TEXT: DAVE BLEWER & PAUL ‘WIGGY’ WADE-WILLIAMS
  DAVE BLEWER & PAUL ‘WIGGY’ WADE-WILLIAMS
  31045
  31045
  
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with 
  permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  CASTLE FAIRSTONE & 
  CASTLE FAIRSTONE & 
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  04
  04
  CASTLE FAIRSTONE WRITTEN BY DAVE BLEWER
  CASTLE FAIRSTONE WRITTEN BY DAVE BLEWER
  THE MADNESS OF SIR STEPHEN WRITTEN BY PAUL “WIGGY” WADE-WILLIAMS
  THE MADNESS OF SIR STEPHEN WRITTEN BY PAUL “WIGGY” WADE-WILLIAMS
   EDITING: MATTHEW POOK
   EDITING: MATTHEW POOK
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART AND CARTOGRAPHY: ANDREW DOBELL
  ART AND CARTOGRAPHY: ANDREW DOBELL
  MANY THANKS TO PIOTR KORYS FOR THE GREAT CATCH!
  MANY THANKS TO PIOTR KORYS FOR THE GREAT CATCH!
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with 
  permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  CASTLE FAIRSTONE & 
  CASTLE FAIRSTONE & 
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  04
  04
  CASTLE FAIRSTONE WRITTEN BY DAVE BLEWER
  CASTLE FAIRSTONE WRITTEN BY DAVE BLEWER
  THE MADNESS OF SIR STEPHEN WRITTEN BY PAUL “WIGGY” WADE-WILLIAMS
  THE MADNESS OF SIR STEPHEN WRITTEN BY PAUL “WIGGY” WADE-WILLIAMS
   EDITING: MATTHEW POOK
   EDITING: MATTHEW POOK
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART AND CARTOGRAPHY: ANDREW DOBELL
  ART AND CARTOGRAPHY: ANDREW DOBELL
  MANY THANKS TO PIOTR KORYS FOR THE GREAT CATCH!
  MANY THANKS TO PIOTR KORYS FOR THE GREAT CATCH!
  
  This adventure takes place in England sometime dur-
  ing the Middle Ages. This is an England haunted by gi-
  ants, faeries, and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our website 
  at www.tripleacegames.com. Regardless of how many 
  players you have, one of them must play the knight. Ev-
  eryone else will play a member of his entourage. They 
  are not common servants, but his trusted friends and 
  conﬁ dants. All the characters have 25 experience points.
  If you intend to play in this adventure, you should stop 
  reading now. Advanced knowledge of the scenario will 
  only spoil your enjoyment of the game. The GM should 
  read the entire adventure twice before play begins. 
  Knowing its basic ﬂ ow and details in advance will greatly 
  speed up play and make the game run smoother.
  The heroes ﬁ nd themselves caught between two op-
  posing noble families who have hated one another for 
  generations, but have now been forced into parleying for 
  peace after suffering terrible loses and at the decree of 
  the King. To make matters, much, much worse the castle 
  where this parley is being held has a secret; a secret that 
  will endanger every mortal within its walls.
  BLOOD FEUD
  BLOOD FEUD
  At the heart of this tale are two families divided by 
  treachery, mistrust, and history. Three generations ago, 
  the neighboring noble families of Tiptree and Maldon 
  were joined in marriage. The then Lord Edward Tiptree 
  married the youngest—and most beloved—daughter 
  Beatrice, of Lord William Maldon. The marriage should 
  have allowed the two families to forge an alliance, one 
  which would have made them a true power in the south 
  of England. Lord Maldon controlled a coastline blessed 
  with many natural harbors while the Tiptree lands were 
  extremely fertile, boasting extensive farms and orchards.
  Unfortunately Lord Tiptree was still wracked with 
  inconsolable grief having lost his ﬁ rst wife to illness less 
  than a year before his marriage to Beatrice. He even 
  burst into unmanly tears during his wedding feast, much 
  to the alarm of his new wife and her family. It was an 
  omen of the unhappiness to come.
  Lord Tiptree was much older than his new wife—al-
  most old enough to be her grandfather—and soon tired 
  of her childish ways and talk. He constantly compared her 
  to his ﬁ rst wife and she was found wanting in every way. 
  For her part, the new wife found her husband to be oaﬁ sh, 
  distant, cold, and disgustingly old. Such was the unhappi-
  ness of the union that even ten months after the wedding 
  feast, the marriage still had not been consummated.
  The new Lady Tiptree was uncommonly pretty, and 
  as is frequent with those blessed with good looks was 
  also adept at manipulating others. She was also used to 
  being the center of attention and had left behind at her 
  father’s court a whole host of besotted suitors. Given the 
  cold and disinterested demeanor of her new husband it 
  was only a matter of time before she started looking for 
  another man—or boy—that she could manipulate. She 
  found her new plaything in the form of Lord Tiptree’s 
  handsome if naïve second son, Harold, who was only a 
  few years younger than she was.
   The poor lad did not stand a chance and fell hope-
  lessly in love with his new “stepmother,” an emotion 
  that Beatrice—much to her surprise—found she recip-
  rocated. The young lovers embarked on a dangerous 
  whirlwind affair. The end of which was as predictable as 
  it was tragic. Beatrice found herself to be pregnant, and 
  with nowhere to turn, she threw herself on the mercy of 
  her husband. Edward, blinded by rage and pride slew 
  both her and his son, right there in his bedchamber.
  Edward Tiptree was overcome by grief at the death 
  of his son—and to a lesser extent at the death of his 
  new wife—and suffered a stroke leaving him unable 
  to speak or even feed himself. He soon succumbed to 
  his illness and died from infected bedsores. The swift 
  decline and death of their father after the tragic events 
  in his bedchamber convinced his surviving children that 
  Beatrice was a witch who had entranced their brother 
  with her unnatural beauty and had cursed their father 
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  2
  This adventure takes place in England sometime dur-
  ing the Middle Ages. This is an England haunted by gi-
  ants, faeries, and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our website 
  at www.tripleacegames.com. Regardless of how many 
  players you have, one of them must play the knight. Ev-
  eryone else will play a member of his entourage. They 
  are not common servants, but his trusted friends and 
  conﬁ dants. All the characters have 25 experience points.
  If you intend to play in this adventure, you should stop 
  reading now. Advanced knowledge of the scenario will 
  only spoil your enjoyment of the game. The GM should 
  read the entire adventure twice before play begins. 
  Knowing its basic ﬂ ow and details in advance will greatly 
  speed up play and make the game run smoother.
  The heroes ﬁ nd themselves caught between two op-
  posing noble families who have hated one another for 
  generations, but have now been forced into parleying for 
  peace after suffering terrible loses and at the decree of 
  the King. To make matters, much, much worse the castle 
  where this parley is being held has a secret; a secret that 
  will endanger every mortal within its walls.
  BLOOD FEUD
  BLOOD FEUD
  At the heart of this tale are two families divided by 
  treachery, mistrust, and history. Three generations ago, 
  the neighboring noble families of Tiptree and Maldon 
  were joined in marriage. The then Lord Edward Tiptree 
  married the youngest—and most beloved—daughter 
  Beatrice, of Lord William Maldon. The marriage should 
  have allowed the two families to forge an alliance, one 
  which would have made them a true power in the south 
  of England. Lord Maldon controlled a coastline blessed 
  with many natural harbors while the Tiptree lands were 
  extremely fertile, boasting extensive farms and orchards.
  Unfortunately Lord Tiptree was still wracked with 
  inconsolable grief having lost his ﬁ rst wife to illness less 
  than a year before his marriage to Beatrice. He even 
  burst into unmanly tears during his wedding feast, much 
  to the alarm of his new wife and her family. It was an 
  omen of the unhappiness to come.
  Lord Tiptree was much older than his new wife—al-
  most old enough to be her grandfather—and soon tired 
  of her childish ways and talk. He constantly compared her 
  to his ﬁ rst wife and she was found wanting in every way. 
  For her part, the new wife found her husband to be oaﬁ sh, 
  distant, cold, and disgustingly old. Such was the unhappi-
  ness of the union that even ten months after the wedding 
  feast, the marriage still had not been consummated.
  The new Lady Tiptree was uncommonly pretty, and 
  as is frequent with those blessed with good looks was 
  also adept at manipulating others. She was also used to 
  being the center of attention and had left behind at her 
  father’s court a whole host of besotted suitors. Given the 
  cold and disinterested demeanor of her new husband it 
  was only a matter of time before she started looking for 
  another man—or boy—that she could manipulate. She 
  found her new plaything in the form of Lord Tiptree’s 
  handsome if naïve second son, Harold, who was only a 
  few years younger than she was.
   The poor lad did not stand a chance and fell hope-
  lessly in love with his new “stepmother,” an emotion 
  that Beatrice—much to her surprise—found she recip-
  rocated. The young lovers embarked on a dangerous 
  whirlwind affair. The end of which was as predictable as 
  it was tragic. Beatrice found herself to be pregnant, and 
  with nowhere to turn, she threw herself on the mercy of 
  her husband. Edward, blinded by rage and pride slew 
  both her and his son, right there in his bedchamber.
  Edward Tiptree was overcome by grief at the death 
  of his son—and to a lesser extent at the death of his 
  new wife—and suffered a stroke leaving him unable 
  to speak or even feed himself. He soon succumbed to 
  his illness and died from infected bedsores. The swift 
  decline and death of their father after the tragic events 
  in his bedchamber convinced his surviving children that 
  Beatrice was a witch who had entranced their brother 
  with her unnatural beauty and had cursed their father 
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  2
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  3
  with her dying breath. This tale grew in the telling, and 
  soon every member of the Maldon family was believed 
  to be either a warlock or a witch who worshipped awful 
  heathen sea gods.
  When the fate of his beloved daughter reached the 
  ears of Lord William Maldon, he raised a force of men 
  and marched upon the Tiptree lands. Unfortunately—for 
  the grieving father, if no one else—heathen raiders chose 
  that time to raid his coast and his force was diverted to 
  deal with them, thus giving time for wiser council to pre-
  vail. Both the Tiptree and Maldon forces were of a similar 
  size and a siege would never end well for the besiegers. 
  Cheated of his revenge, Maldon ordered frequent raids 
  to be made upon the Tiptree lands, and severed all dip-
  lomatic and trade ties between the two families.
  Two generations on, the hostility between the two 
  families continues to simmer, occasionally boiling over 
  into violence. The Maldons believe the Tiptrees to be 
  child-murdering savages, while the Tiptrees are certain 
  the Maldons are heathens able to enchant and corrupt 
  godly men. Both families—and by extension, their 
  people—remain at constant loggerheads, a situation 
  which causes no end of problems in the South East of 
  the kingdom.
  PEACE TALKS
  PEACE TALKS
  The King has had enough; the conﬂ ict between the two 
  families disrupts trade and provides opportunities for raid-
  ers that would otherwise never exist. He has ordered both 
  families to make peace with one another, or at least ﬁ nd a 
  way to co-exist in a way that causes the least disruption to 
  the region. Both families must send a delegation—which 
  cannot consist of more than ﬁ ve family members and 
  thirty men-at-arms—to Castle Fairstone, the ancestral seat 
  of the Tolleshunt family. Despite neighboring the lands 
  of the two families caught in the conﬂ ict, the Tolleshunts 
  have remained neutral throughout the dispute. The King 
  has also ordered that neither family can leave the castle 
  until some sort of peace deal is brokered. 
