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24 KiB
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551 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 5
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Date: Sunday, February 21, 1993
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Number: 2 of 2
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Contents:
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The Adventure of the Holy Sword (Shannon Appel) PENDRAGON
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Pendragon Character List (Eric Rowe) PENDRAGON
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--------------------
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From: Shannon Appel <appel@erzo.berkely.edu>
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Subject: The Adventure of the Holy Sword
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System: Pendragon
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What follows is an adventure that I ran in my last Pendragon campaign.
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It was originally set right around the start of the Pendragon saga, in
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490 or 491. The story centered around a young Roman Christian knight
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whose father had "been missing for 2d6 years" as per result 20 of the
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Father's Survival Table.
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INTRODUCTION
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This story concentrates on the quest of a young Roman Christian
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knight. His father had been a great knight, renowned for all of the
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virtues of Christianity. Unfortunately he disappeared several years
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ago while erranting about the countryside. Two companions disappeared
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with him. To this day, no one has actively searched for the player's
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missing father. Thus, when the player becomes a knight, it will
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surely be one of his first priorities.
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However, the adventure will not simply be a quest for a player's
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father, but also a search for a family heirloom. The player's father
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disappeared carrying Sanctgladius, a holy sword which had been in the
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family for many generations. It is said to be a holy weapon which
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could only be wielded by the best of God's knights. The player knight
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will probably want to recover the family heirloom even if he learns
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that his father is dead.
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THE SEARCH BEGINS
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The player's father was last seen riding North from Cirenchester on
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the King's Road. The trail is many years old, but the player's father
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was sufficiently glorious that even after all these years, the visit
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of him and his companions will be remembered by some.
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As the players ride North, they will probably be stopping in the many
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villages and cities along the King's Road, seeking information. A
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selection of Mundane encounters are included before, representing some
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of the meetings with the many denizens along the King's Road. They
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are meant to provide a good introduction to some of the varied
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encounters that Pendragon knights may expect to meet.
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CIRENCESTER
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Within the city of Cirencester lies the luxurious home of the Duke of
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Clarence. Years ago, the player's father began his quest here, and
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thus the players will be likely to begin their own quest by speaking
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with the duke. Unfortunately, the duke is a PROUD man, and the
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knights, being his lessers, will have troubles getting in to see him.
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An appointment with the duke may be had by speaking with the Duke's
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Castellan, Amig of Cricklade. In order to get an appointment, the
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knight speaking with Amig should make a Courtesy roll. This skill may
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be modified by player's glory / 1000. Additionally, the roll should
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be modified based upon the way that Amig is treated. Amig is
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COWARDLY, and thus very susceptible to threats. If he were
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threatened, however, the knight in question would be challenged within
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a day to a joust by an ORDINARY KNIGHT.
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Even if tge Courtesy roll is successful, the players will still find
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themself in for a bit of a wait before the Duke sees them. An
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ordinary sucess will mean that they will be given an appointment to
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speak with the Duke in one week's time, while a failure means that
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they will have to wait for several weeks. Only if the Courtesy roll
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is a critical success shall the player's be able to see the Duke
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quickly.
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If the players are willing to wait until their appointed time, this is
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a sign of their MODESTY. They should receive a check in that
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personality trait. However, the Duke will think less of them, for
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they will have confirmed his initial assessment of their status. The
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Duke will be abrupt and perfunctory in his meeting with the players.
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On the other hand, if the players are angered by the time that they
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must wait, and agitate constantly over it, they will receive an
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earlier appointment within a day or two. However, the will also
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receive PROUD checks. When the players meet with the Duke, he will
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have considerably more respect for them. Beyond simply supplying
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information, he may even help out any poorly equipped knights, by
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providing them with adequate horses or armor. If any knights are
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extremely poorly dressed, he will also be willing to buy them a Librum
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worth of clothing.
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If the players do decide to wait at the Duke's court, they will have
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the opportunity to involve themselves in a variety of activities.
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They may GAME, look for eligible women, challenge the Duke's knights
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or do any number of other things. How the knights comport themselves
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at the court may affect what the Duke thinks of the characters when he
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finally meets them. Again, it should be rembered that the Duke
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respects PRIDE and derides MODESTY.
