34)
  POP: Mukarrib in Shukalar
  Description:
  Yazid, the Ambassador of Shukalar, far to the 
  south-east of Urtind, is well-dressed in comfortable-
  looking clothing, his tailor seems to be able to fuse 
  current styling with ease of wear. His colours are 
  black with amber embroidery. He is 6 feet tall, with 
  frail frame however and his features are grey and 
  sickly, despite his black complexion, as though he 
  has some illness. He wears his black hair in long 
  dreadlocks. His eyes are exceedingly dark brown 
  looking almost black.
  In conversation he has a pleasant manner to him and 
  conversation flows easily.,While he can speak on 
  many subjects and keep up with the topic he lets the 
  pace and level of intellect of his partner dictate the 
  conversation. He is being generous to his partners in 
  conversation, for Yazid is secretly in a hidden guild 
  of arcane lore. This is a darker guild, they explore 
  magicks that have been lost because they were 
  forbidden. His guild seeks power in the areas of 
  magick that others have put aside. 
  This is the Guild-master of the Lumina Umbra the 
  Shadowlights (This will be detailed fully in ‘The 
  Laughing Bard Supplement) a guild consisting of 
  just seven wizards. Yazid is a powerful Thaumaturge 
  of 17th level. There are only ever seven wizards and 
  their existence is a close guarded secret. Three of 
  their number are also members of the open Arcane 
  Guild. Four however, are not known as being 
  wizards at all, Yazid of Mukarrib and:
  The Hidden Members
  • 
  Waslan of Josh - an innkeeper of the Laughing Bard in 
  Cadanbyrig  
  Level 12 - Power Word Mage
  • 
  Roland of Mortimer - A cloth merchant in Anderia 
  Level 14 - Conjurer
  • 
  Captain Owlan of Banner - Sea Captain of the Murder of 
  Crows Privateer Ship, a fitted-out cog 
  Level 15 - Elementalist - Water and Air
  Goal:
  One of the Seven has not been seen or heard from in Five 
  years. Sometimes wizards do go out of contact for a time, 
  Skills Check
  Skill Used: Read Character, Page 202  
  Achieving: Gain info on Yazid of Mukarrib
  How long: 10 minutes
  TSC% Mods
  You speak Mage tongue: +15%
  You have a Mage Vocation: +20%
  Degree
  Success Crit: 
  01 - 04 He is hiding something about himself
  05 - 08 There is more to this person than first 
  glance would suggest, he has some strange power 
  at his disposal
  09 - 10 You are sure that this is a mage. He is 
  giving out Mage Tongue hints within his speech 
  patterns indicating he would like to converse 
  more in private. 
  Failure Crit:
  01 - 02 He was fun talking to
  03 - 07 Who is this man? his conversation was 
  sparkling.
  08 - 09 His manner was enchanting, however you 
  can’t seem to remember what the conversation 
  was about
  10 In your eagerness to find out about him, you 
  let your guard down and have given away a secret 
  about yourself.
  Consequences:
  If a private conversation is made after getting 
  the subtle hints that he has been putting into his 
  talk, then he will offer the commission to find his 
  friend as a test to see if the character is worthy 
  of an invite to the Lumina Umbra, an adventure 
  that the gamemaster might want to develop for 
  the characters. Its subject is one that would shake 
  up the character with a long journey, a tough 
  opponent and a shocking reward.
  this is too long however and his secret rooms and drop 
  points have remained unused. Yazid fears that his good 
  friend Matthew of Brine a 12th Level Hex Master has 
  come to an unfortunate end. Matthew said that he had a 
  lead on some lost magic, not telling what this was, it lay 
  in the North and so he travelled to Svermark to see if he 
  could find it.
  Yazid now must consider that the group should recruit 
  a new member. He will be on the lookout for wizards, 
  either open or covert in their nature. He will be subtle in 
  his approach perhaps offering a commission for adventure 
  to find what has happened to his friend.
  The gamemaster could easily write this up as another 
  adventure, travel, investigation, maybe they can find the 
  lost magick that Matthew was seeking the cold north of 
  
  33
  Svermark. Perhaps they find the wizard’s friend and he 
  has been captured and forced to use his powers. Perhaps 
  they give Yazid the bad news about his friend but return 
  with a magickal prize. Yazid would certainly be open 
  to being a patron of those who are worthy, offering 
  membership to the Lumina Umbra to one he sees as 
  valuable assets to the guild..
  Title/Name: Caradoc of Baldor 
  BIF: 50 (Social Status 18) as Monk BIF: 35
  POP: Caer Arbarl (as monk militas)
  Description:
  Caradoc is the Baron’s Man - quite literally he owes 
  everything to Baron Arbarl: home, lands, wife, life. 
  He has been drunk with the Baron, womanised with 
  the Baron, bled in the same mud as the Baron. To 
  Caradoc the murder he is about to do is a chance to 
  show that the love the Baron has shown him is not 
  misplaced and that the house of Baldor is loyal to the 
  death for the Baron.
  He is attending the wedding under the guise of a 
  monk and has bought with him men who are also 
  as loyal to either him or the Baron. As such he is 
  dressed simply in the brown woollen robes of a poor 
  monk. He brought gifts for the bride and groom, 
  hoping that monks with gifts wouldn’t be asked too 
  many questions gaining entry to a noble wedding. 
  He was right. He and his men stand together at the 
  wedding and are in preparation for the deed to be 
  done.
  They were hoping for a swift start to the proceedings 
  and this mixer event is causing him and his men 
  to sweat, the thought of being discovered at the 
  forefront of their mind. They were told to make their 
  attack where it would have the most shock, just 
  before the vows. Caradoc stands 5’11” with a stocky 
  build. He has blonde hair and grey eyes. Under 
  the voluminous monkish robes he and his men are 
  armed and armoured. Cradoc has tattoos upon his 
  forearms, remembrances of the battles he has fought 
  in and the parties he has revelled in.
  Goal: 
  Caradoc has three simple goals at the wedding:
  Don’t get discovered before the action is done
  1. 
  Make sure his targets are eliminated at any cost
  2. 
  Keep his men under control in difficult circumstances. 
  There are no tables or skill checks to discover the 
  assassins before they act given here. This is up to 
  the gamemaster to play out and run how he wishes 
  things to go. There are tell-tale give-aways that could 
  reveal these monks for who they really are.
  • 
  They speak no church tongue, Caradoc knows the Phrase 
  Peace be with you. He will repeat this in varying tones as 
  thought it means something different.
  • 
  His tattoos are not what one would expect to find on a 
  life long monk however they are difficult spot and often 
  fighting men who were sick of war have been know to give 
  themselves to the church as monks.
  • 
  The arms and armour they carry are not easy to hide, 
  even with the volume of woollen robes they are wearing, it 
  could be that they have left some metal showing.
  Honour: 42 Each
  Caradoc The Assassin Leader 
  (6th Level Human Servien)
  STR 
  15 (76%) INT 
  11 (62%) 
  APP 
  10 (58%)
  CON 
  15 (76%) WIS 
  10 (58%) 
  BV 
  10 (58%)
  DEX 
  15 (76%)  DISC 14 (73%)  SPR 
  10 (58%)
  AGL  
  15 (76%) FER 
  12 (66%) 
  CHA 
  10 (58%)
   
   
   
   
   
   
  Height 5’ 8” 
   
  BAP 
  13
  Weight 172 lbs  
  BOD 
  35
   
   
   
  FAT    
  37
   
   
   
  Core Skills 
  PSF% 
  TSC%
  Alertness-Sight 
  6% 
  11%
  Alertness-Sound 6% 
  11%
  Stamina  
  24% 
  64%
  Dodge  
  19% 
  69%
  Will Power 
  12% 
  52%
  Language(Own) 
  19% 
  79%
  Master Skills 
   