  Sir Edmund Tolleshunt will not only act as host for 
  the peace talks, but will also represent the King’s inter-
  ests and that of the kingdom. Sir Edmund is also a good 
  friend of at least one of the Player Characters.
  THE TIPTREE PARTY
  THE TIPTREE PARTY
  The following individuals, all of whom are fully stat-
  ted in the Bestiary represent the Tiptree family:
  Sir Peter Tiptree: The present Lord Tiptree. Sir Peter 
  is long past his prime and his once muscular frame has 
  turned to fat. In his youth, he was a fearsome warrior 
  prone to great anger and great mirth. 
  Harald Tiptree: Peter’s oldest legitimate son, and 
  an insufferable bore. Harald believes that everybody is 
  below him, and he can be incredibly cruel to those who 
  displease him. 
  John Tiptree: John is Tiptree’s second born son. He 
  is only ﬁ fteen and would be glad to see an end to the 
  conﬂ ict. He feels that the past should stay in the past, 
  and does not understand why he is expected to care and 
  bleed for events that took place decades before his birth 
  Master Theodric: The Tiptree family’s tutor and ad-
  viser. Theodric is an old man and remembers the chaos 
  the family was thrown into after the double murder and 
  death of Lord Tiptree. Master Theodric has his own rea-
  sons for wanting to keep the conﬂ ict alive.
  James The Bastard: James is actually Sir Peter’s oldest 
  son, but was born to a peasant girl and is outranked by his 
  half brothers in the line of succession. James plays the part 
  of the loyal son, but in truth seethes at the injustice of his 
  birth. He particularly hates Harald who never misses an 
  opportunity to remind him of his status. James attends the 
  peace talks as the captain of his father’s guards.
  THE MALDON PARTY
  THE MALDON PARTY
  The following individuals, all of whom are fully stated 
  in the Bestiary represent the Maldon family:
  Sir Edmund Maldon: Sir Edmund would have prob-
  ably forgotten the feud with his neighbors if it were not 
  for an unfortunate accident when he was a child. While 
  out hunting his party came across a group of Tiptree for-
  esters who had strayed into Maldon lands. In the ensuing 
  shouting and posturing, a Tiptree crossbow was ﬁ red and 
  the bolt hit Edmund in the head, blinding him in one eye. 
  Although the culprit was handed over to the Maldons for 
  execution, Edmund has never forgiven the Tiptrees for his 
  injury and still holds the family responsible.
  Beatrice Maldon: In truth, “Beatrice” is simply a 
  particularly beautiful serving girl who has the misfortune 
  of being the double of Beatrice as she is depicted on a 
  tapestry that hangs on the wall of the banqueting hall 
  of the Maldon family seat. During the peace talks she 
  masquerades as Lord Maldon’s cousin, sitting at his side 
  during all negotiations, though her true purpose is to 
  remind the Tiptrees of their ancestor’s crime. Her real 
  name is Molly.
  Sir Guy Maldon: Guy is Edmund’s younger brother, 
  recently returned from a crusade during which he wit-
  nessed horrors that have left him with a precarious grip on 
  his sanity. Leading an assault on a castle, Guy came close 
  to being hit with boiling pitch and has become convinced 
  he that he was horribly disﬁ gured. Now he keeps his face 
  covered at all times afraid of the ridicule that his “scars” 
  will cause. In truth he is a very good-looking man.
  Brother Joseph: Brought along to refute the widely 
  held belief amongst the Tiptree lands that the Maldons 
  cavort with demons. Brother Joseph is extremely pious 
  and sees god’s hand in the slightest event.
  Thomas: When Sir Guy returned from his adventures 
  overseas, Thomas came with him and has been his con-
  stant companion ever since. Thomas has convinced the 
  deluded knight that he saved his life during the fateful 
  siege when Guy believes that he was hideously disﬁ g-
  ured. In truth Thomas is a freeloader who has deceived 
  the mentally fragile knight in the hope of winning him-
  self a position of power and comfort.
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  3
  with her dying breath. This tale grew in the telling, and 
  soon every member of the Maldon family was believed 
  to be either a warlock or a witch who worshipped awful 
  heathen sea gods.
  When the fate of his beloved daughter reached the 
  ears of Lord William Maldon, he raised a force of men 
  and marched upon the Tiptree lands. Unfortunately—for 
  the grieving father, if no one else—heathen raiders chose 
  that time to raid his coast and his force was diverted to 
  deal with them, thus giving time for wiser council to pre-
  vail. Both the Tiptree and Maldon forces were of a similar 
  size and a siege would never end well for the besiegers. 
  Cheated of his revenge, Maldon ordered frequent raids 
  to be made upon the Tiptree lands, and severed all dip-
  lomatic and trade ties between the two families.
  Two generations on, the hostility between the two 
  families continues to simmer, occasionally boiling over 
  into violence. The Maldons believe the Tiptrees to be 
  child-murdering savages, while the Tiptrees are certain 
  the Maldons are heathens able to enchant and corrupt 
  godly men. Both families—and by extension, their 
  people—remain at constant loggerheads, a situation 
  which causes no end of problems in the South East of 
  the kingdom.
  PEACE TALKS
  PEACE TALKS
  The King has had enough; the conﬂ ict between the two 
  families disrupts trade and provides opportunities for raid-
  ers that would otherwise never exist. He has ordered both 
  families to make peace with one another, or at least ﬁ nd a 
  way to co-exist in a way that causes the least disruption to 
  the region. Both families must send a delegation—which 
  cannot consist of more than ﬁ ve family members and 
  thirty men-at-arms—to Castle Fairstone, the ancestral seat 
  of the Tolleshunt family. Despite neighboring the lands 
  of the two families caught in the conﬂ ict, the Tolleshunts 
  have remained neutral throughout the dispute. The King 
  has also ordered that neither family can leave the castle 
  until some sort of peace deal is brokered. 
  Sir Edmund Tolleshunt will not only act as host for 
  the peace talks, but will also represent the King’s inter-
  ests and that of the kingdom. Sir Edmund is also a good 
  friend of at least one of the Player Characters.
  THE TIPTREE PARTY
  THE TIPTREE PARTY
  The following individuals, all of whom are fully stat-
  ted in the Bestiary represent the Tiptree family:
  Sir Peter Tiptree: The present Lord Tiptree. Sir Peter 
  is long past his prime and his once muscular frame has 
  turned to fat. In his youth, he was a fearsome warrior 
  prone to great anger and great mirth. 
  Harald Tiptree: Peter’s oldest legitimate son, and 
  an insufferable bore. Harald believes that everybody is 
  below him, and he can be incredibly cruel to those who 
  displease him. 
  John Tiptree: John is Tiptree’s second born son. He 
  is only ﬁ fteen and would be glad to see an end to the 
  conﬂ ict. He feels that the past should stay in the past, 
  and does not understand why he is expected to care and 
  bleed for events that took place decades before his birth 
  Master Theodric: The Tiptree family’s tutor and ad-
  viser. Theodric is an old man and remembers the chaos 
  the family was thrown into after the double murder and 
  death of Lord Tiptree. Master Theodric has his own rea-
  sons for wanting to keep the conﬂ ict alive.
  James The Bastard: James is actually Sir Peter’s oldest 
  son, but was born to a peasant girl and is outranked by his 
  half brothers in the line of succession. James plays the part 
  of the loyal son, but in truth seethes at the injustice of his 
  birth. He particularly hates Harald who never misses an 
  opportunity to remind him of his status. James attends the 
  peace talks as the captain of his father’s guards.
  THE MALDON PARTY
  THE MALDON PARTY
  The following individuals, all of whom are fully stated 
  in the Bestiary represent the Maldon family:
  Sir Edmund Maldon: Sir Edmund would have prob-
  ably forgotten the feud with his neighbors if it were not 
  for an unfortunate accident when he was a child. While 
  out hunting his party came across a group of Tiptree for-
  esters who had strayed into Maldon lands. In the ensuing 
  shouting and posturing, a Tiptree crossbow was ﬁ red and 
  the bolt hit Edmund in the head, blinding him in one eye. 
  Although the culprit was handed over to the Maldons for 
  execution, Edmund has never forgiven the Tiptrees for his 
  injury and still holds the family responsible.
  Beatrice Maldon: In truth, “Beatrice” is simply a 
  particularly beautiful serving girl who has the misfortune 
  of being the double of Beatrice as she is depicted on a 
  tapestry that hangs on the wall of the banqueting hall 
  of the Maldon family seat. During the peace talks she 
  masquerades as Lord Maldon’s cousin, sitting at his side 
  during all negotiations, though her true purpose is to 
  remind the Tiptrees of their ancestor’s crime. Her real 
  name is Molly.
  Sir Guy Maldon: Guy is Edmund’s younger brother, 
  recently returned from a crusade during which he wit-
  nessed horrors that have left him with a precarious grip on 
  his sanity. Leading an assault on a castle, Guy came close 
  to being hit with boiling pitch and has become convinced 
  he that he was horribly disﬁ gured. Now he keeps his face 
  covered at all times afraid of the ridicule that his “scars” 
  will cause. In truth he is a very good-looking man.
  Brother Joseph: Brought along to refute the widely 
  held belief amongst the Tiptree lands that the Maldons 
  cavort with demons. Brother Joseph is extremely pious 
  and sees god’s hand in the slightest event.
  Thomas: When Sir Guy returned from his adventures 
  overseas, Thomas came with him and has been his con-
  stant companion ever since. Thomas has convinced the 
  deluded knight that he saved his life during the fateful 
  siege when Guy believes that he was hideously disﬁ g-
  ured. In truth Thomas is a freeloader who has deceived 
  the mentally fragile knight in the hope of winning him-
  self a position of power and comfort.
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  4
  THE TOLLESHUNT FAMILY
  THE TOLLESHUNT FAMILY
  The Tolleshunt family has been forced, by royal de-
  cree, to host the peace talks between its feuding neigh-
  bors. Although their power has waned over the last few 
  decades, the Tolleshunts once held great inﬂ uence both 
  at court and the South of the kingdom, as evidenced by 
  their large ancestral seat—Castle Fairstone. Today the 
  large castle is mostly deserted, its only inhabitants being 
  the current Lord Tolleshunt, his wife and his grandson, 
  and a handful of guards and servants.
  Sir Simon Tolleshunt: Sir Simon is elderly, but still 
  very spry for his age. He is trying to live a quiet life, hav-
  ing experienced more than enough excitement during 
  his youth on a rather ill-fated crusade. 
  Lady Amelia Tolleshunt: Lady Tolleshunt is much 
  younger than her husband, but much to her surprise, 
  their marriage has proved to be a happy one. She does 
  not have the life of riches that she dreamed of as a child, 
  but she is comfortable, safe, and happy, which has proved 
  to be more than enough.