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WHAT THE DUKE KNOWS
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The Duke will remember the player's father fairly clearly. Several
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years ago, some ferocious beast was rampaging across the Duke's lands.
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The player's father answered the Duke's call for help, taking two boon
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companions with him to aid against the monster. The three knights set
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out North, heading for Bourton, where the creature had killed several
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villagers just a few days before. The three knights never returned,
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but within a few weeks, the attacks upon the Duke's lands stopped.
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BOURTON
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The town of Bourton is held by the Duke of Clarence. It lies along
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side a river, just off of the King's Road. The town is uniformly
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SUSPICIOUS of the knights when they arrive. The villagers will hide
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within their filthy shelters when the knights arrive, and do whatever
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they can to avoid notice. Depending on how the knights treat this
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abject terror, personality trait checks may be appropriate.
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If the knights are able to gain the trust of the peasants of Bourton,
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they will learn that the land is the fief of a knight named Sir
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Cervidus, a NOTABLE Roman KNIGHT. He is renowned for his CRUELTY, and
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the lands that he has gained from the Duke of Clarence bear the mark
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of his iron fist. Sir Cervidus works his peasants terribly, so much
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that some of the older men have died early deaths. Worse, he has had
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several young men executed, claiming that they were conspiring against
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him.
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Clearly, Sir Cervidus is not acting MERCIFULLY, yet, what he does is
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well within his rights as a knight and the fiefed Lord of Bourton.
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Thus, JUSTICE is upon his side. If the players do decide to do
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something about Sir Cervidus, they will be ARBITRARY, yet MERCIFUL.
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If they ignore the plight of the peasants, they shall be CRUEL, yet
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JUST. Sir Cervidus lives in a manor house several miles East of
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Bourton. Given sufficient time, he could raise eight knights to help
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defend his lands. This would take several weeks to accomplish,
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however.
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WHAT THE PEASANTS KNOW
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Even if the player knights ignore the plight of Sir Cervidus'
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peasants, it is likely that they will still be able to gain the
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information they seek from the peasants. The peasants will claim that
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several years ago, there was a huge dragon threatening their lands.
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The player's father, with his two companions, investigated the area
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for awhile, and then travelled North, still following the beast. They
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thought that its lair was near Brandon, a town considerably North
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along the King's Road.
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BRANDON
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The players last stop along the King's Road will likely be the city of
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Brandon. During Phase 1, Brandon is a free town, for the Baron of
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Lambor, Blamore de Ganis, has not yet come to Britain. The peasants
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of Brandon will go to great extents to hide this dark secret.
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Usually, they will claim that their Lord is a Sir Antonio, a reclusive
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knight who lives to the West.
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Externally, the peasants of Brandon will be constantly polite, doing
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whatever they can to please or appease the knights. They will provide
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everything they know about the knight's father. If, however, they
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believe that the knights might have learned their secret (and, they
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are relatively suspicious in this regard), they will extend their
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fullest hospitality to the knights, and then try and slay them while
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they sleep.
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WHAT THE BRANDONIANS KNOW
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The player's father and his two companions came to Brandon several
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years ago, seeking a snake as big as a horse. The people of Brandon
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had several times seen such a creature in the Forest Sauvage, a deep,
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primeval place that lies to the East of Brandon. The three knights
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went into the Forest Sauvage, leaving extra horses and equipment with
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the people of Brandon. They never returned for it. (If the players
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ask, the people of Brandon will say that they carefully kept the
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equipment and horses until a year ago, when it was stolen in the
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night. This is a lie. In truth, when they decided that the knights
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would not return, they sold the items for their own profit. This is
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yet another sign of the incorrect independence of these people.)
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WHAT HAPPENED TO THE THREE KNIGHTS
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When the Three Knights went into the woods, they knew that they were
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seeking a creature which they had dubbed the Three Colored Serpent.
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They were certain that together they could overcome it.
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Unfortunately, each of the three knights had a fatal flaw which was
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his downfall.
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Sir Gwyn, the first of the companions was SELFISH. Thus, on the first
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night, when he killed a great black bear, and found a valuable gem
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within its skull, he abandonded his two friends, afraid that they
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would try and take his treasure from him. Today, he lives in Logres,
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a very rich man. Both Eleri and the Forgetful Knight know Sir Gwyn's
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dark secret, and might be willing to tell it to the player knights.
