Knights!

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,062
Nu skrev jag något. Det är ganska d20/5e/OSR/Microlite. Det var inte riktigt meningen från början.

Pendragon möter OSR, typ?

Knights

You are knights, fierce warriors on noble quests, fighting for lord, faith and glory. You may battle goblins, ogres, robbers or sorcerers.

Player characters

Choose your knightly class:

  • Errant. You are an expert rider and can travel twice as fast as other Knights. You have two riding horses apart from your warhorse. You have a pavilion.
  • Templar. You may cast the Spells of the Temple. You start with one spell slot but may buy additional one for 1 xp/slot. Spell slots regenerate at dawn. You have quarters at the Temple.
  • Paladin. Once per combat, you may inspire your allies. They gain advantage on their next rolls. You have quarters at your Lords palace.
  • Baron. Apart from your Squire, you also command a troupe of retainers that will fight for you. You start with two retainers. Retainers have HP 2 + Level. They start at Level 0, but you can raise their level with 1 xp/level.
  • Man-at-arms. You may make two attacks per turn when you wield two weapons. You cannot defend with a shield at the same time. You start with an additional mace. You have a tent.


Starting equipment

  • A warhorse (+4 Horse bonus)
  • Chainmail shirt (soaks 4 damage)
  • Helmet (protects against critical)
  • A sword (1d8 damage)
  • A lance (1d6 damage + Horse bonus when riding)
  • A shield (+2 to Valour when parrying)
  • A squire (HP 3, 2 levels in Valour, Faith or Skill), rides a mule
  • 1 gold coin

You have six experience points (xp) to develop your character:

Your abilities start at level 0. It costs 1 xp/level to raise them up to max 4.
  • Valour (melee, strength, athlethics)
  • Faith (willpower, spells)
  • Skill (ranged, dexterity)
  • Wits (perception, intelligence)
Hit points start at 6. It costs 1 xp/hit point to raise them.

For 1 xp, you can develop Mastery in a specific field. This could be heraldry, scouting, leadership, a craft. It must be specific. You gain advantage when you roll within your field of Mastery. You can also pick Weapon Mastery for a specific weapon (sword, shield, spear, lance etc). This gives you Combat Advantage when using that weapon.



Rules

Roll 1d20 + Ability level + other modifiers to succeed or hit. You need to beat a difficult rating (10, 15, 20), or an opposed roll. Parrying an attack is 1d20 + Valour + shield bonus.

If you roll a 20 on your attack roll, then only a 20 can parry and you do critical damage – i.e. 2x your damage roll, unless your opponent wears a helmet.

If you are on horseback, then you may add your horse bonus when attacking with a spear, or when racing.


Armour soaks damage:

  • Leather 1 point
  • Chainmail shirt 4 points
  • Chainmail hauberk 6 points


Advantage – roll 2d20, pick the highest.

Disadvantage – roll 2d20, pick the lowest.

  • If you are Fatigued, Poisoned or Sick, you are always Disadvantaged.
  • If you are Blessed then you are always Advantaged.
  • Mastery grants Advantage for ability rolls in the field of your Mastery.
  • Otherwise, it depends on the situation


Combat Advantage

  • When using a weapon for which you have Weapon Mastery, roll two dice for damage and pick your preferred result.


Death

You are knocked out when you reach 0 hp. Roll for Valour every round. If you fail, you take one more point of damage. If you succeed, you are stable and can stop rolling. Another PC or NPC can stabilise you by rolling for Wits. The Mastery Medicine can give an advantage.



If you ever reach -6 HP, you die.



Spells of the Temple:

Our Lady the Goddess is worshiped at the Temple. It is a place of mystery and holy secrets.

  • Turn undead – Roll for Faith vs their Level. If you succeed then they retreat.
  • Bless – Roll for Faith. Gives advantage.
  • Scry – Roll for Faith. GM gives you information.
  • Heal – Roll for Faith. Heals 1d6 HP.
  • Conceal – Roll for Faith. Conceals an item.
NPCs:

NPCs have Levels and HP. Some NPCs (Squires, other companions, major villains) may have separate ability scores instead. Villains have Sorcery instead of Faith. NPCs also have one or several attacks, and HP.