   
  Longbow 
  47% 
  67%
  Slashing Swords 50% 
  84%
  Armour
  Maille Hauberk 
   
  ( 9 / 9 / 8 / 9 / 7 )
  Maille Coif 
   
  ( 9 / 9 / 8 / 9 / 7 )
  Items Carried
  Long Sword 
   
  Dmg 12S / Crit +1 Bash 8
  Dagger  
   
  Dmg 8P / Bash 10
  Long Bow 
   
  Dmg Base 15M 
  Range  
   
  ( 20’ / 40’ / 125’ / 250’ / 600’ )
  Range Crit Mod 
   
  ( 0 / -3 / -6 / -13 / -17 )
  Quiver with 10 war arrows
  
  34
  If the PCs still do nothing, the bowman will shoot 
  and wound an attendant priest standing next to the 
  King.  The shout will go up "Assassin" and since the 
  PCs are the nearest to the stairs, it will be up to them 
  to deal with the incident. 
  Allow the PC's a short time to react and decide on 
  their response to this event. If they are undecided on 
  what to do next, read or paraphrase the following:
  You all take your seats at the rear of the 
  congregation, next to an entrance to a spiral 
  staircase.  
  As the wedding service commences, the King 
  stands to the left-hand side of the Crown Prince 
  as the Primate of the Church of Urto climbs to 
  the altar to preside over the ceremony. Although 
  you have been permitted to carry your arms into 
  the cathedral, you have had to leave your missile 
  weapons at the entrance.  
  As the bride begins the long walk up the aisle to 
  the altar, you notice the rear doors are being closed 
  by six robed priests and that they begin to climb 
  the nearby spiral staircase. As they climb the stairs 
  to the balconies that run the length of the cathedral 
  their robes fall open revealing maille armour, 
  unusual on pacifist monks.
  You suddenly see the first of the robed figures 
  standing on the balcony beginning to string a long 
  bow. The other "monks" move into position to 
  guard the stairwell.  
  Spend some time with letting the characters mingle 
  wiht the guest, have fun with the interactions, set 
  up other games, patrons, allies, enemies etc. Once 
  you have spent enough time with the players doing 
  flashbacks and interactions, or if you are playing this 
  adventure through as a quick game the wedding will 
  proceed.
  If the assassins are not discovered then they will 
  make their move and attack. Read the following
  The staircase is a spiral staircase, climbing clockwise, 
  and is only 3 feet wide - so giving just enough room 
  for one person to climb at a time. Any of the PCs 
  climbing the stairs and trying to fight will incur a 
  -10 to all combat skill TSC%. The Assassins will be 
  at +10 to their combat skill TSC% due to the height 
  advantage and the ease of attacking down a spiral 
  staircase. 
  During the melee one of the first level assassins will 
  yield and will offer himself into the hands of the 
  PCs. All of the others will fight to the death, since 
  the punishment for treason is death.  
  Honour: 27 Each
  Assassin Bowman (2)
  (4th Level Retainer)
  Height 5’ 7” 
   
  BAP 
  13
  Weight 170 lbs  
  BOD 
  29
   
   
   
  FAT 
  27
  Core Skills 
  PSF% 
  TSC%
  Alertness-Sight 
  3% 
  8%
  Alertness-Sound 3% 
  8%
  Stamina  
  14% 
  54%
  Dodge  
  14% 
  64%
  Will Power 
  6% 
  46%
  Language(Own) 
  15% 
  75%
  Master Skills 
   
   
  Longbow 
  38% 
  58%
  Slashing Swords 31% 
  61%
  Items Carried
  Long Sword 
   
  Dmg 11S / Crit +1 Bash 8
  Dagger  
   
  Dmg 8P / Bash 10
  Long Bow 
   
  Dmg Base 15M 
  Range  
   
  ( 20’ / 40’ / 125’ / 250’ / 600’ )
  Range Crit Mod 
   
  ( 0 / -3 / -6 / -13 / -17 )
  Armour Maille Hauberk 
   
  ( 9 / 9 / 8 / 9 / 7 )
  
  35
  Honour: 22 Each
  Assassins (4)
  (1st Level Guard) 
  Height 5’ 7” 
   
  BAP 
  13
  Weight 170 lbs  
  BOD 
  28
   
   
   
  FAT 
  26
   
   
   
  Core Skills 
  PSF% 
  TSC%
  Alertness-Sight 
  0% 
  5%
  Alertness-Sound 0% 
  5%
  Stamina  
  5% 
  45%
  Dodge  
  3% 
  53%
  Will Power 
  0% 
  40%
  Language(Own) 
  3% 
  63%
  Master Skills 
   
   
  Slashing Swords 26% 
  56%
  Maille Hauberk 
   
  ( 9 / 9 / 8 / 9 / 7 )
  Maille Coif 
   
  ( 9 / 9 / 8 / 9 / 7 )
  Items Carried
  Long Sword 
   
  Dmg 11S / Crit +1 Bash 8
  Dagger  
   
  Dmg 8P / Bash 10
  Armour Maille Hauberk 
   
  ( 9 / 9 / 8 / 9 / 7 )
  During questioning, the prisoner is able to reveal the 
  following facts:
  • 
  He was hired by Caradoc, the group leader.
  • 
  A mysterious man, always hooded, brought 
  instructions to them at the "Hammer and Anvil" 
  tavern.
  • 
  Caradoc was given instructions on where to go 
  to get the balance of their fee.
  • 
  The prisoner believes that some noble was 
  behind the attempt to assassinate the King and 
  the royal couple.
   If the PCs search the corpse of Caradoc, assuming 
  he has been killed, they will find a short note 
  (Handout A)
  At this point the King will burst into the scene.  
  As the King reaches the top of the stairs, he 
  exclaims in a loud voice, “Well done on dealing with 
  the assassins, I must congratulate you on your speed in 
  responding to this incident.  Is there any indication of 
  who hired them?”
  This allows the PC's to divulge any information they 
  have obtained.  In any case the King will respond:
  “Track down the person behind this plot and bring them 
  before me and you will be well rewarded.”
  He then turns and departs with his guards following closely 
  behind.
  The next part of the adventure should be run in a 
  fairly free-form manner.  Although the main lead 
  that the PC’s possess is the Hammer and Anvil 
  tavern on South Promenade, other information can 
  be gathered from throughout the city.
  The gamemaster should allow the characters to roam 
  the city as they see fit. Allow one or two random 
  encounters in each quarter as the gamemaster 
  requires. Each quarter, has a number of encounters 
  listed that can be used in any order. These NPCs 
  have no games stats and should not need them. If 
  any are needed, see the Core Rulebook, p513-517.
  Once you have made 
  your escape, make 
  for the Hammer and 
  Anvil tavern on the 
  South Promenade
  Handout A
  
  36
  The City of Cadanbyrig
  Cadanbyrig is divided into four main quarters,  
  the Nobles' Quarter, the Merchants' Quarter, the 
  Artisans' Quarter and the Seaward Quarter.  
  Towering above the City on the Falcon heights is the 
  royal citadel, the castle and palace of Kyng Karonus 
  Ursine, the ruler of the realm of Urtind.  Below its 
  battlements lies the capital of Urtind, extensive walls 
  surround it with the exception of its docks which are 
  bound by the sea and the city walls.
  We shall first of all look at the Artisans Quarter, by 
  far the most populous of the city and also the most 
  dangerous.  This quarter is where you will find such 
  trades as potters, leather workers, butchers etc. , the 
  non-guild occupations. 
  The lower tiers of city society which is reflected 
  in the buildings in this quarter.  The majority are 
  timber framed with wattle and daub walls and 
  thatch roofs.  The upper floors overhang and often 
  almost touch their neighbours.  They cluster in 
  groups often surrounding a well with mazes of 
  alleys formed by the closeness of the buildings.  
  Those houses who front onto what passes for streets 
  often have the ground floor turned into a shop front.  
  The streets often have the remains of food scattered 
  about which attracts the odd Kite scavenging.  
  Most human waste is not evident however as the 
  city does have a sewer system and most wells have 
  an accompanying outhouse that connects to the 
  sewers (the water supply is kept disconnected to the 
  sewers but is used to help flush waste away).
  This quarter has so many differing organic trades 
  that it is an assault on the senses, the smells of 
  various goods, spices and animal products.  It is 
  also the location for some of the most disreputable 
  taverns in the city, often hidden amongst the closely 
  built houses within the heart of the quarter, where 
  many rogues reside.
  Moving westward we enter the Merchants quarter, 
  very evident from the change in building style.  
  This quarter is the home of many of those who are 
  members of the Trade Guilds Many of the houses 
  have a fieldstone ground floor with one or two 
  upper floors of timber frames and wattle and daub 
  walls. The richer merchants houses gather around 
  the cathedral and close to the Nobles quarter.  
  These tend to be tiled with slate rather than thatched 
  but still tend to cluster together.  Being bigger 
  than those in the Artisans quarter, they often have 
  lodgings for servants in the back of the ground floor 
  or in the loft spaces.   
  As with the Artisans Quarters those Guildsmen with 
  wares to sell will often have the front of the house 
  turned into a shop front facing the roads., South 
  Promenade is a prominent street for shops with the 
  western end catering for your smiths of quality and 
  the east end your butchers and potters.
  Within this quarter are the various Guild Halls 
  where members may meet.  Richly appointed they 
  tend to have the two lowest floors made from field 
  stone and can be four stories high. To the north 
  of this quarter lies the Cathedral to Beleryn, the 
  central religious building within the City. Its domed 
  roof made from white marble sticks out amongst 
  the thatched and tiled roofs surrounding it. It is 
  here that the rich and noble come to pray, the poor 
  make do with the odd chapel on Kings Street or the 
  southern end of Merchants Avenue.
  It should be noted that both the Southern 
  Promenade and the Processional are both 50 feet 
  wide and on market day they have stalls along the 
  centre selling various goods not available in the 
  shops.
  To the north of the city we have the Nobles Quarter, 
  the houses here are true edifices with the lower 
  two floors of field stone and upper floors, at least 
  one but more often two of timber frame and wattle 
  and daub.  There are a few which are completely 
  built of field stone and bare some resemblance to a 
  small keep.  In many of them the entrance proper 
  is up a small wooden staircase to the first floor, the 
  ground floor is often storage and servants quarters, 
  accessible from inside.  These are the city houses 
  of many of the great of the land, where they stay 
  when they have business in the capital.  There are 
  also preceptories of the fighting orders and the 
  homes of the senior clergy.  The is also a college for 
  the members of the Guild of Esoteric Lore here. The 
  main HQ of the guild is in the Daranmax the old 
  capital of Urtind (Unknown to the guild, hidden 
  away in the midst of the artisans quarter, is a 
  chantry of the Ancient Order of Elemental Magick).
  