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Sir Gaidon, the second of the companions was COWARDLY. When he and
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the player's father finally met the three colored serpent, Gaidon
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turned and fled, leaving his friend to the serpents mercies. He
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watched the battle from afar, and went mad when it ended. Since, he
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has wandered the woods, now the forgetful knight.
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The player's father was RECKLESS. Together with Sir Gaidon, he had a
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fair chance against the serpent. To fight it would have been quite
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VALOROUS. To fight it alone was RECKLESS, however, and he payed the
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final price. The three colored serpent defeated the player's father
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and ate him. However, in the battle, the serpent was badly wounded,
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and thus is stopped its attacks upon civilized lands for a time.
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ADVENTURES IN THE FOREST SAUVAGE
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The final search for the player's father, and the Holy Sword
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Sanctgladius depends heavily upon the material on the Forest Sauvage
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that is presented in the Boy King. Following is a list of meetings
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which might occur in the Forest. Boy King scenerios are referred to
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several times.
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THE RED FEATHERED KNIGHT (The Boy King, pg.25): The Red Feathered
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Knight is one that wanders the forest, never able to escape it due to
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an ancient curse. However, the nature of Red Feather's curse is
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slightly varied from the one presented in the Boy King. This Red
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Feathered Knight hunted the White Stag of the Forest Sauvage. Such
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creatures are said to be very mystical, and in certain way each the
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heart of the wood they live in. The Red Feathered Knight found and
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slew the White Stag of the Forest Sauvage, and so he greatly hurt the
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woods. Thus, the druidess Eleri cursed Red Feather, so he would never
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be able to leave the woods. Red Feather is good and chivalrous, but
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he is also PROUD.
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THE DRUIDESS ELERI: In a small, tidy house, nearby a pleasant stream
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lives the druidess Eleri. Eleri considers herself the protectress of
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the Forest Sauvage and will always do what she can to preserve the
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woods and punish those that harm it. She understands the cycle of
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life, and that some things must die so that others may live, but
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wanton slaughter for its own sake is something that she will never
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accept. Eleri would be willing to forgive Red Feather and release him
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from his curse if he was remorseful, and willing to try and undo the
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damage he had done. Unfortunately Red Feather's PRIDE will make it
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hard for the player's to convince him to accept this. If Red Feather
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does apologize and spend a year planting trees and helping to defend
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the forest, Eleri will release him from his curse. Eleri knows
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precisely what happened to the player's father. Perhaps she will tell
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the players if they do her some favor (see THE RAVEN WITCHES below).
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Eleri could take the players straight to the serpent, but would do so
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only if the knights could convince her that they meant it no harm. If
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Eleri were for some reason attacked, she has magical powers including
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personal transformation powers (to nearly any woodland beast), and
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powers of control over beasts of the wild.
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SIR BALIN (The Boy King, pg.25): Balin knows the Forest well, and he
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might be able to provide many bits of useful information. He probably
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knows of Eleri, as well as The Forgetful Knight. Perhaps he might
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even know the general direction in which the Three Colored Serpent
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lives. Balin will probably impress the knights as a good person. He
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might be the player's first introduction to the true knights of the
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Arthurian legends. This encounter should only happen in Phase 1.
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THE GALLOPING DEVIL (The Boy King, pg.30-31): The adventure of the
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Galloping Devil and his Dandy Dogs may be used almost exactly as it is
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written in the Boy King. One night, while the knights are within the
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woods, he will attack. The Devil's specific reason for attacking will
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be that he hopes to scare off the Knights, ending their quest for
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Sanctgladius. If the player's seem unable to drive the Devil off, the
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Red Feathered Knight might come to their aid and do so. This would
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put the players deeply in Red Feathers debt, and make them much more
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likely to aid him in becoming free of his curse.
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THE RAVEN WITCHES: Within the Forest Sauvage is a coven of three Raven
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Witches (see stats on PENDRAGON, pg. 189). They will have an
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appropriately sized band of warriors and thieves, of similar types to
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the Warriors of the Raven Witches in Pendragon. These witches have no
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great tower, but simply meet nightly in a certain glen, plotting evil.
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Although the knights could randomly stumble upon these witches, it is
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most likely that Eleri will send the knights to deal with them (for
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they do her forest evil), in return for some knowledge or favor.