  William Tolleshunt: William is Simon’s grandson 
  from a previous marriage. Both of William’s parents 
  perished from the plague, and his Grandfather and his 
  new young wife took in the orphan. The three of them 
  were a happy family until the arrival of Harald Tiptree. 
  He constantly teases the ten-year old boy, seeming to 
  delight in reminding the child of his dead parents and 
  only relenting once he has driven William to tears.
  THE SECRET OF CASTLE FAIRSTONE
  THE SECRET OF CASTLE FAIRSTONE
  Many of the people within the walls of Castle Fairstone 
  are hiding secrets, but they all pale into insigniﬁ cance 
  alongside the biggest secret of all. The castle is alive! 
  To explain how this came about one must delve back 
  thousands of years; before the Romans, before the time 
  history was even recorded.
  There is another—hard to reach—world existing along-
  side ours where dwell creatures both fae, and terrible. 
  These creatures call themselves the sidhe (pronounced 
  Shee), and they view mortals as little more than playthings 
  to be toyed with until they break, and then discarded. The 
  sidhe delight in making deals with men, deals that are of-
  ten more than they ﬁ rst appear. What often seems to be a 
  blessing soon becomes a curse, causing strife, bloodshed, 
  and despair. The sidhe are divided into two main camps—
  though others exist—the Summer and the Winter Courts. 
  These two factions are locked in an eternal war, where no 
  one side has the upper hand for long. This conﬂ ict is the 
  cause of the changing seasons in the mortal realm, and 
  any area where one Court has held sway for too long is af-
  ﬂ icted with terrible extremes of weather, such as blistering 
  deserts or near uninhabitable icy wastes. 
  Once  conﬂ ict between the Courts occurred thou-
  sands of years ago and culminated in the deposing of the 
  then Queen of Summer. Much of her power was stripped 
  from her, and she was banished to the mortal realm. 
  Confused, injured, and alone, she eventually found her-
  self among a primitive people whose shamans she was 
  able to overcome and become their Queen-Goddess.
  But a sidhe can only behave in one-way, and whether 
  or not her intentions were originally benign, she could 
  not deny her true capricious and cruelly playful nature. 
  The Fair One—as her worshippers called her—was a ma-
  licious goddess who delighted in twisting the prayers of 
  her people in the cruelest of ways possible. A champion 
  would become her lover and a de-facto king, only to be 
  destroyed when she tired of him. Most of her people fol-
  lowed her commands, but otherwise tried to live meek 
  and quiet lives in the hope that they would go unnoticed 
  by their capricious queen. 
  Eventually the Fair One tired of being limited to one 
  small kingdom and began leading her people on wars 
  of conquest. These wars were bloody affairs; her follow-
  ers were driven by both fear and a crazed ideology, and 
  they crushed all resistance before them. Such was the 
  bloodshed wrought across the land that disparate tribes 
  came together in an alliance to defeat the aggressors, an 
  event unknown until then. This large host met the god-
  dess’ forces on the ﬁ eld of battle and was able to destroy 
  her people before going on—after a titanic struggle—to 
  slay the deposed Queen of Summer. Her remains were 
  interred into a cairn marked with stones to warn any 
  who approached that it must not be disturbed, lest they 
  awaken the spirit of the terrible Queen-Goddess within.
  Years became centuries, which in turn became millen-
  nia. Memory became legend, which became myth, and 
  was eventually forgotten.
  When the ﬁ rst Lord Tolleshunt decided to build a 
  castle as his seat of power, he destroyed a local circle of 
  stones, which were the focus of certain pagan rituals. He 
  was a godly man and thought that if the stones were re-
  moved they would be forgotten; allowing the peasants to 
  realize that the only path to salvation was through Christ. 
  As an afterthought, he used the stones in the construc-
  tion of his new castle. Initially the local peasants called 
  new seat of power Castle Faestone, but as time passed 
  the named changed to Castle Fairstone.
  As her ancient destroyers feared, disturbing the cairn 
  did indeed awaken the spirit of the Fair One, but de-
  prived the blood sacriﬁ ces she needed, she was only able 
  to watch those who lived within the walls of the castle, 
  and plot her vengeance should she ever be restored to 
  her power. Unfortunately for everyone within its walls, 
  the parley between the houses of Maldon and Tiptree 
  will provide the blood she needs.
  RUNNING THE SCENARIO
  RUNNING THE SCENARIO
  Castle Fairstone is primarily a player driven scenar-
  io—at least initially—so it is difﬁ cult to accurately predict 
  how events will unfold. What we will endeavor to do is to 
  give you some likely events and an idea on how some of 
  the relationships will develop during the playing of the 
  scenario. However, be prepared for the players’ actions 
  to change things, perhaps drastically. The trick is to be 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  4
  THE TOLLESHUNT FAMILY
  THE TOLLESHUNT FAMILY
  The Tolleshunt family has been forced, by royal de-
  cree, to host the peace talks between its feuding neigh-
  bors. Although their power has waned over the last few 
  decades, the Tolleshunts once held great inﬂ uence both 
  at court and the South of the kingdom, as evidenced by 
  their large ancestral seat—Castle Fairstone. Today the 
  large castle is mostly deserted, its only inhabitants being 
  the current Lord Tolleshunt, his wife and his grandson, 
  and a handful of guards and servants.
  Sir Simon Tolleshunt: Sir Simon is elderly, but still 
  very spry for his age. He is trying to live a quiet life, hav-
  ing experienced more than enough excitement during 
  his youth on a rather ill-fated crusade. 
  Lady Amelia Tolleshunt: Lady Tolleshunt is much 
  younger than her husband, but much to her surprise, 
  their marriage has proved to be a happy one. She does 
  not have the life of riches that she dreamed of as a child, 
  but she is comfortable, safe, and happy, which has proved 
  to be more than enough.
  William Tolleshunt: William is Simon’s grandson 
  from a previous marriage. Both of William’s parents 
  perished from the plague, and his Grandfather and his 
  new young wife took in the orphan. The three of them 
  were a happy family until the arrival of Harald Tiptree. 
  He constantly teases the ten-year old boy, seeming to 
  delight in reminding the child of his dead parents and 
  only relenting once he has driven William to tears.
  THE SECRET OF CASTLE FAIRSTONE
  THE SECRET OF CASTLE FAIRSTONE
  Many of the people within the walls of Castle Fairstone 
  are hiding secrets, but they all pale into insigniﬁ cance 
  alongside the biggest secret of all. The castle is alive! 
  To explain how this came about one must delve back 
  thousands of years; before the Romans, before the time 
  history was even recorded.
  There is another—hard to reach—world existing along-
  side ours where dwell creatures both fae, and terrible. 
  These creatures call themselves the sidhe (pronounced 
  Shee), and they view mortals as little more than playthings 
  to be toyed with until they break, and then discarded. The 
  sidhe delight in making deals with men, deals that are of-
  ten more than they ﬁ rst appear. What often seems to be a 
  blessing soon becomes a curse, causing strife, bloodshed, 
  and despair. The sidhe are divided into two main camps—
  though others exist—the Summer and the Winter Courts. 
  These two factions are locked in an eternal war, where no 
  one side has the upper hand for long. This conﬂ ict is the 
  cause of the changing seasons in the mortal realm, and 
  any area where one Court has held sway for too long is af-
  ﬂ icted with terrible extremes of weather, such as blistering 
  deserts or near uninhabitable icy wastes. 
  Once  conﬂ ict between the Courts occurred thou-
  sands of years ago and culminated in the deposing of the 
  then Queen of Summer. Much of her power was stripped 
  from her, and she was banished to the mortal realm. 
  Confused, injured, and alone, she eventually found her-
  self among a primitive people whose shamans she was 
  able to overcome and become their Queen-Goddess.
  But a sidhe can only behave in one-way, and whether 
  or not her intentions were originally benign, she could 
  not deny her true capricious and cruelly playful nature. 
  The Fair One—as her worshippers called her—was a ma-
  licious goddess who delighted in twisting the prayers of 
  her people in the cruelest of ways possible. A champion 
  would become her lover and a de-facto king, only to be 
  destroyed when she tired of him. Most of her people fol-
  lowed her commands, but otherwise tried to live meek 
  and quiet lives in the hope that they would go unnoticed 
  by their capricious queen. 
  Eventually the Fair One tired of being limited to one 
  small kingdom and began leading her people on wars 
  of conquest. These wars were bloody affairs; her follow-
  ers were driven by both fear and a crazed ideology, and 
  they crushed all resistance before them. Such was the 
  bloodshed wrought across the land that disparate tribes 
  came together in an alliance to defeat the aggressors, an 
  event unknown until then. This large host met the god-
  dess’ forces on the ﬁ eld of battle and was able to destroy 
  her people before going on—after a titanic struggle—to 
  slay the deposed Queen of Summer. Her remains were 
  interred into a cairn marked with stones to warn any 
  who approached that it must not be disturbed, lest they 
  awaken the spirit of the terrible Queen-Goddess within.
  Years became centuries, which in turn became millen-
  nia. Memory became legend, which became myth, and 
  was eventually forgotten.
  When the ﬁ rst Lord Tolleshunt decided to build a 
  castle as his seat of power, he destroyed a local circle of 
  stones, which were the focus of certain pagan rituals. He 
  was a godly man and thought that if the stones were re-
  moved they would be forgotten; allowing the peasants to 
  realize that the only path to salvation was through Christ. 
  As an afterthought, he used the stones in the construc-
  tion of his new castle. Initially the local peasants called 
  new seat of power Castle Faestone, but as time passed 
  the named changed to Castle Fairstone.
  As her ancient destroyers feared, disturbing the cairn 
  did indeed awaken the spirit of the Fair One, but de-
  prived the blood sacriﬁ ces she needed, she was only able 
  to watch those who lived within the walls of the castle, 
  and plot her vengeance should she ever be restored to 
  her power. Unfortunately for everyone within its walls, 
  the parley between the houses of Maldon and Tiptree 
  will provide the blood she needs.
  RUNNING THE SCENARIO
  RUNNING THE SCENARIO
  Castle Fairstone is primarily a player driven scenar-
  io—at least initially—so it is difﬁ cult to accurately predict 
  how events will unfold. What we will endeavor to do is to 
  give you some likely events and an idea on how some of 
  the relationships will develop during the playing of the 
  scenario. However, be prepared for the players’ actions 
  to change things, perhaps drastically. The trick is to be 
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  5
  ﬂ exible and freewheeling, willing to change your plans 
  in reaction to the player’s actions.
  As we cannot exactly predict the course of the adven-
  ture, what we will do is describe some probable events 
  which will take place during the adventure, as well as 
  detailing the how several of the relationships will play out 
  during the game. Again though, remember that this is sub-
  ject to change depending on the actions of your players.
  In order to make the Game Master’s life easier we 
  have provided edited copies of the NPCs stats on page 
  28 to be handed out to the players during combats with 
  the Fair One so that they can be treated as the heroes’ 
  allies. However, the Game Master should not be hesitant 
  in overriding a player directed action for an NPC if it is 
  against his nature or goals. 
  EVENT: AN OLD FRIEND’S REQUEST
  EVENT: AN OLD FRIEND’S REQUEST
  One of the heroes—preferably the knight—is a friend 
  of Sir Simon Tolleshunt. The heroes’ father accompanied 
  the knight on an ill-conceived adventure overseas several 
  years before his birth. Simon saved his father’s life at 
  least once, if not multiple times.