  • Goblin, Level 1 spear 1d6, HP 3.
  • Hobgoblin, Level 2, scimitar 1d8, shield +1, HP 8.
  • Skeleton, Level 0, mace 1d6, HP 4.
  • Wood wose. Level 4, blow dart 1d4, poisoned, HP 5.
  • Chimaera. Level 4, claws 1d8, bite 1d12, HP 20.
  • Warlock. Level 3, Sorcery 6. Dagger 1d4. HP 8. Three slots for Sorcery.
Poison. Roll against Valour. If you fail then you are poisoned, and Disadvantaged.

Disease. Roll against Faith. If you fail then you are sick, and Disadvantaged.

Sorcery:

Sorcery comes in many shapes and forms, and is often unique. Like Templars, NPC Sorcerers have a specific number of spell slots. Some typical spells:

  • Raise dead. Must be cast on a corpse. Creates a Skeleton.
  • Snake-arrow. Requires a snake and a bow. Hits automatically. 1d12 damage.
  • Fireball. Target a five meter radius circle. Targets can roll for Wits to dodge. Does 1d8 damage to anyone in the circle.
Equipment:

  • Dagger, club: 1d4 damage
  • Mace, axe, spear: 1d6 damage
  • Two handed weapon. 1d12 damage. Cannot use shield or dual wield.
  • Riding horse (Horse bonus +2)
 

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,062
Quest Masters Guide

Knights go on quests. It is your job to make them fun, dangerous and challenging. As the knights raise their abilities, they will face foes of higher levels. The principal elements of a quest are:
- Enemies! These could be goblin, evil sorcerers, questing beasts, green knights or dragons for the knights to vanquish.
- Riddles! These could be murder mysteries, devilish traps or nefarious plots for the knights to unravel.
- Wilderness! The land between the few castles and towns of knights is a dangerous wasteland full of dangers and travails.
- Courts! Knights must be at their guard even within sturdy castle walls! Who knows what treachery or sorcery lurks beneath the smiling surface.

But the real challenge of a quest is moral! A good quest forces the knights to make a difficult choice between his core values. To be a knight is to face a constant struggle with the expectation of perfection! Each chivalric value is linked to an ability.
- Glory, linked to Valour, by bravely facing and overcoming dangers and enemies.
- Piety, linked to Faith, by exercising mercy and restraint in the name of Our Lady the Goddess.
- Excellence, linked to skill, by elegant and discrete action, using the right tools for the right task.
- Grace, linked to wits, by charm and attentiveness, responding correctly to both insult, praise and courtship.

If you demonstrate a value during the quest, you gain an xp to the corresponding Ability.

To create a Quest, first design the dilemma facing the knights. It could be to gain glory by defeating a Giant without fault through Piety vs the commoners he protects, or to gain Excellence by unveiling a Sorcerer at their Lord court without fault through Grace. At lower levels, the Knights might face goblins, robbers or traitors. At higher levels, you may design unique sorcerers, arcane knights, questing beasts or great wyrms.
 

zonk

muterad
Joined
10 Jan 2016
Messages
3,300
Sjukt nice! Ge ut det med ett par tre najsa introäventyr - alternativt en slumpgenerator a la Le Morte d'Arthur, där man stöter på folk vid en brunn och följer en dam som antingen luras eller behöver hjälp. Sedan hamnar man på ett tournament och 1T3 viktiga knights använder en okänd sköld så de slåss med kompisar, osv osv (åtm jag tyckte stora delar av andra volymen av Malorys Arthursaga kändes som en massa slag på random encounter tables etc slumpgenerering). (Jag gillar din Questgenerator men jag tänker ett par snäpp mer random och bara hoptjorvat olika plot points. Och gärna bov-knights som heter Breunis sans Pité etc).
 

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,062
Det är nog lite av en mashup. Å ena sidan rena riddarlegender med gröna riddare och questing beasts - arthurianskt och carolingiskt - i andra ändan mer klassiska rollspelsquest. Man börjar med att rädda änkor från Goblins och slutar med att återfinna det heliga hornet eller konfrontera Nattens drottning i hennes fästning bland Orköarna.
 
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