  37
  Some of the best inns in the city can be found in 
  this quarter.  You can also find the homes of some 
  of the top sea captains here, those that act as the 
  Kings men. There are few rogues as this quarter is 
  patrolled by the city guard.  Servants will often be 
  seen travelling south to get chattels for their lords or 
  preparing for them to visit.
  At the juncture of the Merchants’ and Nobles’ 
  quarters is the central plaza, a large square some 
  200 feet on a side, covering nearly an acre, where 
  the Processional meets the Coronation Way and 
  Harbour Street before continuing to the Royal 
  Citadel.  Public announcements are first declared 
  here before notices are posted around the City.  
  The plaza is also the place where many nobles 
  will meet (a nice public place) before moving on 
  to taverns to conduct their business.  There are in 
  fact three taverns that line the plaza, the Quintain 
  (popular among younger nobles), the Crown 
  and Sword (a more refined eating and drinking 
  establishment) and the Boar’s Head, a bit more of a 
  robust drinking establishment for older nobles.
  Beyond the walls toward the sea is the Seaward 
  Quarter, the docks.  All buildings in this quarter 
  are of field stone with tiled roofs.  Most are only 
  two storeys high but there are a few three storey 
  ones, mostly the bigger warehouses of the richer 
  merchants.  On most days there are various sea 
  foods and other items being landed, the dockside 
  being a very busy place.  Most of the fish merchants 
  reside here and have the lower floors as shop fronts 
  selling fresh fish.  The dockside is often filled with 
  moored cogs and the occasional galley from afar.
  Most residents of Cadanbyrig wear some form 
  of kilt, of a plain colour, women tending to wear 
  dresses with a scarf.  Out-of-towner’s are easily 
  recognised as they will be dressed in a kilt over 
  a shirt. The kilt is a single piece of fabric which is 
  wrapped around the waist and fastened, with the 
  remaining length thrown over the left shoulder. This 
  is usually fixed in place by a silver brooch, normally 
  in the form of a clan badge.
  Beyond the city walls lie a number of small hamlets 
  (outside the boundaries of the city maps and too 
  small to be recorded on the overland maps). These 
  hamlets provide the many people who actually farm 
  the lands around the city.
  Who’s About on the Street?
  Density of Street Traffic
  Area  
  Empty  Light  Average  Heavy  Dense
  Town  
  01-05  
  06-35  36-70  
  71-95  96-100
  Poor  
  01-10  
  11-50  51-65  
  66-95  96-100
  Artisan  
  01-15  
  16-40  41-65  
  66-90  91-100
  Merchant  01-15  
  16-40  41-70  
  71-95  96-100
  Wealthy  
  01-30  
  31-50  51-90  
  91-95  96-100
  Dockside  01-10  
  11-40  41-70  
  71-90  91-100
  Cumulative Modifiers: Daytime +/-0; Evening -10%; 
  Night -20%; Rain -15%; Special Event +10%.+20% for 
  Feast Day/Public Holiday.
   
  Number of People Within Sight
   
  Morning  
  Daytime  
  Evening  Night
   
  5am-10am 
  10am-5pm  5-11pm  11pm-5am
  Empty  
  None  
  1D10  
  ½D10  
  None
  Light  
  1D10  
  2D10  
  1D10  
  ½D10
  Average  
  2D10  
  3D10  
  2D10  
  ½D10
  Heavy  
  3D10  
  4D10  
  2D10  
  1D10
  Dense  
  5D10  
  6D10  
  3D10  
  2D10
  For specific individuals we recommend using the 
  Father’s Vocation tables in the Core Rule Book for 
  the specific areas within the City.
  Random Encounters
  In the City
  Roll 2D10 every hour, on 19+ roll 1d10 on table below
  Roll
  Encounter
  No
  Activity
  Stats
  1 - 3
  Pick Pocket
  3
  They are hunting for targets, 
  one distracts, the other picks 
  and then hands off the goods 
  to the third. They fight if 
  caught, run if they take Body
  p36
  4
  Knights
  4
  Already been insulted today 
  so they are looking for an 
  excuse to box some ears 
  or duel
  p8
  5 - 6
  Guildsmen
  1
  A journeymen on a mission 
  for a Master, thinks he’s 
  being followed
  p9
  7-8
  Public 
  Humiliation
  2
  Two men were overheard in 
  the Laughing Bard swearing 
  to unnatural spirits. They are 
  being mocked in the stocks
  -
  9
  Clergy
  4
  The bishop and some of his 
  staff are out giving alms to 
  the poor.
  -
  10
  The Crown 
  Prince
  8
  A noble from the wedding 
  scene, his falconer and his 
  guards are heading out for 
  some fun.
  -
  
  38
  Captain Trelawney is a loud, forceful man who is 
  very sure of his own self-importance.  He stands 
  for no nonsense and hates any form of treachery.  
  A good honest man who calls a spade a spade and 
  believes in earning an honest wage by doing an 
  honest job. 
  He knows that a local noble is hiring trained 
  bowmen. He knows this because he has been hired 
  to ferry two hundred of these bowmen to a location 
  he has not yet been advised of. 
  Encounter Three
  Old Sea Dog - 
  A grizzled old sailor staggers up to you, his breath 
  smelling of alcohol.  He whispers, “’Ere, gimme a 
  silver penny for some grog, and I’ll tell ye a tale of 
  intrigue and murder.”
  Approaching along South Promenade, you spy the 
  Hammer and Anvil tavern. As you do so a person 
  leaving the tavern spots you, pulls his hood up 
  to hide his face and rushes towards the Seaward 
  Quarter.
  If the PC's approach the "Hammer and Anvil" 
  tavern, read or paraphrase the following:
  Seaward Quarter 
  Encounter One
  This is Old Herbert, the innkeepers’ friend.  Once a 
  good and well-respected sailor he is now something 
  of an alcoholic, he is always willing to tell a tale of 
  the sea in exchange for the price of a drink (or two).  
  However, he may exaggerate a little, but his stories 
  are normally based on true events. 
  He knows that Guildmaster Trederick has been seen 
  quite frequently in this quarter over recent weeks, 
  hiring brigands of all kinds for some reason.
   Encounter Two
  Captain Trelawney - 
  A large bear of a man comes striding forcefully 
  towards you from around the next corner.  He sees 
  you and points, “I have been looking for you since 
  I think I have something you may just want?”
  This is Alten, a blind beggar who "earns a living" 
  by pick-pocketing and begging.  If pushed by the 
  PCs he will apologise but offer some important 
  information he knows by way of an apology.  Alten 
  knows that the head of the Goldsmiths' Guild, 
  Guild-master Trederick is in the pay of one of King's 
  counsellors. 
  Beggar - 
  As the people pass you by, a rather scruffy looking 
  man bumps into you, “Sorry mister, didn’t see you 
  there”, as he gently taps around with a staff.  You 
  notice his eyes are covered but you also feel a hand 
  reaching for your money pouches.
  This is one of the henchmen of Baron Arbarl and will 
  disappear into the Seaward Quarter.  The PCs will 
  not be able to find him, even if they try to follow. 
  
  39
  Nobles' Quarter Encounters
  Encounter One
  These two drunk warriors are incapable of 
  undertaking any physical activity, they are more 
  likely to fall over their swords rather than raise them 
  to hit anyone.
  However, they have seen and heard Baron Arbarl 
  plotting the downfall of the King with Guildmaster 
  Trederick.  They do not know the Baron's name 
  but they did hear them plotting the assassination 
  attempt that took place at the wedding.   
  Encounter Two
  Sendarr the Bard is a very loud and flamboyant 
  man.  He is very skilled in playing the lyre (Musical 
  Instrument 17) and has an abundance of heroic tales 
  at his disposal. 
  He does know that the funds of the Goldsmiths' 
  Guild are dwindling rapidly. At the same time their 
  Guildmaster, Trederick, is moving in ever higher 
  circles and constantly throwing money around to all 
  and sundry. Trederick also seems to be hiring most 
  of the mercenaries in the area. 
  Sendarr would like to know if the PCs know where 
  Trederick is getting his funds and if they are the 
  missing guild funds. 
  Two Warriors - 
  Staggering towards you are two young warriors, 
  obviously drunk and barely able to stand upright.  
  They are carrying very expensive swords, more 
  decorative than functional.
  Encounter Three
  Four monks (disguised mercenaries) - read or 
  paraphrase the following:
  Bard - 
  Leaning against the wall of a nearby shop stands a 
  figure in brightly coloured clothing, nonchalantly 
  re-tuning a lyre.  As you approach he turns to 
  you and smiles, and calls, “Have you heard tell of 
  the missing gold, and the rise in the fortune of the 
  crafty Guildmaster Trederick.”
  Coming towards you are a band of four monks, 
  as they near you they suddenly throw open their 
  robes to reveal drawn swords.  At which point they 
  charge.
  Honour: 29 Each
  Monks - (4)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longsword 
  4 
  38% 
  68%
  Stealth  
  4 
  22% 
  52%
  Hvy Shield Play 
  4 
  38% 
  68%
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Longsword 12S, Crit Die +1, Bash 8
  For the first attack the monks will receive +2 to hit 
  due to charging. 
  