  Word reaches the knight that Sir Simon requests his 
  presence and that of his companions during a rather 
  contentious parley that Simon has been ordered to host 
  between two neighboring families.the heroes presence 
  during a rather contentious parley Simon has been or-
  dered to host between two neighboring families.  One of 
  the families’ ancestors allegedly murdered the daughter 
  from the other family, and this has caused nothing but 
  trouble for generations. Their liege has ordered that the 
  feud be settled once and for all. Sir Simon does not ex-
  pect trouble, but ﬁ gures that the presence of heroes can 
  only help keep things orderly and polite.
   The hero has never been to Castle Fairstone before 
  as Sir Simon always visited his father, but he is aware 
  that Simon remarried six years ago after suffering the 
  double tragedy of losing both his only son and wife to 
  the plague. He remembers Sir Simon as a pleasant if 
  slightly dour man, who did not reminisce with fondness 
  about the past. Whatever he witnessed on the crusade 
  during his youth, it soured him towards both adventure 
  and warfare.
  This means that the hero’s ﬁ rst sight of Castle Fair-
  stone is indeed his ﬁ rst ever sight of it. Read, or para-
  phrase the following:
  Whoever named the castle must have done 
  so with irony, for there is nothing fair about it. 
  Castle Fairstone is a huge moldering heap which 
  sits menacingly on the bleak East Anglian land-
  scape. The weather suits the castle perfectly; rain 
  is driven into you face by a strong headwind. As 
  uninviting as the castle looks, it will be a blessing 
  just to get out of this weather.
  A wide water-ﬁ lled moat surrounds the castle 
  and the drawbridge is down. As you get closer it 
  becomes evident the Tolleshunt family are not as 
  prosperous as they once were as the castle is in a 
  state of disrepair. The Northeast tower in particu-
  lar looks decidedly unsafe. A large church can be 
  seen about a quarter of mile to the west of the 
  castle—it is only other building visible.
  Sir Simon meets them under the raised, but sturdy 
  looking, portcullis and greets them all effusively. He 
  seems a changed man from what the hero remembers, 
  and his new marriage obviously agrees with him; Simon 
  even goes as far as hugging the hero knight, something 
  he has never done before.
  The heroes are bustled quickly into the castle’s ban-
  queting hall where a welcoming ﬁ re and a table of sweet 
  meats await them. The heroes are introduced to Simon’s 
  wife Amelia, and his ten-year-old grandson, William. Ame-
  lia proves to be gracious and welcoming, and although 
  she is a lot younger than her husband, she leaves the 
  heroes little doubt about her feelings for him. Her love is 
  evident in the glances, smiles, and frequent touches that 
  she bestows on her husband, feelings which are totally 
  reciprocated by the older man. Indeed, being in their 
  company is almost embarrassing such is the depth and 
  obviousness of their mutual adoration.
  William on the other hand, is full of questions. He 
  wants to know if the stories he has heard about their ad-
  ventures are true. He has ﬁ rmly embraced the romance 
  of the chivalric code—to the good-natured irritation of 
  grandfather—and cannot wait until it is his time to be-
  come a hero. The only time his spirits are dampened is 
  when conversation turns to the imminent arrival of the 
  Tiptree and Maldon parties, asking if Harald Tiptree will 
  also be coming and getting upset and worried when he is 
  told he is. If questioned, he will say that he does not like 
  Harald, but will not explain why, preferring to excuse 
  himself from their company than to explain further.
  Simon explains that the two families are due to arrive 
  tomorrow. He knows that each has been limited to ﬁ ve 
  negotiators and a maximum of thirty guards. Sir Peter 
  Tiptree will be bringing his two sons, Harald and John, 
  but Sir Edmund Maldon is childless, so he is unsure who 
  will be accompanying him. Simon, and to a lesser extent 
  Amelia, can answer general questions about the person-
  alities of the two families and give the heroes a rough 
  idea of what caused the difﬁ culty between the families. 
  The Tolleshunts are also aware of Sir Peter’s illegitimate 
  son James, but will not think to mention him unless spe-
  ciﬁ cally questioned on the subject of possible heirs.
  Sir Simon will also explain their duties to the heroes. 
  They are to only intervene if the negotiations turn vio-
  lent, otherwise they are to make their presence obvious 
  and just observe. Sir Simon does not expect trouble, 
  but prefers to be prepared. He apologizes to call upon 
  his friendship with the hero’s father in such a way, but 
  explains he has fallen on hard times and does not have 
  the coin to maintain a household guard. It must be said 
  this fact does not seem to trouble him over much. Simi-
  larly, the heroes will have to sleep in a small chamber 
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  5
  ﬂ exible and freewheeling, willing to change your plans 
  in reaction to the player’s actions.
  As we cannot exactly predict the course of the adven-
  ture, what we will do is describe some probable events 
  which will take place during the adventure, as well as 
  detailing the how several of the relationships will play out 
  during the game. Again though, remember that this is sub-
  ject to change depending on the actions of your players.
  In order to make the Game Master’s life easier we 
  have provided edited copies of the NPCs stats on page 
  28 to be handed out to the players during combats with 
  the Fair One so that they can be treated as the heroes’ 
  allies. However, the Game Master should not be hesitant 
  in overriding a player directed action for an NPC if it is 
  against his nature or goals. 
  EVENT: AN OLD FRIEND’S REQUEST
  EVENT: AN OLD FRIEND’S REQUEST
  One of the heroes—preferably the knight—is a friend 
  of Sir Simon Tolleshunt. The heroes’ father accompanied 
  the knight on an ill-conceived adventure overseas several 
  years before his birth. Simon saved his father’s life at 
  least once, if not multiple times.
  Word reaches the knight that Sir Simon requests his 
  presence and that of his companions during a rather 
  contentious parley that Simon has been ordered to host 
  between two neighboring families.the heroes presence 
  during a rather contentious parley Simon has been or-
  dered to host between two neighboring families.  One of 
  the families’ ancestors allegedly murdered the daughter 
  from the other family, and this has caused nothing but 
  trouble for generations. Their liege has ordered that the 
  feud be settled once and for all. Sir Simon does not ex-
  pect trouble, but ﬁ gures that the presence of heroes can 
  only help keep things orderly and polite.
   The hero has never been to Castle Fairstone before 
  as Sir Simon always visited his father, but he is aware 
  that Simon remarried six years ago after suffering the 
  double tragedy of losing both his only son and wife to 
  the plague. He remembers Sir Simon as a pleasant if 
  slightly dour man, who did not reminisce with fondness 
  about the past. Whatever he witnessed on the crusade 
  during his youth, it soured him towards both adventure 
  and warfare.
  This means that the hero’s ﬁ rst sight of Castle Fair-
  stone is indeed his ﬁ rst ever sight of it. Read, or para-
  phrase the following:
  Whoever named the castle must have done 
  so with irony, for there is nothing fair about it. 
  Castle Fairstone is a huge moldering heap which 
  sits menacingly on the bleak East Anglian land-
  scape. The weather suits the castle perfectly; rain 
  is driven into you face by a strong headwind. As 
  uninviting as the castle looks, it will be a blessing 
  just to get out of this weather.
  A wide water-ﬁ lled moat surrounds the castle 
  and the drawbridge is down. As you get closer it 
  becomes evident the Tolleshunt family are not as 
  prosperous as they once were as the castle is in a 
  state of disrepair. The Northeast tower in particu-
  lar looks decidedly unsafe. A large church can be 
  seen about a quarter of mile to the west of the 
  castle—it is only other building visible.
  Sir Simon meets them under the raised, but sturdy 
  looking, portcullis and greets them all effusively. He 
  seems a changed man from what the hero remembers, 
  and his new marriage obviously agrees with him; Simon 
  even goes as far as hugging the hero knight, something 
  he has never done before.
  The heroes are bustled quickly into the castle’s ban-
  queting hall where a welcoming ﬁ re and a table of sweet 
  meats await them. The heroes are introduced to Simon’s 
  wife Amelia, and his ten-year-old grandson, William. Ame-
  lia proves to be gracious and welcoming, and although 
  she is a lot younger than her husband, she leaves the 
  heroes little doubt about her feelings for him. Her love is 
  evident in the glances, smiles, and frequent touches that 
  she bestows on her husband, feelings which are totally 
  reciprocated by the older man. Indeed, being in their 
  company is almost embarrassing such is the depth and 
  obviousness of their mutual adoration.
  William on the other hand, is full of questions. He 
  wants to know if the stories he has heard about their ad-
  ventures are true. He has ﬁ rmly embraced the romance 
  of the chivalric code—to the good-natured irritation of 
  grandfather—and cannot wait until it is his time to be-
  come a hero. The only time his spirits are dampened is 
  when conversation turns to the imminent arrival of the 
  Tiptree and Maldon parties, asking if Harald Tiptree will 
  also be coming and getting upset and worried when he is 
  told he is. If questioned, he will say that he does not like 
  Harald, but will not explain why, preferring to excuse 
  himself from their company than to explain further.
  Simon explains that the two families are due to arrive 
  tomorrow. He knows that each has been limited to ﬁ ve 
  negotiators and a maximum of thirty guards. Sir Peter 
  Tiptree will be bringing his two sons, Harald and John, 
  but Sir Edmund Maldon is childless, so he is unsure who 
  will be accompanying him. Simon, and to a lesser extent 
  Amelia, can answer general questions about the person-
  alities of the two families and give the heroes a rough 
  idea of what caused the difﬁ culty between the families. 
  The Tolleshunts are also aware of Sir Peter’s illegitimate 
  son James, but will not think to mention him unless spe-
  ciﬁ cally questioned on the subject of possible heirs.
  Sir Simon will also explain their duties to the heroes. 
  They are to only intervene if the negotiations turn vio-
  lent, otherwise they are to make their presence obvious 
  and just observe. Sir Simon does not expect trouble, 
  but prefers to be prepared. He apologizes to call upon 
  his friendship with the hero’s father in such a way, but 
  explains he has fallen on hard times and does not have 
  the coin to maintain a household guard. It must be said 
  this fact does not seem to trouble him over much. Simi-
  larly, the heroes will have to sleep in a small chamber 
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  6
  off the banqueting hall as the two intact towers have 
  been turned over to the Tiptrees and the Maldons re-
  spectively. The majority of the two families’ guards will 
  have to camp outside the castle walls. He explains that 
  after initial greetings the two families will meet formally 
  for the ﬁ rst time —at least before the parley—at a dinner 
  hosted by the Tolleshunts. The parley proper will start 
  the next day, once the ailments of overindulgence have 
  been shrugged off.
  EVENT: THE FAMILIES ARRIVE
  EVENT: THE FAMILIES ARRIVE
  The weather the next day is even worse. The rain is now 
  torrential, coming down in sheets that probably have not 
  been witnessed since the biblical ﬂ ood. If this continues 
  the castle’s moat will be in danger of breeching its bank.