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Eleri simply wishes the witches gone from her forest, although the
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players may yet decide to slay them, for if they left, they would
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clearly do evil elsewhere. The players will face somewhat of a
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dilemma, however, for the Raven Witches know of the quest that the
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players are upon, and their magical power is great enough that they
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could successfully scry the location of the player's father (or more
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correctly, his bones).
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THE FORGETFUL KNIGHT: The forgetful knight is a madman. He remembers
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very little of his past, before the battle that he fled. With some
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work, however, the knights might be able to make some sense out of his
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ramblings. Eventually, the Forgetful Knight could tell the players
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almost everything that happened upon that last trip into the Forest
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Sauvage. In addition, he can take the players straight to the lair of
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the Three Colored Serpent.
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CONFRONTING THE SERPENT
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Fighting the three colored serpent would be a very dangerous task
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which might result in the death of several knights (see his stats in
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THE BOY KING, pg. 25). If the serpent is attacked in his lair (which
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either Eleri of the Forgetful Knight could lead the players to), he
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will fight to the death.
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Another option might be to ask Eleri to pacify the serpent. She can
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do so easily, allowing the players to search his lair. If the players
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tried to attack the serpent at this point, however, they would have
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both Eleri and the serpent to contend with.
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The serpent's lair is a cave, fairly large in size. Bones and rubbish
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are scattered about. When searching the rear of the cave, two things
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of great import will be found, namely a shield bearing the marks of
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the player's father and the sword, Sanctgladius. In addition, twenty
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Librums of various valuable treasure may be looted [not the two
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hundred Librums mentioned in the Boy King].
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SANCTGLADIUS
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Sanctgladius is a Holy Sword, which bears the personal blessing of the
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Lord. It can only be wielded by a CHRISTIAN KNIGHT, however (any
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other can not pull it from scabbard). When a good Christian wields
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Sanctgladius, it will do normal sword damage plus 1D6. If
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Sanctgladius is wielded by one who has 20s in all of the Christian
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traits, it will do +2D6.
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QUEST'S END
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Although the final fate of the character's father has been discovered,
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there are several more possible adventures.
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* If the player is not the oldest son in his family, he should give the
|
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sword to his oldest brother, as family inheiritance. However, since this
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oldest brother never tried to seek his father, clearly he is not worthy
|
||
of the blade. Perhaps he is a GREEDY merchant, who would try and sell
|
||
Sanctgladius, or a PIOUS monk, who would never use it. How will the
|
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players react to this?
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* The Druidess Eleri might later ask for more aid. Perhaps knights are
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have begun to chop down trees throughout her forest, or some malicious
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agency is slowly corrupting the woods.
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* Sir Gwyn, who left the player's father to his fate lives in luxury. Will
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the players declare war upon him, subtly begin to intrigue against him,
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or leave him alone?
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||
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||
* If the characters succeeded in freeing Red Feather from his curse, in a
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year or so, he will need help in becoming adjusted again to civilization.
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Will the players aid?
|
||
|
||
--------------------
|
||
|
||
From: Eric Rowe <rowe@soda.berkeley.edu>
|
||
Subject: Pendragon Character List
|
||
System: Pendragon
|
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|
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The following lists show all the round table knights given in
|
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Pendragon supplements that were added before 531. Round table knights
|
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such as Lancelot, who were added later, scenario round table knights
|
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and others are listed in the Miscellaneous Knight list. Besides the
|
||
round table knights, the only other people listed are those knights
|
||
and other characters that have complete stats listed in a Pendragon
|
||
Supplement. First edition versions have a (1) after their name.