  40
  
  41
  
  42
  
  43
  He knows that the guild's funds are depleted and 
  has been told by Guildmaster Trederick that it has 
  been used to pay the new higher taxes.  This is false 
  as Trederick is using all of the guild’s'fund and the 
  new taxes he has collected to help finance Baron 
  Arbarl's coup.
  Encounter Two
  Isabelle is a working girl and one of the best 
  Artisans' Quarter
  Encounters
  Encounter One
  Kennett is a rather miserable man, but a very good 
  goldsmith.  He is very talented although a little 
  boastful since he is very fond of showing off some of 
  his high-quality pieces to all and sundry.   
  Through her liaisons with Guildmaster Trederick, 
  she knows that he is plotting to aid one of the King's 
  High Counsellors in taking the throne away from 
  the King by force.  
  Kennet Baselle (Goldsmith) 
  A thin man wearing a very well-worn leather 
  apron comes out of nearby shop.  He strides 
  directly towards you and calls out, "’Ere, I 
  recognise you lot, yo'em friends with the King.  
  Well next time you're with him tell him to stop 
  taxing the Goldsmiths so heavily. For three 
  months our Guildmaster has been forced to levy 
  that new tax and it’s fair breaking us, it is. Fully 
  'alf our earnings are being collected in taxes, and 
  what's it all in aid of, I want to know."
  Isabelle (the fair maid of Cadanbyrig)
  Approaching you is a very attractive woman. She 
  is wearing clothing of the finest quality in bright 
  jewel-like colours. "Good day gentlemen, may I be 
  of some service to you? I know of many things that 
  may be of use to you."
  Encounter Three
  Hooded Man -
  Some thirty paces ahead, you spy a man with his 
  hood pulled well up, hiding his face.  He turns in 
  your direction and suddenly breaks into a run.
  The hooded man will allow the PCs to give chase 
  before he darts into a side alley-way where he will 
  lose the PCs. At this point if the PC's follow him 
  into the alley way feel free to use one of the optional 
  alleyway encounters. 
  Merchants' Quarter
  Encounters
  Encounter One
  Madock (Mercenary Recruiter) - read or paraphrase 
  the following:
  Coming towards you is a hulk of a man, possibly 
  even half ogre.  He grunts in your direction, "You 
  look a likely group of lads, how would you like to 
  earn a decent haul of gold?  A simple job - just 
  guarding a castle, easy life, good food, great pay - 
  what more could you want?"
  This is Madock, a well-known recruiter of 
  mercenaries in Cadanbyrig and currently in the pay 
  of Baron Arbarl.  If the PCs start to ask too many 
  questions he will turn become angry, possibly 
  violent..  If combat results, and he is slain, his last 
  words will be, "You have no chance - the Baron will 
  see to that!"
  
  44
  Encounter Two
  Gareth the Bird-seller - read or paraphrase the 
  following:
  This is Gareth the Bird-seller, who will try anything 
  to sell one of his exotic birds.  One of them is a 
  parrot who will repeat the following phrases at 
  random:
  1. 
  "You will be king my Baron." 
  2. 
  "Steal the gold and the throne will be  
   
  mine Trederick."
  3. 
  "Send the bowmen to kill the King."
  If questioned Gareth will admit he stole the bird 
  from the house of Guildmaster Trederick.  He will 
  beg not to be turned in, and will offer anything he 
  has to placate the PCs (one of his birds). 
  Encounter Three
   - read or paraphrase the following;
  Ahead of you is a strange stall, many cages hang 
  from poles and all manner of strange sounds come 
  from them.  Manning the stall is a dirty, unkempt 
  man with a full beard and greasy long hair.  A 
  collection of rags pass for clothes and an old 
  leather cap keeps his locks in place. 
  Albert the Armourer 
  A horse-drawn cart comes alongside you and the 
  driver calls down, "Hey citizens, can you direct 
  me to Guildmaster Trederick's house, I have a 
  delivery for him - but what a goldsmith wants 
  with this lot I'll never know."
  Albert is as honest as the day is long, short of stature 
  but what he lacks in height he makes up for in 
  strength.  
  Likely to call a spade a spade, he believes in an 
  honest day’s work for an honest day’s pay - he hates 
  the thought of treachery and is a strong royalist. 
  On board the cart are 20 suits of chain mail, 100 long 
  swords, 50 long bows and 1,200 sheaf arrows. 
  If questioned Albert will admit that Trederick paid 
  330 Crowns or 55 Marks for the arms in advance, 
  and Albert is concerned because it seems well over 
  the going rate.  If fact, Trederick was in so much of a 
  hurry for the order that Albert had to sub-contract in 
  order to make the delivery date that was required. 
  If Albert thinks the arms are for a plot against the 
  King, he will turn the weapons in and inform on 
  Trederick as a traitor. 
  Honour: 38 
  Madock 
  (6th Level Human Liveried Horseman)
  Height 5’ 10” 
   
  BAP 
  12
  Weight 172 lbs  
  BODY 
  48
   
   
   
  FAT 
  35
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longsword 
  6 
  44% 
  74%
  Hvy Shield 
  6 
  42% 
  72%
  Other Skills 
   
   
  Charm  
  6
  Con 
   
  6
  Bargain  
  6
  Armour - Maille (9 / 9 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Longsword 12S, Crit Die +1, Bash 8
  
  45
  Optional Alleyway Encounters
  If you wish to add further encounters, and the PCs 
  are intent on using the alleyway a great deal, throw 
  in one or both of the following encounters.
  Encounter One 
  Three Thieves
  Honour: 19 Each
  Thieves - (3)
  (3rd Level Human Thieves)
  Height   5’ 10” 
   
  BAP 
  13
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  3 
  9% 
  14%
  Alertness-Sound 3 
  9% 
  14%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  41% 
  81%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Sling 
   
  4 
  22% 
  52%
  Knife Fighting 
  4 
  32% 
  72%
  Stealth  
  3 
  35% 
  65%
  Disguise  
  2 
  26% 
  56%
  Pick Locks 
  2 
  32% 
  72%
  Pick Pocekts 
  2 
  32% 
  72%
  Streetwise 
  1 
  23% 
  53%
  Detect Theivery 
  1 
  26% 
  46%
  Armour - Leather ( 6 / 5 / 4 / 5 / 5 )
  Dagger 5P, Bash 10
  Sling 4C, Rng (10’ / 20’ / 40’ / 80’ / 300’)
  Range Crit Die Mod (4 / -1 / -3 / -6 / -9 )
  Encounter Two 
  Wererat & 10 Giant Rats
  These are not muggers who will come at the 
  characters direct, asking them to deliver their wealth 
  over to them. These are cut-purses, they will use 
  their stealth and cunning. They use distraction, to let 
  the main picker get in to position, he then picks the 
  purse of the character. He then hands off the goods 
  to the third thief who makes his getaway.
  Of course things don’t always go as planned and if 
  caught then they will attempt to flee, if that’s not an 
  option then they will fight.
  Honour: 13
  Wererat
  Height   5’6” 
   
  BAP 
  15
  Weight   150 lbs  
  BOD 
  46
   
   
   
  FAT 
  29
   
   
   
  DT 
  8
  BMR 
    15 
   
  SPRINT 15
   
   
   
  Relevant Skills 
   
  Dmg 
  PSF% 
  TSC%
  L Bite 
   
   
  5S 
  25% 
  65%
  L Claws  
   
  3S 
  20% 
  60%
  Dodge  
   
  - 
  22% 
  62%
  Stamina  
   
  - 
  26% 
  66%
  Will 
   
   
  - 
  33% 
  73%
  Armour - Hide ( 1 / 1 / 1 / 1 / 1 )
  In Human Form
   
   
   
   
   
   
  Height   5’ 10” 
   
  BAP 
  13
  Weight   172 lbs  
  BOD 
  43
   
   
   
  FAT 
  28
   
   
   
  Skills 
   
  Lvl 
  PSF% 
  TSC%
  Stamina  
  0 
  11% 
  51%
  Dodge  
  5 
  10% 
  50%
  Will Power 
  0 
  8% 
  48%
  Master Skills 
   
   
  Short Sword 
  4 
  32% 
  62%
  Stealth  
  4 
  32% 
  62%
  Short Sword 
  7P, Bash 9
  Honour: 2 Each
  Giant Rats (10)
  Height   7” 
   
  BAP 
  10
  Weight   8 lbs 
   
  BODY 
  15
  Length   18” 
   
  FAT 
  19
   
   
   
  DT 
  8
  BMR 
    10 
   
  SPRINT 15
   
   
   
  Relevant Skills 
   
  Dmg 
  PSF% 
  TSC%
  L Bite 
   
   
  1S 
  12% 
  32%
  Dodge  
   
  - 
  9% 
  49%
  Stamina  
   
  - 
  0% 
  40%
  Will 
   
   
  - 
  6% 
  46%
  Armour - Hide ( 2 / 3 / 2 / 2 / 3 )
  