  The Tiptree family arrives ﬁ rst sometime in mid morn-
  ing. Castle Fairstone does not have the room to barrack 
  the soldiers of both families, so Sir Peter orders his men 
  to erect tents on the ﬂ at ground before the castle, while 
  Sir Simon Tolleshunt—accompanied by his family, and 
  the heroes—receives his guests in the banqueting hall.
  First impressions count, and this is where the heroes 
  will get their initial impression of the Tiptrees. Of course 
  it is also their chance to be viewed in a favorable light by 
  the new arrivals. Each of the Tiptree delegation behaves 
  in a way appropriate to their personalities and their goals 
  during the parley.
   Sir Peter will greet the Tolleshunt family warmly, 
  but will only spare the heroes a glance when they are 
  introduced to him. Harald seems bored by the whole 
  event, the only time he takes any interest is when Amelia 
  is introduced to him, and then his demeanor becomes 
  uncomfortably attentive, almost lecherous. John Tiptree 
  greets everyone with a warm smile, making the young 
  William Tolleshunt smile when he reminds him of an 
  incident two summers past, when the two lads were 
  caught stealing apples. Master Theodric is absent-mind-
  edly subservient, and ﬁ nally James is friendly, but distant. 
  The initial greetings complete, the visitors are led away 
  by servants to their chambers to get dry and changed for 
  the welcome feast planned for this evening.
  Only moments later the cry goes up that the Maldon 
  delegation has arrived. It approaches the castle from 
  the opposite direction, and hesitates for a few minutes 
  upon seeing the Tiptree guards erecting a camp before 
  the castle. Sir Edmund orders his men to begin erecting 
  a similar site while he leads the main members of his 
  delegation into Castle Fairstone. Again introductions are 
  made, giving the heroes a chance to make some assump-
  tions or deductions about the Maldon family members. 
  Sir Edmund will be business like, greeting the Tolles-
  hunts and the heroes in a perfunctory manner. He 
  asks where the Tiptrees have been billeted (his word), 
  scratching beneath his eye patch as he does so. Beatrice 
  is extremely shy and does not say a single word during 
  the entire meeting; indeed she seems to ﬁ nd it extremely 
  hard to even meet anyone’s gaze. Any hero who succeeds 
  in a Notice roll will that Edmund emphasizes her name 
  slightly when introducing her. If the hero gets a raise, 
  he also notices that Sir Edmund’s grip on her shoulder 
  is extremely hard. Sir Guy is introduced as Edmund’s 
  younger brother, recently returned from the crusade. 
  Guy has wrapped a heavy cloth around his head similar 
  to a Saracen, and is reticent saying very little beyond 
  the initial greeting. Brother Joseph is introduced as 
  the family priest—a successful Notice (-1) roll sees the 
  priest’s eyes widen in surprise at this introduction. The 
  company that he ﬁ nds himself in visibly cows Joseph. 
  Finally Thomas is introduced as Guy’s man-at-arms. The 
  soldier greets everyone easily, especially the non-noble 
  heroes. It is obvious that he is equally at home in the 
  company of both commoners and nobles, probably as of 
  a consequence of his time ﬁ ghting in the Holy Lands. As 
  he moves around the room, he does have the annoying 
  habit of picking things up and examining them.
   Once the introductions are complete, the Maldons 
  are led away by servants to their tower chambers to also 
  prepare for the welcome feast. Sir Simon suggests the 
  heroes positions themselves at the bottom of both of the 
  tower stairs just to ensure that the two families do not 
  “accidentally” bump into one another before the feast. 
  EVENT: THE WELCOME FEAST
  EVENT: THE WELCOME FEAST
  The welcome feast is—obviously—held in the Tolles-
  hunt’s banqueting hall. The delegated members of each 
  family sit at the top table, seated so that each party mem-
  ber has someone from the other delegation seated next 
  to them. Neither Sir Guy and James nor Sir Peter and 
  Sir Edmund are seated together, but Beatrice and John 
  are, and John spends most of the meal trying to charm 
  the exceedingly shy girl. The Tolleshunts sit together in 
  the center of the table, and the family guards sit at lower 
  tables—albeit not mixed together like the delegations. 
  For their part the heroes have positions along the walls 
  from where they are to watch proceedings and step in if 
  violence looks likely. The food is solid, but unspectacular. 
  The Tolleshunts do not have the coin—or the land—to 
  be able lay on the kind of fare that visitors might be used 
  to at more afﬂ uent castles.
  The heroes are little more than spectators during the 
  feast, and the Game Master must be careful to keep their 
  attention, there is little more boring for players than 
  watching the GM talk to himself in the guise of different 
  characters. Try to keep the players involved, and if pos-
  sible run through the following situations, but if you start 
  to lose their interest do not be scared to wrap things up 
  quickly and move on.
  * 
  John and Beatrice spend the entire meal talking. A 
  successful Notice roll spots John does most of the 
  talking, and when Beatrice does speak John often 
  looks momentarily puzzled.
  * 
  Harald gets drunk very quickly and soon starts to 
  insult those around him. Frequently the targets of 
  his boorish, acid tongue are either William Tolles-
  hunt or his half-brother James. James takes the jibes 
  in seeming good humor, but William seems genu-
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  6
  off the banqueting hall as the two intact towers have 
  been turned over to the Tiptrees and the Maldons re-
  spectively. The majority of the two families’ guards will 
  have to camp outside the castle walls. He explains that 
  after initial greetings the two families will meet formally 
  for the ﬁ rst time —at least before the parley—at a dinner 
  hosted by the Tolleshunts. The parley proper will start 
  the next day, once the ailments of overindulgence have 
  been shrugged off.
  EVENT: THE FAMILIES ARRIVE
  EVENT: THE FAMILIES ARRIVE
  The weather the next day is even worse. The rain is now 
  torrential, coming down in sheets that probably have not 
  been witnessed since the biblical ﬂ ood. If this continues 
  the castle’s moat will be in danger of breeching its bank.
  The Tiptree family arrives ﬁ rst sometime in mid morn-
  ing. Castle Fairstone does not have the room to barrack 
  the soldiers of both families, so Sir Peter orders his men 
  to erect tents on the ﬂ at ground before the castle, while 
  Sir Simon Tolleshunt—accompanied by his family, and 
  the heroes—receives his guests in the banqueting hall.
  First impressions count, and this is where the heroes 
  will get their initial impression of the Tiptrees. Of course 
  it is also their chance to be viewed in a favorable light by 
  the new arrivals. Each of the Tiptree delegation behaves 
  in a way appropriate to their personalities and their goals 
  during the parley.
   Sir Peter will greet the Tolleshunt family warmly, 
  but will only spare the heroes a glance when they are 
  introduced to him. Harald seems bored by the whole 
  event, the only time he takes any interest is when Amelia 
  is introduced to him, and then his demeanor becomes 
  uncomfortably attentive, almost lecherous. John Tiptree 
  greets everyone with a warm smile, making the young 
  William Tolleshunt smile when he reminds him of an 
  incident two summers past, when the two lads were 
  caught stealing apples. Master Theodric is absent-mind-
  edly subservient, and ﬁ nally James is friendly, but distant. 
  The initial greetings complete, the visitors are led away 
  by servants to their chambers to get dry and changed for 
  the welcome feast planned for this evening.
  Only moments later the cry goes up that the Maldon 
  delegation has arrived. It approaches the castle from 
  the opposite direction, and hesitates for a few minutes 
  upon seeing the Tiptree guards erecting a camp before 
  the castle. Sir Edmund orders his men to begin erecting 
  a similar site while he leads the main members of his 
  delegation into Castle Fairstone. Again introductions are 
  made, giving the heroes a chance to make some assump-
  tions or deductions about the Maldon family members. 
  Sir Edmund will be business like, greeting the Tolles-
  hunts and the heroes in a perfunctory manner. He 
  asks where the Tiptrees have been billeted (his word), 
  scratching beneath his eye patch as he does so. Beatrice 
  is extremely shy and does not say a single word during 
  the entire meeting; indeed she seems to ﬁ nd it extremely 
  hard to even meet anyone’s gaze. Any hero who succeeds 
  in a Notice roll will that Edmund emphasizes her name 
  slightly when introducing her. If the hero gets a raise, 
  he also notices that Sir Edmund’s grip on her shoulder 
  is extremely hard. Sir Guy is introduced as Edmund’s 
  younger brother, recently returned from the crusade. 
  Guy has wrapped a heavy cloth around his head similar 
  to a Saracen, and is reticent saying very little beyond 
  the initial greeting. Brother Joseph is introduced as 
  the family priest—a successful Notice (-1) roll sees the 
  priest’s eyes widen in surprise at this introduction. The 
  company that he ﬁ nds himself in visibly cows Joseph. 
  Finally Thomas is introduced as Guy’s man-at-arms. The 
  soldier greets everyone easily, especially the non-noble 
  heroes. It is obvious that he is equally at home in the 
  company of both commoners and nobles, probably as of 
  a consequence of his time ﬁ ghting in the Holy Lands. As 
  he moves around the room, he does have the annoying 
  habit of picking things up and examining them.
   Once the introductions are complete, the Maldons 
  are led away by servants to their tower chambers to also 
  prepare for the welcome feast. Sir Simon suggests the 
  heroes positions themselves at the bottom of both of the 
  tower stairs just to ensure that the two families do not 
  “accidentally” bump into one another before the feast. 
  EVENT: THE WELCOME FEAST
  EVENT: THE WELCOME FEAST
  The welcome feast is—obviously—held in the Tolles-
  hunt’s banqueting hall. The delegated members of each 
  family sit at the top table, seated so that each party mem-
  ber has someone from the other delegation seated next 
  to them. Neither Sir Guy and James nor Sir Peter and 
  Sir Edmund are seated together, but Beatrice and John 
  are, and John spends most of the meal trying to charm 
  the exceedingly shy girl. The Tolleshunts sit together in 
  the center of the table, and the family guards sit at lower 
  tables—albeit not mixed together like the delegations. 
  For their part the heroes have positions along the walls 
  from where they are to watch proceedings and step in if 
  violence looks likely. The food is solid, but unspectacular. 
  The Tolleshunts do not have the coin—or the land—to 
  be able lay on the kind of fare that visitors might be used 
  to at more afﬂ uent castles.
  The heroes are little more than spectators during the 
  feast, and the Game Master must be careful to keep their 
  attention, there is little more boring for players than 
  watching the GM talk to himself in the guise of different 
  characters. Try to keep the players involved, and if pos-
  sible run through the following situations, but if you start 
  to lose their interest do not be scared to wrap things up 
  quickly and move on.
  * 
  John and Beatrice spend the entire meal talking. A 
  successful Notice roll spots John does most of the 
  talking, and when Beatrice does speak John often 
  looks momentarily puzzled.
  * 
  Harald gets drunk very quickly and soon starts to 
  insult those around him. Frequently the targets of 
  his boorish, acid tongue are either William Tolles-
  hunt or his half-brother James. James takes the jibes 
  in seeming good humor, but William seems genu-
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  7
  inely upset. Do not be afraid to have Harald turn his 
  attention upon the heroes, picking on their obvious 
  physical shortcomings. The goal is to paint Harald as 
  thoroughly unlikable.