|
||
|
||
Legend:
|
||
|
||
P=Pendragon, BK=Boy King, PF=Perilous Forest, TD=Tournament of Dreams
|
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SM=Savage Mountains, BL=Blood & Lust, SK=Spectre King, P1=Pendragon
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1st edition, CD=Chaosium Digest
|
||
|
||
Knights of the Round Table to 531:
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[YJRT is Year Joined Round Table]
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||
|
||
Knight YJRT Glory Book Page# Current Year
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||
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Aglovale de Gales 529
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Agravaine (1) 518? 1285 P1 1 520
|
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Alain (King) 514
|
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Arthur the Squire 17 BK 124 510
|
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Arthur the Squire (1) 17 P1 1 510
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Arthur Pendragon 100,000 P 195 531
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Arthur High King (1) 41,680 P1 1 519
|
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Baudwin of Britan 514
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Bedivere the Cupbearer 516
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Berel 526
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Blamore de Ganis 526
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Bleoberis de Ganis 526
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Bors de Ganis 528
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Boso of Oxford 528
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Brastias (Duke) (1) 514 4376 P1 2 511
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Brastias (Duke) 514
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Brown Knight of the Wilds 519
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Cador of Cornwall 514
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Dodinas le Sauvage 519
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Ector 514
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Floridas the Pict 528
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Gaheris de Orkney 521
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Galagers 517
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Galegantis of Nohaut 531
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Galeholt of the Long Isles(Duke)530
|
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Gawaine de Orkney 517 1267 BK 126 514
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Gawaine de Orkney 517 32,000 P 198 531
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Gawaine de Orkney (1) 517 8476 P1 3 526
|
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Griflet 517 2670 BK 127 518
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Griflet (1) 517 3127 P1 3 518
|
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Hervis de Revel 517
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Hoel of Alclud 525
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Kay 517 3574 BK 126 522
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Kay (1) 517 5265 P1 4 522
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Lak (King) 517
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Lak (King) (1) 517 6758 P1 4 510
|
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Lamorak de Gales 520 18,000 P 197 531
|
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Lionel de Ganis 528
|
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Lucan the Butler 528
|
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Marhaus de Leinster 523 6893 BK 128 521
|
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Marhaus (1) 523 5787 P1 5 521
|
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Moris 526
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Pellinore of the Isles (King) 515 8292 BK 130 512
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Pellinore (1) 515 5230 P1 6 510
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Percivale (1) ? 7824 P1 7 550
|
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Priamus the Saracen 528