  46
  Deux Ex Machina
  If it has got to the point where players have still 
  not discovered the connection with Guild-master 
  Trederick, read or paraphrase the following:
  Roll for groups of five Rats,  each againt a sepeate 
  single tarteg adding  +30 PSF and +10S damage)
  Rats are also likely to carry diseases, CON Resist 
  Disease check p108 at the end of combat for any who 
  have suffered BOD wounds
  If more than half of the giant rats die, then the 
  wererat will flee into the sewers. If the wererat dies 
  the rats will fight to the death for revenge.
  The beggar will name Guildmaster Trederick after 
  some hard bargaining and direct the PC's to his 
  house on Kings Street.  
  As the PC's approach the house of Trederick, 
  Trederick has barred the door shut and hurries to 
  open a trap door in the main room floor.  He darts 
  down some steps into his escape route.  When the 
  PCs burst through the door, read or paraphrase the 
  following:
  The steps lead down to a straight passage some 5 
  feet wide and 8 feet high.  It is some 600 feet long, 
  leading underneath the city walls.  Every 50 feet is a 
  10 foot long by 20 foot deep pit (causing 8C falling 
  damage), which Trederick opens as he is going 
  along.  
  If the PCs venture into the passage read or 
  paraphrase the following:
  As you are heading up Kings Street from the 
  Artisans Quarter, a beggar comes up to you.  
  "I've heard that you are offering a reward for 
  any information on the assassins from the Royal 
  Wedding. Well, I know who hired them."
  Approaching the town house of Guildmaster 
  Trederick, you see a small, weaselly looking man 
  in fine clothing entering.  
  He glances in your direction and slams the door 
  shut.
  With the door wide open you can see a well-
  furnished living room.  In front of a carved stone 
  fireplace a rug has been pulled aside revealing an 
  open trap door.  A set of steps leads down into 
  darkness.
  In darkness you can see a light ahead moving away 
  from you rather quickly.  It suddenly stops, after a 
  few moments it moves on.
  Vile Disease
  Vector: Infected Bite
  Resist Mod: 0
  Diagnose Mod: -20%
  Onset: 2d10 days after infection.
  First Stage: This gives flu-like symptoms, resulting in a 50% 
  penalty to physical TSC%. When symptoms show, the victim 
  can make another resist disease roll,t o determine how long 
  the symptoms will last.
   
  Duration: 11 days +/- Crit Die result
   
  Critical Failure: The disease moves into stage 
  two.
   
  Success: The disease has run its course over the 
  duration.
  Second Stage: Same symptoms as stage one with the 
  addition of severe diarrhoea, muscle cramps and jaundice. 
  Effectively incapacitated.
   
  Duration: 21 days +/- 2 x Crit Die days
   
  Critical Failure: roll each day thereafter, any 
  failure and death from organ failure occurs.
   
  Success: Move to Stage one
  Cure Disease will instantly remove this.
  
  47
  In this chamber are Baron Arbarl, 10 3rd level 
  Retainers and their opponent the King. The King is 
  capable of taking care of himself but would welcome 
  the assistance of the PCs.  
  During the ensuing battle, the Baron will manage to 
  make his escape leaving the hired help to take care 
  of the PCs.
  At the end of the battle the wounded King will come 
  over to the PC's and thank them. 
  This is Trederick opening another pit, at this point 
  he is only some 150 feet away from the PCs.  In the 
  darkness if the PCs are not checking for traps they 
  must make a AGL AR check at -20% to avoid falling 
  into a pit. 
  The PCs will be able to catch up with Trederick 
  before he reaches the end of the passage.  He will 
  simply start to panic and will only open four of the 
  pits in his haste.  When they do catch up with him, 
  the PCs can either kill Trederick or let him go free.  
  Any Knightly character should be determined to 
  rescue the King as dictated by his pledge of fealty.  
  Upon approaching the main gates to the Castle, 
  they will be recognised by the guards and allowed 
  to pass.  It will only be when they get to the central 
  keep that things seem amiss.  
  Standing before you, there is a short, slightly 
  overweight man.  Sweat pours off his brow, 
  dripping off his droopy waxed moustache and his 
  ring-festooned hands shake uncontrollably.  
  In a quavering voice he turns to you and says, 
  "Do with me what you will but is too late.  My 
  master, Baron Arbarl has already succeeded, for 
  the King's counsellor has planned well.  Even now 
  he is in the King's private chambers with his elite 
  bodyguard.  By dusk the King will be dead and the 
  Baron will have seized power, you have no chance 
  to succeed now!"
  Approaching the main entrance to the huge keep 
  the first sign that something is amiss is the guards.  
  Unmoving they simply stare as you approach and 
  then you notice the blood on the floor both the 
  guards are dead!
  As the PCs enter the keep, 
  Passing along the main passageway to the Great 
  Hall, you come across a half a dozen or more 
  guards before the sounds of battle reach your ears 
  from the hall.
  Entering the main hall the following scene greets their 
  eyes:
  At the high table stands the King in armour 
  wielding his great sword two-handed. Around him 
  lie a dozen bodies of his opponents. Strewn around 
  the hall lie the wounded and dying, victims of the 
  invaders, a score of whom remain to deal with 
  the last of the King's guards. Directing their 
  movements stands Baron Arbarl, an evil grin upon 
  his face.
  "I shall need your help to bring that traitorous dog 
  to justice. We move at first light to besiege his catle 
  but your group are ideal to inflitrate his castle, 
  through a forgotten smugglers’ passage I know 
  of.”
  Read or paraphrase the following:
  
  48
  Act Three
  The Castle of Arbarl
  Following a two-day forced march the characters 
  now find themselves as part of the King’s army 
  laying siege to the Baron’s Castle. 
  The King’s army has just begun its siege 
  preparations. Baron Arbarl, has tried to strengthen 
  his forces in the castle using his vassals. 
  Unfortunately he has underestimated their loyalty 
  to the King over himself. Therefore, he has only been 
  able to retain his most loyal servants and men-at-
  arms.
  It is dusk and the PCs are aboard a small rowing 
  boat approaching the cave in the cliff face. Up to this 
  point they have not been spotted, read or paraphrase 
  the following:
  Honour: 23 Each
  Guards (10)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Spear 
   
  4 
  35% 
  65%
  Heavy Shield Play 4 
  12% 
  62%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Inf Spear 12P, Bash 10
  Thus Ends Act Two 
  & Begins The Interval 
  (Character Bookkeeping / Downtime 2 days)
  You find yourselves with the King’s army in siege 
  works before Baron Arbarl’s ccastle.
  The castle looks impregnable atop a rocky outcrop 
  jutting out into the sea. At dawn this morning, 
  you were summoned to the presence of the King 
  for an important meeting.  
  With the early morning sea mists hiding the 
  camp from the eyes atop of the battlements, you 
  entered the royal tent. By a royal decree you 
  were commanded to infiltrate the castle through 
  a forgotten smugglers’ tunnel. Once inside, your 
  task is to bring forth the Baron alive (or dead) from 
  the castle and so prevent the huge loss of life a full 
  blown assault of the castle would entail.
  The other problem is that the Baron has arranged 
  for a foreign wizard to cast enchantments on the 
  castle. These spells prevent any spells of Alteration 
  or Invocation being cast into the Castle confines. 
  However, it does not prevent these spells being cast 
  within the castle. The enchantments can only be 
  broken with the Baron’s death or the removal of his 
  freedom (i.e. capture).
  To assist you in your task, the King’s Chief 
  Engineer has provided you with plans of the castle.
  
  49
  
  50
  The cavern is also home to a colony of 12 Striges, 
  which forage forth from the cave entrance.  The 
  Striges will attack anyone who enters the cavern
  Once the PC's have dealt with the Striges, they 
  can examine the cavern.  It is empty apart from 3 
  "Potions of Healing" hidden amongst the excrement 
  of the Striges.  A further passageway leaves the 
  cavern opposite the entrance.  Read or paraphrase 
  the following:
  At the top of the stairs is a pressure plate trap.  An 
  AGL AR check at -30% is required to avoid it, since it 
  covers more than 80% of the top step.  If triggered it 
  activates four crossbows at the bottom of the stairs, 
  which point upwards.  They have a 70 TSC% and 
  do 12M damage each with +1 Crit Die and a bash 
  chance of 9.  They will target the rear of the group 
  first.  (Should they miss the rear rank, roll to hit each 
  successive rank.  It is feasible that a bolt could pass 
  unhampered through the whole of the group).
  At the top of the stairs the passage enters a chamber 
  of dressed stone.  Read or paraphrase the following:
  With the sound of creaking oars, the longboat 
  draws ever closer to the cliffs, even the tide now 
  assisting your approach. The faces on the seamen 
  seem grim as they manoeuvre the small vessel 
  towards the yawning blackness amongst the rocks.  
  Luck rides with you this evening as none of the 
  castle's lookouts spot your approach. 
  As the boat enters the cave a sailor lights a lantern 
  at the bow of the boat. The light illuminates a cave 
  some fifty feet high and wide with a sandy beach 
  rising ahead of you. A passageway, black as pitch 
  lead away from the beach. The long boat is beached 
  and the leading seaman turns to you as you 
  disembark."This is as far as my lads will take you.  
  Good luck and may you bring that treacherous dog 
  to justice."
  Standing on the beach the boat is pushed off and 
  leaves you alone on the small beach.
  Allow the PCs a short time to decide their course 
  of action. Once they enter the passageway, read or 
  paraphrase the following:
  The passage is roughly hewn from the rock with 
  water dripping down its sides making the sandy 
  floor a little muddy at its sides. Tall enough to 
  allow you to walk upright you can sense it rising 
  upwards.  It continues for about 50 feet before 
  bending to your right where it opens into a small 
  cavern. Your lights reflect off a pool of muddy 
  water at the mouth of the cavern.
  Honour: 14 Each
  Striges (12)
  Height 18” 
   