  * 
  At some point during the meal James and Guy 
  should engage in a war of words, which looks like it 
  could turn physical at any point. In truth the two are 
  testing one another and neither is prepared to allow 
  the exchange to come to blows, but the heroes do 
  not know that.
  * 
  Sir Edmund calls Beatrice away from her conversa-
  tion with John and presents his cousin to Sir Peter. 
  Lord Tiptree visibly starts at her name—to Ed-
  mund’s visible satisfaction—Beatrice stammers a few 
  words and then is curtly sent back to her seat by Sir 
  Edmund. Those who succeed at a Notice roll detect 
  Beatrice’s accent is forced as if she has been recently 
  schooled in how to talk.
  * 
  A disturbance erupts on the lower tables where the 
  guards are seated. What starts off a semi-friendly 
  rivalry soon becomes something more serious. Sev-
  eral guards quickly move from exchanging insults to 
  squaring up for against one another. The heroes will 
  have to move quickly to prevent a ﬁ ght occurring.
  Once the feast is complete the two families retire to 
  their respective towers and their guards stagger drunk-
  enly out to their makeshift camps. A—still sober—Lord 
  Simon Tolleshunt thanks the heroes for their actions and 
  suggests they get some sleep. The negotiations will start 
  tomorrow, and their presence is required.
  Once everybody is asleep move onto the next event; 
  Murder Most Foul.
  EVENT: MURDER MOST FOUL?
  EVENT: MURDER MOST FOUL?
  A couple of hours after everyone settles down for the 
  night, the peace is shattered. Read, or paraphrase the 
  following:
  You are jerked awake by a piercing scream, so 
  loud it seems to come from someone in the room 
  with you. As you try and make sense of what is hap-
  pening, the scream subsides into a breathy, sinister, 
  feminine laugh which slowly fades away. Finally 
  managing to light a candle you see your compan-
  ions equally shocked faces looking back at you.
  Suddenly the entire castle starts to shake as if 
  gripped by a mild earthquake, one that is strong 
  enough to tip over goblets beside your beds. Be-
  fore the shaking subsides you hear the echoing 
  boom of the portcullis rattling closed. The quake 
  is quickly followed by screams of terror and pain 
  from several places in the castle, but they quickly 
  subside as well.
  The Fair One has haunted Castle Fairstone since its 
  building included her ﬁ ve cairn stones. She is very weak, 
  unable to do little more than snuff out a candle and 
  watch the inhabitants as they go about their insigniﬁ cant 
  lives. However, she does have the power to visit any 
  particularly weak willed individual with terrible visions 
  of bloodshed and slaughter—her own memories. Harald 
  Tiptree is an unrepentant bully who masks his own in-
  securities by making those he considers to be his social 
  or physical inferior lives a misery—just the of victim the 
  former Summer Queen looks for.
  However, the queen’s efforts are more successful 
  than ever before and she is able to do more than inﬂ u-
  ence his dreams—she is able to control his actions and 
  is even able to send him sleep walking. She hopes to 
  cause his death by having him throw himself from the 
  top of the unstable partially ruined tower, but fate has 
  other plans. Harald stumbles upon one of the castle’s 
  other inhabitants—one who has already suffered from 
  Harald’s spite. Through intent or misadventure Harald 
  dies at their hands.
  There are two obvious potential culprits; James the Tip-
  tree bastard, and the young boy William Tolleshunt. Both 
  have their own—relatively similar—reasons for getting 
  their revenge upon the spiteful noble, but their actions 
  are very different. James will quickly realize how vulner-
  able Harald is and run him through on the spot. William 
  on the other hand will try to lead him to safety, but will 
  cause the Tiptree heir to stumble and fall, smashing his 
  head on the rubble at the base of the tower. The identity 
  of the killer is left to the Game Master to decide,  partially 
  to prevent canny players second guessing events.  
  Whoever causes Harald’s death, the result is the same. 
  A large amount of his blood splashes over one of the 
  Fair One’s cairn stones, which was incorporated into the 
  building of the tower. This blood is not enough to return 
  the Summer Queen to her former glory, but does giver 
  her the strength to fully possess Castle Fairstone.
  Go straight to The Castle Awakens on page 10.
  EVENT: THE FAIR ONE SPEAKS
  EVENT: THE FAIR ONE SPEAKS
  Soon after the castle is awoken, the Fair One will 
  manifest before her victims and speak to them. She has 
  watched the Tolleshunts for well over a century, and has 
  learnt much about how humans interact and behave. She 
  knows a few words from her early on can feed the fear 
  and suspicions of those trapped within her, and possibly 
  sow the seeds of dissension amongst them. If she can get 
  them to start killing one another, the result will be the 
  same as if she had killed them herself.
  Read or paraphrase the following:
  Suddenly a chill wind from nowhere blows 
  through the chambers of Castle Fairstone, strong 
  enough to rufﬂ e hair and stir banners on the walls. 
  The dust and dirt of the chamber is swept up into 
  a maelstrom, which somehow forms the transpar-
  ent image of an inhuman looking woman dressed 
  in a gown of leaves in the full bloom of summer. 
  Her face is beautiful, but at the same time ter-
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  7
  inely upset. Do not be afraid to have Harald turn his 
  attention upon the heroes, picking on their obvious 
  physical shortcomings. The goal is to paint Harald as 
  thoroughly unlikable.
  * 
  At some point during the meal James and Guy 
  should engage in a war of words, which looks like it 
  could turn physical at any point. In truth the two are 
  testing one another and neither is prepared to allow 
  the exchange to come to blows, but the heroes do 
  not know that.
  * 
  Sir Edmund calls Beatrice away from her conversa-
  tion with John and presents his cousin to Sir Peter. 
  Lord Tiptree visibly starts at her name—to Ed-
  mund’s visible satisfaction—Beatrice stammers a few 
  words and then is curtly sent back to her seat by Sir 
  Edmund. Those who succeed at a Notice roll detect 
  Beatrice’s accent is forced as if she has been recently 
  schooled in how to talk.
  * 
  A disturbance erupts on the lower tables where the 
  guards are seated. What starts off a semi-friendly 
  rivalry soon becomes something more serious. Sev-
  eral guards quickly move from exchanging insults to 
  squaring up for against one another. The heroes will 
  have to move quickly to prevent a ﬁ ght occurring.
  Once the feast is complete the two families retire to 
  their respective towers and their guards stagger drunk-
  enly out to their makeshift camps. A—still sober—Lord 
  Simon Tolleshunt thanks the heroes for their actions and 
  suggests they get some sleep. The negotiations will start 
  tomorrow, and their presence is required.
  Once everybody is asleep move onto the next event; 
  Murder Most Foul.
  EVENT: MURDER MOST FOUL?
  EVENT: MURDER MOST FOUL?
  A couple of hours after everyone settles down for the 
  night, the peace is shattered. Read, or paraphrase the 
  following:
  You are jerked awake by a piercing scream, so 
  loud it seems to come from someone in the room 
  with you. As you try and make sense of what is hap-
  pening, the scream subsides into a breathy, sinister, 
  feminine laugh which slowly fades away. Finally 
  managing to light a candle you see your compan-
  ions equally shocked faces looking back at you.
  Suddenly the entire castle starts to shake as if 
  gripped by a mild earthquake, one that is strong 
  enough to tip over goblets beside your beds. Be-
  fore the shaking subsides you hear the echoing 
  boom of the portcullis rattling closed. The quake 
  is quickly followed by screams of terror and pain 
  from several places in the castle, but they quickly 
  subside as well.
  The Fair One has haunted Castle Fairstone since its 
  building included her ﬁ ve cairn stones. She is very weak, 
  unable to do little more than snuff out a candle and 
  watch the inhabitants as they go about their insigniﬁ cant 
  lives. However, she does have the power to visit any 
  particularly weak willed individual with terrible visions 
  of bloodshed and slaughter—her own memories. Harald 
  Tiptree is an unrepentant bully who masks his own in-
  securities by making those he considers to be his social 
  or physical inferior lives a misery—just the of victim the 
  former Summer Queen looks for.
  However, the queen’s efforts are more successful 
  than ever before and she is able to do more than inﬂ u-
  ence his dreams—she is able to control his actions and 
  is even able to send him sleep walking. She hopes to 
  cause his death by having him throw himself from the 
  top of the unstable partially ruined tower, but fate has 
  other plans. Harald stumbles upon one of the castle’s 
  other inhabitants—one who has already suffered from 
  Harald’s spite. Through intent or misadventure Harald 
  dies at their hands.
  There are two obvious potential culprits; James the Tip-
  tree bastard, and the young boy William Tolleshunt. Both 
  have their own—relatively similar—reasons for getting 
  their revenge upon the spiteful noble, but their actions 
  are very different. James will quickly realize how vulner-
  able Harald is and run him through on the spot. William 
  on the other hand will try to lead him to safety, but will 
  cause the Tiptree heir to stumble and fall, smashing his 
  head on the rubble at the base of the tower. The identity 
  of the killer is left to the Game Master to decide,  partially 
  to prevent canny players second guessing events.  
  Whoever causes Harald’s death, the result is the same. 
  A large amount of his blood splashes over one of the 
  Fair One’s cairn stones, which was incorporated into the 
  building of the tower. This blood is not enough to return 
  the Summer Queen to her former glory, but does giver 
  her the strength to fully possess Castle Fairstone.
  Go straight to The Castle Awakens on page 10.
  EVENT: THE FAIR ONE SPEAKS
  EVENT: THE FAIR ONE SPEAKS
  Soon after the castle is awoken, the Fair One will 
  manifest before her victims and speak to them. She has 
  watched the Tolleshunts for well over a century, and has 
  learnt much about how humans interact and behave. She 
  knows a few words from her early on can feed the fear 
  and suspicions of those trapped within her, and possibly 
  sow the seeds of dissension amongst them. If she can get 
  them to start killing one another, the result will be the 
  same as if she had killed them herself.
  Read or paraphrase the following:
  Suddenly a chill wind from nowhere blows 
  through the chambers of Castle Fairstone, strong 
  enough to rufﬂ e hair and stir banners on the walls. 
  The dust and dirt of the chamber is swept up into 
  a maelstrom, which somehow forms the transpar-
  ent image of an inhuman looking woman dressed 
  in a gown of leaves in the full bloom of summer. 
  Her face is beautiful, but at the same time ter-
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  8
  rible. Her eyes are almond shaped and the color 
  of ﬂ ame, and her ears are small and pointed; her 
  mouth has a cruel set too it and appears to be 
  smeared with blood as if she had only just ﬁ n-
  ished feasting on bloody ﬂ esh.
  She looks at each of you, cruel laughter in her 
  eyes and speaks:
  “For centuries I have been forced to watch as 
  you squandered your insigniﬁ cant and short lives 
  on your pathetic jealousies and your weak-minded 
  ambitions. But no longer, I am free of my stone pris-
  on and will soon lead an army of enslaved mortals 
  against those who banished me from my throne to 
  reclaim my rightful title as Queen of Summer.
  Before that day though I must recover my 
  strength, and your lifeblood will provide the sus-
  tenance I need. You are trapped within my present 
  adopted body, so scurry around like the mice you 
  are as I hunt you. Perhaps I will spare the one who 
  entertains me and make him one of my hunting 
  hounds.”