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Sagremor le Desirous 519 1257 BK 131 516
|
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Tor 517
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Tor (1) 517 4728 P1 7 525
|
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Uriens (King) 517
|
||
Yvaine, le Chevalier Au Lion 524 9000 P 196 531
|
||
Yvaine, le Chevalier Au Lion 524 2647 BK 132 521
|
||
|
||
Miscellaneous Knights:
|
||
|
||
Knight Glory Book Page# Current Year
|
||
|
||
Aelfric 1789 PF 70
|
||
Ailgel 3105 SK 61
|
||
Amlyn Triadadd (KotRT) 7382 CD 1.1
|
||
Amren 9250 BL 108
|
||
Balin le Sauvage 1282 BK 125 512
|
||
Balin le Sauvage (1) 4328 P1 2 514
|
||
Belinans (pagan king) (1) 4620 TD
|
||
Beomart 2064 SK 112
|
||
Bertelot 4025 BL 21
|
||
Bledig the Red Shirted 6800 SM 114
|
||
Breuse sans Pitie 13,000 P 198
|
||
Breuse sans Pitie (1) 0 P1 2
|
||
Briant One-Armed 5024 BL 68
|
||
Busulius 2086 SK 120
|
||
Cadoc (abbot) (1) 7285 P1 2 550
|
||
Carados (1) 6482 P1 3
|
||
Colbert 1194 SK 14
|
||
Colius 4152 SK 114
|
||
Corwin, the Helmed Knight 6670 SK 98
|
||
Cuthbert (1) 100 TD
|
||
Diarmait 2370 BL 48
|
||
Dordracole of Malahaut (1) 2400 TD 45
|
||
Dorgane of the Fountain (1) 700 TD
|
||
Edern of Cirencester 2411 SK 31
|
||
Eifion of Roestoc (King) 4600 SK 8
|
||
Ennor of Roestoc (Prince) 3077 SK 7
|
||
Etherem 1444 SK 115
|
||
Farion (king) (1) 9300 TD
|
||
Ferran of Anglehearth 1750 SK 68
|
||
Gaius of Lombardy 3426 SK 48
|
||
Garavan of the Golden Lance 5500 SM 123
|
||
George of Hertford 2192 SK 72
|
||
Giles of Cambridge (lord) 3500 SK 83
|
||
Grand the Lesser 2075 BL 101
|
||
Greek Knight Without Pity 2570 BL 104
|
||
Guaire 2356 SK 56
|
||
Gwaid (1) 6324 TD
|
||
Harant l'Hastiludier (KotRT) 9423 SK 46
|
||
Jean-Luc of Champagne 4455 SK 47
|
||
Jonathon 3453 SK 38
|
||
Lancelot du Lac (KotRT) 50,000 P 197 531
|
||
Lancelot du Lac (KotRT) (1) 1767 P1 4 528
|
||
Lancelot du Lac (KotRT) (1) 38,672 P1 4 540
|
||
Larras the Robust 4860 SK 105
|
||
Librix (1) 1162 TD
|
||
Lot (King) 8592 BK 128 510
|
||
Lot (King) (1) 7872 P1 5 510
|
||
Lupin (KotRT) 9955 SK 28
|
||
Macwid the Pict (1) 2055 TD
|
||
Mailcon 4500 BL 70
|
||
Maristone of the Caslte (1) 3600 TD 38
|
||
Mark (King) (1) 4185 P1 5 544
|
||
Marrok 7645 SK 66
|
||
Michrulan (KotRT) 5371 CD 1.1
|
||
Mordred (KotRT) 967 BK 129 531
|
||
Mordred (KotRT) (1) 1748 P1 6 550
|
||
Neilyn 2100 SK 102
|
||
Patrides of the Tower (1) 6200 TD 35
|
||
Perimones, the Red Knight 4375 PF 76
|
||
Tathal 1265 SK 58
|
||
Tristram (KotRT) (1) 12,727 P1 7 542
|
||
Turquine 16,000 P 199
|
||
Ulfius (KotRT?) (1) 3745 P1 7 510
|
||
Ulf Oswulfson 1125 SK 48
|
||
Valet of the Circle of Gold (1) 3300 TD
|
||
Varnangis (1) 3200 TD
|
||
Victor (1) 380 TD
|
||
White Knight 1253 BK 132 517
|
||
Wilfrith (Baron) 5560 SK 116
|
||
Young Knight of the Orchard of
|
||
the Shields of Shame (1) 1800 TD 31
|
||
|
||
Others:
|
||
|
||
Name Glory Book Page# Current Year
|
||
|
||
Ahvielle Alarch ferch Amren 500 BL 20
|
||
Alba 375 SK 112
|
||
Alice (lady) --- SK 60
|
||
Ann of Anglehearth (lady) 105 SK 74
|
||
Anselm (Cardinal) 2100 BL 65
|
||
Black Hermit --- PF 99
|
||
Briant (dame) --- SK 61
|
||
Caul ap Paulag the Monk 877 SM 121
|
||
Edern, the Blind Squire 132 PF 75
|
||
Eleri (lady) 250 SK 103
|
||
Elidia the Fair (1) 3200 TD
|
||
Fridda of Roestoc 545 SK 8
|
||
Gahoric (Father) --- SK 15
|
||
Ghost Knight --- SK 84
|
||
Glesni (lady) --- SK 63
|
||
Glimthis (lady) 526 SK 38
|
||
Guenever (Queen) 1326 BK 127 514
|
||
Guenever (Queen) (1) 12,163 P1 3 519
|
||
Hag of the Cave (1) --- TD 41
|
||
Indeg (lady) --- SK 57
|
||
Kathleen (lady) --- BL 62
|
||
Laudine (lady) --- SK 62
|
||
Merlin 10,800 BK 129 510
|
||
Merlin (1) 37,467 P1 5 510
|
||
Mhyrra (lady) --- SK 104
|
||
Morgan le Fay 2326 BK 130 521
|
||
Morgan le Fay (1) 7010 P1 6 514
|
||
Nimue (1) 4621 P1 6 516
|
||
Spectre King 21,000 SK 25
|
||
Tanicus (holy man) (1) 4205 TD
|
||
Vivianne 6281 BK 131 520
|
||
Vortimer the Hermit --- SK 22
|
||
Whitrood (Abbot) 1085 SK 20
|
||
Yr Hen Wrach (hag) --- BL 61
|
||
Ysbereth (lady) 3000 SM 124
|
||
|
||
--------------------
|
||
|
||
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
|
||
not have another specific area for discussion. To submit an article,
|
||
mail to: appel@erzo.berkeley.edu |