  BAP 
  18
  Weight 13 lbs 
   
  BOD 
  20
  Length 36” wingspan 
  FAT 
  20
   
   
   
  DT 
  20(f)
  BMR 
  10 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Beak  
  4S 
  18% 
  58%
  M Claws  
  6S 
  28% 
  68%
  Dodge  
  - 
  15% 
  55%
  Stamina  
  - 
  9% 
  46%
  Will 
   
  - 
  6% 
  6%
  Armour - Dense Plumage ( 1 / 2 / 1 / 1 / 2 )
  Description:
  The Striges appear as  large-headed-birds with piercing 
  amber eyes, falcon-like beak with grey white wings and 
  wicked hooked claws. It hangs upside down in caves like a 
  bat and feeds primarily on blood. They often prey on infants 
  using it’s claws to disembowel them before dining on it’s 
  victims blood.
  Special Ability
  If a successful attack draws blood (BOD damage) they will 
  drain blood at 1 BOD / Turn which also heals thier FAT on a 
  1:1 basis
  The passageway is roughly hewn and as it exits 
  from the cavern it bends to the left.  After 30 
  feet its walls become dressed masonry and it 
  straightens.  Only some 20 feet ahead of you it 
  turns sharply to the right to reveal a flight of steps 
  leading up.
  This chamber is very dry but cold. Cobwebs cover 
  the walls and the remains of smashed barrels.  The 
  layer of dust on the floor shows that no one has 
  passed here for many a long year.  At the far end of 
  the chamber a wide spiral staircase leads up.
  
  51
  This staircase leads upwards into the basement of 
  the North Tower of the castle (Area marked 2 on the 
  map).
  Castle
  The PCs should be allowed to wander the Castle in 
  their search for the Baron.  Do not allow the Baron to 
  be found until the players have had plenty of game 
  time in the main castle. Allow him to be spotted at 
  various locations at a distance, but to have moved on 
  by the time the PCs reach there.  Once he has been 
  captured (the primary aim) or killed, assume that 
  the alarm has been raised and the PCs need to make 
  their escape from the castle.
  What follows are various descriptions of the castle's 
  locations along with any inhabitants if applicable.  
  Any of the human inhabitants will be willing to 
  yield to the PCs if the odds look against them.  
  Allow these situations to develop into role-playing 
  encounters, time permitting.  
  All of the inhabitants carry pomanders containing 
  a mix of herbs upon their person, usually kept very 
  visible on their chests. The hounds recognise that 
  wearers of these amulets by scent are servants of 
  their master Baron Arbarl. 
  Wall Walks
  One or two guards (1d2) periodically wander 
  the wall walks. The duties of these guards are to 
  maintain a periodic watch on the surroundings of 
  the castle. Use as optional encounters if necessary. 
  Honour: 23 Each
  Guards (2)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Spear 
   
  4 
  35% 
  65%
  Heavy Shield Play 4 
  12% 
  62%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Inf Spear 12P, Bash 10
  
  52
  The top of the spiral stairs ends in a stone trapdoor.  
  It seems as though the passage of time has sealed 
  it shut.
  Climbing out of the opening, your eyes quickly 
  grow accustomed to the dim light in a large 
  chamber. You hear a sound of scraping steel and 
  see two retainers levelling spears and advancing 
  towards you.
  1 - Outer Gatehouse
  The outer gatehouse is a simple structure consisting 
  of a passageway through the curtain wall 
  underneath a two-storey tower.  The passageway 
  can be barred by two double doors (iron bound) and 
  two portcullis controlled from above. A staircase 
  leads up to the main floor of the tower. Upon 
  entering the main floor, read or paraphrase the 
  following:
  As you open the door the smell of boiling pitch hits 
  your nostrils, and you hear the sound of swords 
  being drawn. Inside are four warriors in maille 
  wielding long swords. Two begin to advance 
  while the others move the boiling pitch away from 
  the murder holes in the floor, to use against you 
  perhaps?
  Honour: 23 Each
  Gatehouse Guards (4)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longsword 
  4 
  38% 
  68%
  Stealth  
  4 
  22% 
  52%
  Hvy Shield Play 
  4 
  38% 
  68%
  Armour - Maille (9 / 9 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Longsword 12S, Crit Die +1, Bash 8
  Boiling Pitch will do 8E points of damage plus 4 per 
  round for 1D3 rounds (small bowls stand ready).
  A ladder leads up through a high trap door to the 
  battlements above.  A door from this room leads up 
  some stairs to the wall walk, which is 4 feet above 
  the level of this room. 
  2 - North Tower
  This is where the spiral staircase from the smugglers' 
  tunnel comes up. 
  A successful STR AR% -20 penalty check is needed 
  to open the trap-door. The check if repeated will 
  alert the guards who will be ready for the group; 
  adjust the readout accordingly.
  As the PCs climb out through the opening, read or 
  paraphrase the following:
  Permit only the first three PCs to exit the opening 
  before rolling for initiative. 
  A covered staircase leads up to the entrance of 
  what was once the old keep.  In the basement are a 
  number of provisions for the guard chamber above.  
  A wooden staircase leads up to the entrance floor 
  and two embrasures allow covering fire of the outer 
  gate. 
  The entrance floor has a carved stone fireplace and 
  sleeping pallets.  In the north west corner of the 
  room a ladder leads up to the battlements above.  In 
  the north east and south west corners steps lead up 
  to the wall walks. In the basement are two spearmen 
  and there are three archers on the battlements.  
  
  53
  3 - Guard Chamber
  This single storey tiled building provides cover 
  for two of the curtain wall embrasures.  The 
  occupants of this chamber are two Tylwyth Du 
  archers. Although mercenaries, they will not attack 
  immediately, they will actually see if they can earn 
  more pay from the PCs.
  Anyone speaking Elvish will understand on a 
  Language check.  These Tylwyth Du, want to know 
  how much the PCs are prepared to pay for them 
  to change sides. They have realised that they are 
  involved in a lost cause but want to get as much as 
  possible out of it for themselves.  
  Honour: 9 Each
  Honour: 23 Each
  Guards (2)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Spear 
   
  4 
  35% 
  65%
  Heavy Shield Play 4 
  12% 
  62%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Inf Spear 12P, Bash 10
  A door from the outer ward leads into this small 
  covered room.  Standing in front of you there are 
  two short Elven figures, amber eyes and golden 
  hair peaking from out of their silvered helmets. 
  They start to speak to you in a strange tongue.
  Archers (3)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longbow 
  4 
  39% 
  59%
  Stealth  
  4 
  12% 
  42%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7)
  Longbow Dmg Base 12P / Crit +1
  Honour: 30 Each
  Tylwyth Du - (2)
  (Tylwyth Du - 3rd Level Warriors)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  10 (58%)
  CON 
  12 (66%) WIS 
  15  (76%) 
  BV 
  12 (66%)
  DEX 
  16 (79%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  14 (73%) 
  FER  
  11 (62%) 
  CHA 09 (54%)  
   
  Height 6’ 1” 
   
  BAP 
  12
  Weight 162 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  2 
  6% 
  11%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  18% 
  58%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longbow 
  5 
  42% 
  72%
  Forester’s Stealth 4 
  22% 
  62%
  Other Skills 
   
  Spears  
  4 
  24% 
  54%
  Stealth   
  3 
  21% 
  51%
  Setting Traps 
  6 
  20% 
  50%
  Eleven Maille Hauberk ( 11 / 11 / 10 / 11 / 9 )
  Inf Spear 12P, Bash 10
  Elven Longbow Dmg 15P / Crit +3
  
  54
  The outer ward is a large earthy courtyard, baked 
  dry from the sun. Against the west wall are two 
  thatched buildings, one is obviously the stables, 
  whilst the other is the forge - strangely quiet.  No 
  figures are moving about the ground except for 
  three large reddish-brown hounds.
  Honour: 9 Each
  Servants - (6)
  (1st Level Human Retainers)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) 
  FER  
  11 (62%) 
  CHA 09 (54%) 
   
   
   
   
   
   
  Height 5’ 10” 
   
  BAP 
  12 
  Weight 172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  2 
  15% 
  65%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Knife Fighting 
  2 
  18% 
  48%
   
  Armour - Clothing
  Dagger 5P, Bash 10
  Honour: 9
  Bull Mastiffs - (3)
  Height 28” 
   
  BAP 
  11
  Weight 130 lbs  
  BOD 
  35
  Length 40” 
   
  FAT 
  25
   
   
   
  DT 
  6
  BMR 
  10 
   
  SPRINT 27
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  11S 
  24% 
  64%
  Dodge  
  - 
  15% 
  55%
  Stamina  
  - 
  18% 
  58%
  Will 
   
  0 
  15% 
  55%
  Armour - Hide ( 2 / 3 / 2 / 2 / 2 )
  Honour: 9 Each
  Guards (2)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Spear 
   