  With these parting words and a ﬁ nal mocking 
  laugh, the apparition fades from sight.
  The heroes may try to interrupt the Fair One’s tirade, 
  but she ignores them, raising her voice until it drowns 
  out the questions and comments. Similarly, any attempts 
  to attack her fail—weapons pass straight through her.
  EVENT: AMELIA’S KNOWLEDGE
  EVENT: AMELIA’S KNOWLEDGE
  * 
  Lady Amelia Tolleshunt, a nascent scholar and 
  historian, has spent many hours ﬁ nding out as 
  much as she can about her new family and its 
  ancestral home. The Fair One will give the heroes 
  the clues they need through pure boasting (see 
  page 10.), but Amelia will be able to give them the 
  information they need to prevail over the Summer 
  Queen. Rather than just have Amelia give all of this 
  information voluntarily in one go soon after the Fair 
  One makes her presence known, it is more realistic 
  to wait until the heroes start asking the right 
  questions of Sir Simon Tolleshunt. The information 
  is presented below for the Game Master’s conven-
  ience, but he should paraphrase and personalize it 
  rather than just read it verbatim. The stonemasons 
  who built Castle Fairstone incorporated ﬁ ve heavy 
  stones, which marked an ancient cairn several miles 
  to the south.
  * 
  The locals originally knew the castle as Castle 
  Faestone, but as time passed this name eventually 
  changed to what it is today—Castle Fairstone.
  * 
  Such was the concern about disturbing the cairn 
  that a local blacksmith presented the lord of the day 
  with two cold iron broadswords as a defense against 
  whatever creatures might assault the castle in an 
  attempt to regain the cairn stones. As far as Amelia 
  knows, these two swords are still in the armory.
  * 
  Several people who have stayed within the castle’s 
  walls have suffered terrible nightmares of bloody 
  slaughter. This is rare, but frequent enough to be 
  noted in oral histories about the castle. There is a 
  tale of one Lady Tolleshunt who was so afﬂ icted by 
  these dreams that she took her own life.
  * 
  The ﬁ ve cairn stones have a distinctive green ﬁ ligree 
  appearance and are found in the following places in 
  the castle:
  * 
  The stairs of the unstable tower
  * 
  The castle kitchens
  * 
  The armory
  * 
  The entry hall
  * 
  The chapel outside the castle walls
  RELATIONSHIP: JOHN AND BEATRICE
  RELATIONSHIP: JOHN AND BEATRICE
  There is an attraction between John and Beatrice 
  (or Molly as is her true name) from the moment they 
  meet. They are of a similar age, and neither of them truly 
  understands the feud between their two families. As the 
  scenario progresses, John will appoint himself Beatrice’s 
  protector, which might bring him into direct conﬂ ict with 
  any hero who decides to take up the same task. John is 
  young, grieving for his brother, under extreme pressure, 
  and used to getting his own way so will not react well to 
  having a rival.
  For her part “Beatrice” will be ﬂ attered by the atten-
  tion, but knows any love between her and a noble is 
  doomed. She is also terriﬁ ed out of her mind and will 
  cling to whoever she feels can best protect her, but she 
  will try and hide her true identity for fear that she will 
  lose her noble protector if he becomes aware that she is 
  just a lowly commoner.
  RELATIONSHIP: JAMES AND HIS FAMILY
  RELATIONSHIP: JAMES AND HIS FAMILY
  James has chafed at the injustice of his birth for his 
  entire life, believing as ﬁ rst-born that he should be the 
  heir to his father’s title. Whether or not he is guilty of 
  Harald’s murder, he will take advantage of the chaos to 
  take his birthright.
  If James is left alone with either his father or surviv-
  ing brother he will attempt to kill them if the opportunity 
  presents itself, blaming their deaths on manifestations of 
  the awakened castle. Alternatively, he will use the confu-
  sion of battle to slay his family members if everyone else’s 
  attention is upon the supernatural aggressors. He will cer-
  tainly not risk his own life to save his father or brother.
  The reaction to James’ actions will depend on how 
  relationships have developed between the families. Sir 
  Peter will be totally heartbroken by the quick and brutal 
  death of his two legitimate sons and will actually turn 
  to James for support. Beatrice will be distraught at the 
  death of John and attempt to approach the heroes with 
  her suspicions. John will also be suspicious of the cir-
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  8
  rible. Her eyes are almond shaped and the color 
  of ﬂ ame, and her ears are small and pointed; her 
  mouth has a cruel set too it and appears to be 
  smeared with blood as if she had only just ﬁ n-
  ished feasting on bloody ﬂ esh.
  She looks at each of you, cruel laughter in her 
  eyes and speaks:
  “For centuries I have been forced to watch as 
  you squandered your insigniﬁ cant and short lives 
  on your pathetic jealousies and your weak-minded 
  ambitions. But no longer, I am free of my stone pris-
  on and will soon lead an army of enslaved mortals 
  against those who banished me from my throne to 
  reclaim my rightful title as Queen of Summer.
  Before that day though I must recover my 
  strength, and your lifeblood will provide the sus-
  tenance I need. You are trapped within my present 
  adopted body, so scurry around like the mice you 
  are as I hunt you. Perhaps I will spare the one who 
  entertains me and make him one of my hunting 
  hounds.”
  With these parting words and a ﬁ nal mocking 
  laugh, the apparition fades from sight.
  The heroes may try to interrupt the Fair One’s tirade, 
  but she ignores them, raising her voice until it drowns 
  out the questions and comments. Similarly, any attempts 
  to attack her fail—weapons pass straight through her.
  EVENT: AMELIA’S KNOWLEDGE
  EVENT: AMELIA’S KNOWLEDGE
  * 
  Lady Amelia Tolleshunt, a nascent scholar and 
  historian, has spent many hours ﬁ nding out as 
  much as she can about her new family and its 
  ancestral home. The Fair One will give the heroes 
  the clues they need through pure boasting (see 
  page 10.), but Amelia will be able to give them the 
  information they need to prevail over the Summer 
  Queen. Rather than just have Amelia give all of this 
  information voluntarily in one go soon after the Fair 
  One makes her presence known, it is more realistic 
  to wait until the heroes start asking the right 
  questions of Sir Simon Tolleshunt. The information 
  is presented below for the Game Master’s conven-
  ience, but he should paraphrase and personalize it 
  rather than just read it verbatim. The stonemasons 
  who built Castle Fairstone incorporated ﬁ ve heavy 
  stones, which marked an ancient cairn several miles 
  to the south.
  * 
  The locals originally knew the castle as Castle 
  Faestone, but as time passed this name eventually 
  changed to what it is today—Castle Fairstone.
  * 
  Such was the concern about disturbing the cairn 
  that a local blacksmith presented the lord of the day 
  with two cold iron broadswords as a defense against 
  whatever creatures might assault the castle in an 
  attempt to regain the cairn stones. As far as Amelia 
  knows, these two swords are still in the armory.
  * 
  Several people who have stayed within the castle’s 
  walls have suffered terrible nightmares of bloody 
  slaughter. This is rare, but frequent enough to be 
  noted in oral histories about the castle. There is a 
  tale of one Lady Tolleshunt who was so afﬂ icted by 
  these dreams that she took her own life.
  * 
  The ﬁ ve cairn stones have a distinctive green ﬁ ligree 
  appearance and are found in the following places in 
  the castle:
  * 
  The stairs of the unstable tower
  * 
  The castle kitchens
  * 
  The armory
  * 
  The entry hall
  * 
  The chapel outside the castle walls
  RELATIONSHIP: JOHN AND BEATRICE
  RELATIONSHIP: JOHN AND BEATRICE
  There is an attraction between John and Beatrice 
  (or Molly as is her true name) from the moment they 
  meet. They are of a similar age, and neither of them truly 
  understands the feud between their two families. As the 
  scenario progresses, John will appoint himself Beatrice’s 
  protector, which might bring him into direct conﬂ ict with 
  any hero who decides to take up the same task. John is 
  young, grieving for his brother, under extreme pressure, 
  and used to getting his own way so will not react well to 
  having a rival.
  For her part “Beatrice” will be ﬂ attered by the atten-
  tion, but knows any love between her and a noble is 
  doomed. She is also terriﬁ ed out of her mind and will 
  cling to whoever she feels can best protect her, but she 
  will try and hide her true identity for fear that she will 
  lose her noble protector if he becomes aware that she is 
  just a lowly commoner.
  RELATIONSHIP: JAMES AND HIS FAMILY
  RELATIONSHIP: JAMES AND HIS FAMILY
  James has chafed at the injustice of his birth for his 
  entire life, believing as ﬁ rst-born that he should be the 
  heir to his father’s title. Whether or not he is guilty of 
  Harald’s murder, he will take advantage of the chaos to 
  take his birthright.
  If James is left alone with either his father or surviv-
  ing brother he will attempt to kill them if the opportunity 
  presents itself, blaming their deaths on manifestations of 
  the awakened castle. Alternatively, he will use the confu-
  sion of battle to slay his family members if everyone else’s 
  attention is upon the supernatural aggressors. He will cer-
  tainly not risk his own life to save his father or brother.
  The reaction to James’ actions will depend on how 
  relationships have developed between the families. Sir 
  Peter will be totally heartbroken by the quick and brutal 
  death of his two legitimate sons and will actually turn 
  to James for support. Beatrice will be distraught at the 
  death of John and attempt to approach the heroes with 
  her suspicions. John will also be suspicious of the cir-
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  9
  cumstances of his father’s death, but will say nothing 
  wanting to investigate the situation himself as a matter 
  of family pride. Theodric will keep his own council, but 
  will have a suspicion as to what is going on. If both Peter 
  and John are killed and with Harald already having been 
  murdered, then he wastes no time in declaring James the 
  new Lord Tiptree. 
  Neither the Tolleshunts nor the Maldons have very 
  little interest in the intrigues within the Tiptree family so 
  long as one of them does not spill over from the conﬁ nes 
  of the Tiptree family and endanger anyone else. Sir Guy 
  Maldon however, will look upon James’ actions with a 
  grim approval and try all the harder to end this threat 
  to his family, recognizing James as the greatest threat 
  amongst the Tiptree’s.
  RELATIONSHIP: EDMUND AND BEATRICE
  RELATIONSHIP: EDMUND AND BEATRICE
  Despite claiming that she is his beloved cousin and 
  using her to taunt the Tiptrees during the initial stages of 
  the scenario, Edmund will ignore Beatrice once the ghost 
  of the Fair One possesses the castle, and the trouble. He 
  might even go so far as to throw her towards any attack-
  ing creatures in an attempt to save himself.
  The knight’s actions might prompt the heroes into 
  investigating Beatrice’s true relationship with Sir Ed-
  mund—which could bring them into conﬂ ict with John 
  Tiptree. Sir Edmund is not above using Beatrice’s true 
  name and her lowly birth to hurt the son of his enemy.