  4 
  35% 
  65%
  Heavy Shield Play 4 
  12% 
  62%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Inf Spear 12P, Bash 10
  The hounds are bull mastiffs under the command of 
  Baron Arbarl.
  5 - Engine Tower
  The Engine Tower is a two-storey tower with 
  battlements rising to 30 feet. It is so called because 
  of the siege engine (mangonel) positioned on its 
  battlements. This artillery piece can throw large 
  rocks at besieging troops. A covered staircase leads 
  into the first floor entrance, which is normally 
  barred. This floor contains the bunks and furnishings 
  of the guards. A fireplace fills the south wall, along 
  side it is short passage leading up to the southern 
  Wall Walk. In the north corner there is a ladder 
  leading up to the battlements and a trapdoor leading 
  down into the basement. In the west corner of the 
  room is another short passage, this time leading up 
  to the northern wall walk. This floor is occupied by 
  two of the retainers, the remaining six are servants 
  and are above with the siege engine. The basement is 
  full of sufficient provisions to keep the tower going 
  for at least six months.
  4 - Outer Ward
  Read or paraphrase the following:
  
  55
  Baron will be here when the PCs enter the chamber. 
  If he is present, then go directly to “Capture the 
  Traitor” on page 58. Otherwise, roll a D10+1 and this 
  gives the current location number the Baron is at. 
  7 - Gatehouse
  The gatehouse towers 35 feet high, just short of the 
  main keep.  Its entrance is a flight of steps to the first 
  floor, which leads to a barred, iron bound door.
  The gatehouse guards the approach to the inner 
  ward and this is provided by the use of a sequence 
  of two gates and three portcullises.
  The first floor covers the length of the gatehouse and 
  houses the mechanisms for raising the portcullises.  
  It also provides access to the "murder holes" (small 
  hatches for dropping items onto the gateway below).  
  Ladders provide access to the ground floor levels 
  of each side of the gatehouse. This floor also allows 
  access to the wall walks via barred doors. There are 
  two wooden spiral staircases at either end.  One 
  staircase leads to the castle chapel, the floor above, 
  while the other leads to the battlements above the 
  chapel.
  Present in the gatehouse are the following:
  Ground Floor - 3 Archers either side of the gate (3rd level 
  Human Retainers)
  Main Floor - 2 Elite Soldiers 8th Level
  Upon entering the keep you are confronted by 
  trusted servants of the Baron. Summoned here to 
  do his bidding are three winged creatures, horns 
  protruding from their heads, their eyes glowing in 
  the dim light. They guard a wooden staircase which 
  leads up and own.
  Honour: 14 Each
  Gargoyles (3)
  Height 35” 
   
  BAP 
  12
  Weight 130 lbs  
  BOD 
  35
  Length 62” 
   
  FAT 
  35
   
   
   
  DT 
  6
  BMR 
  10 
   
  SPRINT 21
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  11S 
  39% 
  79%
  Dodge  
  - 
  22% 
  62%
  Stamina  
  - 
  26% 
  66%
  Will 
   
  - 
  33% 
  73%
  Armour - Hide ( 2 / 3 / 2 / 2 / 3 )
  The creatures are in fact three gargoyles, Animated 
  Statues rather than demonic spirit creatures. Doors 
  lead from this room to the various wall walks, the 
  staircase leading down leads into the basement 
  and its provisions.  The basement also holds the 
  castle's well, which fed by an underground spring.  
  The staircase leading up leads into Baron Arbarl's 
  personal quarters. 
  There will be a 50% chance (1-5 on a D10) that the 
  6 - Keep
  The main keep of the castle, redundant until this 
  current siege, has battlements rising 40 feet high 
  above the Inner Ward.  A staircase leads up to the 
  first floor entry and is guarded by embrasures in the 
  northern wall of the keep.  The door to this floor is 
  iron bound and barred.
  The staircase leads up into a richly decorated 
  chamber, a large bed fills the centre of the room 
  and tapestries cover the walls.  A marble fireplace 
  commands the centre of the south wall and a 
  second staircase leads up to the battlements above.
  
  56
  Honour: 15 Each
  Archers (3)
  (3rd Level Human Retainer)
  STR 
  15 (76%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  12 (66%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  14 (73%) DISC 
  11  (62%) 
  SPR 
  03 (25%)
  AGL  
  13 (70%) FER  
  11 (62%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  12 
  Weight   172 lbs  
  BOD 
  28
   
   
   
  FAT 
  27
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  0 
  0% 
  5%
  Alertness-Sound 0 
  0% 
  5%
  Stamina  
  0 
  4% 
  44%
  Dodge  
  5 
  15% 
  55%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Longbow 
  4 
  39% 
  59%
  Forester’s Stealth 4 
  12% 
  42%
  Armour - Nonw
  Longbow Dmg Base 12 / Crit +1
  Honour: 58 Each
  Elite Guards (2)
  (8th Level Human Elite Retainer)
  STR 
  20 (90%) INT 
  12  (66%) 
  APP 
  08 (50%)
  CON 
  20 (90%) WIS 
  09  (54%) 
  BV 
  10 (58%)
  DEX 
  18 (85%) DISC 
  16  (79%) 
  SPR 
  03 (25%)
  AGL  
  19 (88%) FER  
  18 (85%) 
  CHA 
  09 (54%)
   
  Height   5’ 10” 
   
  BAP 
  18 
  Weight   172 lbs  
  BOD 
  48
   
   
   
  FAT 
  37
   
   
   
  Core Skills 
  Lvl 
  PSF% 
  TSC%
  Alertness-Sight 
  4 
  12% 
  17%
  Alertness-Sound 4 
  12% 
  17%
  Stamina  
  4 
  32% 
  72%
  Dodge  
  8 
  31% 
  71%
  Will Power 
  0 
  0% 
  40%
  Language(Own) 
  0 
  2% 
  62%
  Master Skills 
   
   
  Spears  
  8 
  48% 
  78%
  Shield Play Hvy 
  8 
  52% 
  82%
  Armour - Brigandine (10 / 11 / 8 / 9 / 7) 
  Lg Wooden Shield - (10 / 9 / 12 / 10 / 10)
  Inf Spear 18P, Bash 10
  Honour: 20 Each
  GHOULS - (4)
  Height 5’10” 
   
  BAP 
  14
  Weight 170 lbs  
  BOD 
  49
   
   
   
  FAT 
  32
   
   
   
  DT 
  5
  BMR 
  10 
   
  SPRINT 10
   
   
   
  Relevant Skills 
   
  Dmg 
  PSF% 
  TSC%
  M Bite   
   
  10S 
  16% 
  56%
  M Claws  
   
  11S 
  20% 
  60%
  Dodge  
   
  - 
  17% 
  57%
  Stamina  
   
  - 
  20% 
  60%
  Will 
   
   
  - 
  17% 
  57%
  Armour - Hide ( 1 / 0 / 1 / 1 / 3 )
  Ghouls stink of the grave. Most animals will refuse to go 
  near them, and anyone adventurous enough to enter the 
  ghouls’ presence (10’ radius, more downwind, less upwind 
  depending on wind speed) must make a stamina –10 roll or 
  be at a –20 PSF% penalty to all actions due to the stench.  
  The stench leaves a foul, decaying taste in the mouth for 
  the remainder of the day but has no additional effect.  Any 
  wound inflicted by the ghoul has a 30% chance of becoming 
  infected (80% chance with a critical hit) unless the wound 
  is successfully cauterised within 4 rounds; infected wounds 
  require a Stamina roll each day to see if the wound heals 
  normally for that day, a failed roll leads to the loss of one 
  point of body as the infection spreads, a critical failure 
  causes 1D10 points of body damage.
  These Ghouls have been summoned using the Barons 
  magick Item, The Skull of a gravedigger (ML5). The ghouls 
  having been summoned several times are now bound to his 
  service.
  What was once a beautiful chapel is now dark and 
  dusty.  The remains of the altar have obviously 
  been desecrated and seem to be empty.
  Chapel
  Upon entering the Chapel, read or paraphrase the 
  following:
  The chapel provides the home of some of the castles 
  less than hospitable inhabitants - a group of Ghouls 
  who provide the Baron with his "special" troops.
  
  57
  The inner ward seems empty despite the flurry of 
  activity apparent on the battlements of the various 
  towers.  Against the West Wall is a large two-story 
  thatched building.  The upper story extends out 
  from the ground floor and is supported by a series 
  of carved wooden columns. 
  As you enter the main hall, it becomes apparent 
  that no meals have been held here for a number of 
  days due to its being turned into a barrack block.  
  Dirty sleeping straw is strewn everywhere and 
  about a half dozen humanoids sit scattered among 
  the debris chewing on raw meat. Amongst them 
  strides a huge, warty humanoid some 10 feet tall 
  with yellowing skin. He occasionally kicks one 
  of the smaller creatures. As they sight you, they 
  jump to their feet grabbing their weapons ...
  8 - Inner Ward
  Read or paraphrase the following:
  9 - Storeroom
  This room contains some provisions but mainly 
  assorted weapons and armour. A large number of 
  sheaves of arrows are also stacked against the one 
  wall.  Otherwise this room is empty. 
  10 - Kitchens
  The kitchens are devoid of any inhabitants and do 
  not look to have been used for a couple of days.  
  Large tables fill the room and three large fireplaces 
  take most of the west wall. A wooden staircase leads 
  up to the main hall above.  
  11 - Main Hall
  A wooden staircase outside leads up to the main 
  doors.  These lead into a small vestibule before a set 
  of double inner doors, where the staircase from the 
  kitchen also joins. As the PCs enter the main hall
  Honour: 31
  Ogre (Unique Semi-Civilised)
  Height 7’ 
   
  BAP 
  17
  Weight 530 lbs  
  BOD 
  66
   
   
   
  FAT 
  44
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 14
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Large Club 
  15C 
  41% 
  71%
  Dodge  
  0 
  0% 
  40%
  Stamina  
  0 
  56% 
  96%
  Will 
   
  0 
  15% 
  55%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Large Club +1 Crit Die,  Bash 8
  Honour: 19  Each
  Orcs - (6)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Hide (5 / 7 / 4 / 5 / 6 )
  Splitting Axe +1 Crit Die, Bash 7
  
  58
  You finally corner the Baron and he immediately 
  draws his sword and sneers,"So you think you can 
  finally take me. You have dogged my plans for too 
  long now, you are welcome to try to capture me as 
  the King wishes, but have no hope of succeeding  
  Prepare to meet your doom."
  With the Baron finally defeated, a shimmering 
  portal suddenly appears in front of you. Through 
  the portal you can see the King's wizard beckoning 
  you through with the King standing behind him. 
  Honour: 0
  Shadow Monster Warg
  Height 3’6” 
   
  BAP 
  12
  Weight 0 lbs 
   
  BOD 
  24
   
   
   
  FAT 
  30 never tires
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 27
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  14E 
  38% 
  78%
  Dodge  
  - 
  26% 
  66%
  Armour - Hide (3 / 4 / 3 / 3 / 3)
  The Shadow Monster takes no damage from Magickal 
  Weapons.
  Should the PCs step through the gate they will be 
  welcomed into the cheering throng of the King's 
  army and this will end the scenario. If they do not 
  pass through have the remaining inhabitants all 
  advance to attack the PCs leaving the gate as their 
  only means of escape or a heroic demise. 
  Final Encounter - Capture
  This is the main encounter of the scenario, with the 
  PCs encounter with Baron Arbarl (see attached NPC 
  Character Sheet) and the PCs subsequent escape 
  from the castle.  No matter where he goes, no matter 
  what the weather, he always casts "Shadow".  
  This is because he is accompanied by a "Shadow 
  Monster" (core rulebook p 374) of a warg (p 568-569) 
  summoned to serve him by some old pact the Baron 
  made with a long dead Necromancer. The Shadow 
  Monster is triggered with a 2AP command word 
  (Gellot) 
  Baron Arbarl
  Baron Arbarl is a ruthless man who believes in law 
  and order as wielded by a mailed fist. His populace 
  live in constant fear of him, but there is no crime in 
  his lands. 
  He believes the King will let the kingdom slide 
  once he has secured the throne for his descendants 
  and therefore feels a strong king such as himself is 
  needed. 
  The Shadow Monster will guard the Baron to its end. 
  Upon encountering the Baron:
  With that he takes a step back, seemingly leaving his 
  shadow in one place, the Shadow Monster begins 
  to rise from the floor and advance, as the Baron's 
  hideous laughter fills the air. Once the PCs have 
  killed or captured the Baron, they must still make 
  their escape from the castle.  
  The Summoning Skull
  Power Level: Simple Magick Device (ML5)
  Charges: 20 (4 remain)
  Recharge Rate: As long as a single charge remains Spell 
  must be recast as per rules p303 main rule books
  Formula for Creation: Human Bone Skull, Copper Wire, 
  Two Gems, one tiger eye and green emerald. Anointed with 
  liquid made from Ash from a cremated human, blood from a 
  human corpse, and desecrated holy water.
  Consequences: The ghouls summoned may not like being 
  called it is always a risk
  Description: A human skull, with copper binding the 
  gemstone in the eye sockets. It has a distinct stench of the 
  grave.
  Powers & Activation: Contains the spell Summon Ghoul 
  MR 5 Necromantic Summoning. To activate uses a singe 
  charge, present the skull and speak the command word 
  “Vocare Pallidi” 
  Original Creator: Magus Andolar Buff (unknown level)
  Date of Creation : Lost to time
  Number of Copies: Unknown
  
  59
  Honour: 68
  Baron Arbarl
  9th Level Knight
  BIF: 78 (Social Status 44  2,100 honour points)
  STR 
  15 (76%) INT 
  10 (58%) 
  APP 
  15 (76%)
  CON 
  16 (79%) WIS 
  10 (58%) 
  BV 
  15 (76%)
  DEX 
  15 (76%) DISC 
  15 (76%) 
  SPR 
  10 (58%)
  AGL  
  16 (79%) FER  
  12 (66%) 
  CHA 
  13 (70%)
  Height 6’ 1” 
   
  BAP 
  14
  Weight 245 lbs  
  BOD 
  54
   
   
   
  FAT 
  38
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Relevant Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  12% 
  17%
  Alertness-Sound  
  12% 
  17%
  Stamina  
   
  39% 
  79%
  Dodge  
   
  31% 
  71%
  Will Power 
   
  3% 
  43%
  Language(Own) 
   
  4% 
  64%
  Lance 
   
   
  44% 
  64%
  Slashing Swords  
  57% 
  87%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Flail 
   
   
  39% 
  59%
  Great Blow +3 damage
  Heavy Shield Play  
  39% 
  89%
  Dodge  
   
  27% 
  67%
  Mounted Combat  
  39% 
  59%
  Tactics  
   
  24% 
  44%
  Leadership 
   
  28% 
  58%
  Courtly Manners  
  27% 
  57%
  Charm  
   
  28% 
  58%
  Intimidation 
   
  26% 
  56% 
  Wear Light Armour
  Wear Heavy Armour
  Maille Hauberk (9 / 9 / 8 / 9 / 7)
  Large Shield Reinforced +15% (16 / 16 / 16 / 16 / 16)
  Weapons
  Kt Sword Base Dmg: 16S, Crit +1, Bash: 8
  Military Flail Base Dmg: 20C, Crit +2 Bash: 7
  Naturally Charismatic
  The NPC enjoys a bonus of 10% to all success chances 
  when using or countering any Charismatic skill.
  Rise And Be Counted
  
  60
  Gamesmaster Notes:- 
  Honour: 25
  Lady-in-Waiting, Joanna
  4th Level Priest Mage BIF: 37 (Social Status 24)
  STR 
  10 (58%) INT 
  17 (82%) 
  APP 
  15 (76%)
  CON 
  10 (58%) WIS 
  17 (82%) 
  BV 
  15 (76%)
  DEX 
  13 (70%) DISC 
  13 (70%) 
  SPR 
  10 (58%)
  AGL  
  11 (79%) FER  
  15 (76%) 
  CHA 
  13 (70%)
  Height 5’ 2” 
   
  BAP 
  14
  Weight 120 lbs  
  BOD 
  36
  PMF 
  31 
   
  FAT 
  24
  ML 
  2 
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Relevant Skills 
   
  PSF% 
  TSC%
  Magick Mode: 
  Witchcraft:  
   
  37% 
  47%
  Command 
   
  40% 
  60%
  Dvination 
   
  44% 
  44%
  Plant 
   
   
  24% 
  44%
  Transmutation 
   
  37% 
  57%
  Wards  
   
  18% 
  48%
  Dodge:   
   
  6% 
  46%
  Charm  
   
  12% 
  42%
  Intimidation 
   
  12% 
  42%
  Hernalism 
   
  24% 
  54%
  Spells Mastered
  Dispel MR 4, p318
  Charm Small Animals  MR 1, p355
  Charm Small Predator MR 2, p355
  Charm Person MR 4, p356
  Hold Person MR 4, p357 (f)
  Suggestion MR 2, 358 (f)
  Command Small Animal MR 3, 359
  Infatuation MR 3, p362
  Detect Magick MR 1, p366
  Find the Path MR 3, p368
  Detect Track MR 2, p367
  Prophecy MR 1, p369
  Blight Wither MR 2, 375
  Speak with Plants MR 3, p375
  She wears a silver signet ring with a black opal that has 
  been enchanted as a focus
  Simple Focus: 6 Charges / 2 Recharge
  Adds +7% to the PSF of any magickal Ability and reduces 
  Fatigue costs in spell casting by -2 FP (minimum cost is 
  always 1 FP). 
  (f) Spells stored in focus.
  
  61
  
  62
  
  63
  
  64
  Once you have made 
  your escape, make 
  for the Hammer and 
  Anvil tavern on the 
  South Promenade
  
  Treason
  Adventure Supplement
  Set in the Kingdom of Urtind, in the Dragon Reaches of 
  Marakush.
  Can the Player CHaracters unearth who is behind a plot to 
  claim the throne.  
  In this major adventure for Chivalry & Sorcery 5th edition 
  we introduce you to intrigue and investigation around 
  Cadanbyrig, the capital of Urtind.
  Allowing the PCs the oppurtunity to meet potential 
  patrons with many possible future adventure hooks.
  BGD8011
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery 5e/Chivalry & Sorcery 5e Treason.pdf