  RELATIONSHIP: GUY AND THOMAS
  RELATIONSHIP: GUY AND THOMAS
  Thomas is never seen far from the side of his noble 
  friend—unless danger threatens, then he is nowhere to 
  be found. Thomas will also attempt to remind Sir Guy of 
  the supposed debt that the knight owes him in almost 
  everything he says, whether it is to remind him to keep 
  covered up, lest his face scare the ladies present or an 
  attempt to remind him of their time in the Holy Land 
  together through an anecdote or shared story.  For his 
  part Guy—a strong man in all other regards—seems to 
  need the company of Thomas to keep him calm.
  If Thomas’ deception should ever become known Guy 
  will enter a berserk rage (temporarily gaining the Edge 
  of the same name) and will attempt to kill his former 
  companion. If Thomas attempts to hide from Sir Guy’s 
  rage, the knight will hunt him down somewhere within 
  the halls of the awakened castle.
  RELATIONSHIP: GUY AND JAMES
  RELATIONSHIP: GUY AND JAMES
  Sir Guy Maldon and the illegitimate James Tiptree are 
  probably the most dangerous men in the castle—apart 
  from the heroes. Each of them recognizes the threat that 
  the other represents and instinctively bristles against it. 
  In a normal situation, this would manifest as hard looks 
  and a few exchanged insults, but sadly the situation in 
  Castle Fairstone is anything but normal.
  Once the castle awakens the two warriors will watch 
  one another very closely ready to act if the other makes 
  even the slightest of moves. Paradoxically, when an outside 
  threat appears they will work very well together, whether 
  the threat be monsters manifesting from the castle walls 
  or the heroes. Once the threat is dealt with, they naturally 
  fall back into their mutual distrust and suspicion.
  RELATIONSHIP: BROTHER JOSEPH AND 
  RELATIONSHIP: BROTHER JOSEPH AND 
  MASTER THEODRIC
  MASTER THEODRIC
  The two oldest among those trapped in the awakened 
  castle are instinctively drawn to one another during the 
  chaos. The monk has led a very sheltered life until now 
  and is totally unprepared for the experience he is being 
  subjected to. After a few attempts to hold the forces of 
  Satan at bay with his faith—with predictable results con-
  sidering the Fair One is not vulnerable to any Christian 
  rituals—he has a minor mental breakdown and starts 
  to prepare himself for death, offering to hear the ﬁ nal 
  confessions of the others.
  Master Theodric seizes upon this offer as a chance to 
  wash clean his soul. He has spent his long life wracked 
  with guilt over his actions after the death of Beatrice and 
  Harold all those years ago, and half believes the events 
  occurring in Castle Fairstone are God’s punishment for 
  his crimes. If either Sir Edmund or Sir Peter hears of 
  Theodric’s confession, they will most probably execute 
  the old master on the spot. 
  RELATIONSHIP: SIR EDMUND & SIR PETER
  RELATIONSHIP: SIR EDMUND & SIR PETER
  The two heads of families have a mutual dislike for 
  one another. Sir Peter’s feelings stem from a sense of fa-
  milial duty, his tendency to lose his temper, and from all 
  the verbal poison that has been dripped into his ear over 
  the years by the bitter Master Theodric. Sir Edmund, on 
  the other hand, suffered a very real injury caused by the 
  feud and will ﬁ nd it very difﬁ cult to let go of his hatred.
  However, the two men are very pragmatic and will put 
  their differences aside to persevere against the terrible 
  circumstances they ﬁ nd themselves in. If both survive, 
  they may even come to realize that both of their families 
  were the victims during the events so many years ago. 
  They may never become friends, but they may come to 
  respect and understand one another.
  RELATIONSHIP: THE MURDERER & SIR PETER
  RELATIONSHIP: THE MURDERER & SIR PETER
  If the perpetrator of the death of Harald Tiptree is 
  discovered then—circumstances allowing—his father 
  will demand justice. If the murderer is James then things 
  will probably be resolved fairly simply—the heroes will 
  dispatch James in battle—no one in his family will stand 
  alongside him, and Sir Guy will not be interested in put-
  ting himself at risk by meddling in the Tiptree affairs.
  However, if the Games Master has decided the mur-
  derer is William Tolleshunt, then things will be slightly 
  more interesting. Peter will still demand justice, observ-
  ing, “If the lad is old enough to wield a sword, then he is 
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  9
  cumstances of his father’s death, but will say nothing 
  wanting to investigate the situation himself as a matter 
  of family pride. Theodric will keep his own council, but 
  will have a suspicion as to what is going on. If both Peter 
  and John are killed and with Harald already having been 
  murdered, then he wastes no time in declaring James the 
  new Lord Tiptree. 
  Neither the Tolleshunts nor the Maldons have very 
  little interest in the intrigues within the Tiptree family so 
  long as one of them does not spill over from the conﬁ nes 
  of the Tiptree family and endanger anyone else. Sir Guy 
  Maldon however, will look upon James’ actions with a 
  grim approval and try all the harder to end this threat 
  to his family, recognizing James as the greatest threat 
  amongst the Tiptree’s.
  RELATIONSHIP: EDMUND AND BEATRICE
  RELATIONSHIP: EDMUND AND BEATRICE
  Despite claiming that she is his beloved cousin and 
  using her to taunt the Tiptrees during the initial stages of 
  the scenario, Edmund will ignore Beatrice once the ghost 
  of the Fair One possesses the castle, and the trouble. He 
  might even go so far as to throw her towards any attack-
  ing creatures in an attempt to save himself.
  The knight’s actions might prompt the heroes into 
  investigating Beatrice’s true relationship with Sir Ed-
  mund—which could bring them into conﬂ ict with John 
  Tiptree. Sir Edmund is not above using Beatrice’s true 
  name and her lowly birth to hurt the son of his enemy.
  RELATIONSHIP: GUY AND THOMAS
  RELATIONSHIP: GUY AND THOMAS
  Thomas is never seen far from the side of his noble 
  friend—unless danger threatens, then he is nowhere to 
  be found. Thomas will also attempt to remind Sir Guy of 
  the supposed debt that the knight owes him in almost 
  everything he says, whether it is to remind him to keep 
  covered up, lest his face scare the ladies present or an 
  attempt to remind him of their time in the Holy Land 
  together through an anecdote or shared story.  For his 
  part Guy—a strong man in all other regards—seems to 
  need the company of Thomas to keep him calm.
  If Thomas’ deception should ever become known Guy 
  will enter a berserk rage (temporarily gaining the Edge 
  of the same name) and will attempt to kill his former 
  companion. If Thomas attempts to hide from Sir Guy’s 
  rage, the knight will hunt him down somewhere within 
  the halls of the awakened castle.
  RELATIONSHIP: GUY AND JAMES
  RELATIONSHIP: GUY AND JAMES
  Sir Guy Maldon and the illegitimate James Tiptree are 
  probably the most dangerous men in the castle—apart 
  from the heroes. Each of them recognizes the threat that 
  the other represents and instinctively bristles against it. 
  In a normal situation, this would manifest as hard looks 
  and a few exchanged insults, but sadly the situation in 
  Castle Fairstone is anything but normal.
  Once the castle awakens the two warriors will watch 
  one another very closely ready to act if the other makes 
  even the slightest of moves. Paradoxically, when an outside 
  threat appears they will work very well together, whether 
  the threat be monsters manifesting from the castle walls 
  or the heroes. Once the threat is dealt with, they naturally 
  fall back into their mutual distrust and suspicion.
  RELATIONSHIP: BROTHER JOSEPH AND 
  RELATIONSHIP: BROTHER JOSEPH AND 
  MASTER THEODRIC
  MASTER THEODRIC
  The two oldest among those trapped in the awakened 
  castle are instinctively drawn to one another during the 
  chaos. The monk has led a very sheltered life until now 
  and is totally unprepared for the experience he is being 
  subjected to. After a few attempts to hold the forces of 
  Satan at bay with his faith—with predictable results con-
  sidering the Fair One is not vulnerable to any Christian 
  rituals—he has a minor mental breakdown and starts 
  to prepare himself for death, offering to hear the ﬁ nal 
  confessions of the others.
  Master Theodric seizes upon this offer as a chance to 
  wash clean his soul. He has spent his long life wracked 
  with guilt over his actions after the death of Beatrice and 
  Harold all those years ago, and half believes the events 
  occurring in Castle Fairstone are God’s punishment for 
  his crimes. If either Sir Edmund or Sir Peter hears of 
  Theodric’s confession, they will most probably execute 
  the old master on the spot. 
  RELATIONSHIP: SIR EDMUND & SIR PETER
  RELATIONSHIP: SIR EDMUND & SIR PETER
  The two heads of families have a mutual dislike for 
  one another. Sir Peter’s feelings stem from a sense of fa-
  milial duty, his tendency to lose his temper, and from all 
  the verbal poison that has been dripped into his ear over 
  the years by the bitter Master Theodric. Sir Edmund, on 
  the other hand, suffered a very real injury caused by the 
  feud and will ﬁ nd it very difﬁ cult to let go of his hatred.
  However, the two men are very pragmatic and will put 
  their differences aside to persevere against the terrible 
  circumstances they ﬁ nd themselves in. If both survive, 
  they may even come to realize that both of their families 
  were the victims during the events so many years ago. 
  They may never become friends, but they may come to 
  respect and understand one another.
  RELATIONSHIP: THE MURDERER & SIR PETER
  RELATIONSHIP: THE MURDERER & SIR PETER
  If the perpetrator of the death of Harald Tiptree is 
  discovered then—circumstances allowing—his father 
  will demand justice. If the murderer is James then things 
  will probably be resolved fairly simply—the heroes will 
  dispatch James in battle—no one in his family will stand 
  alongside him, and Sir Guy will not be interested in put-
  ting himself at risk by meddling in the Tiptree affairs.
  However, if the Games Master has decided the mur-
  derer is William Tolleshunt, then things will be slightly 
  more interesting. Peter will still demand justice, observ-
  ing, “If the lad is old enough to wield a sword, then he is 
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  10
  10
  old enough to die by one.” Simon Tolleshunt will plead 
  for mercy, but the best Peter will agree to is trial by com-
  bat. James is pressed into service for his family while the 
  aged Sir Simon will ﬁ ght for his grandson.
  The heroes should realize the old knight is seriously 
  outmatched by the experienced and youthful Tiptree 
  warrior, and that the honorable course of action is to 
  offer to take his place. Pride prevents Simon from asking 
  the heroes, but he will quickly acquiesce if they offer. 
  Peter will demand the battle be to the death.
  THE CASTLE AWAKENS
  THE CASTLE AWAKENS
  The heroes, the Tolleshunts, and their guests gather 
  in the banqueting hall, some of them bleary eyed and 
  nursing hangovers (see the sidebar above). None of the 
  serving staff or the guards are present, and nor is Harald 
  Tiptree—he was not in his bed when his family awoke.
  THE FAIR ONE’S POWERS 
  THE FAIR ONE’S POWERS 
  The ghost of the Summer Queen is in a weakened state 
  when she ﬁ rst awakens. Should she manage to slay every-
  one in the castle, she will quickly return to her full power 
  and be able to create a body for herself which will allow her 
  to stride forth into the world a wreak havoc once again.
  The Fair One has a total pool of 200 Power Points to 
  spend. Rather than allow her access to the whole pool 
  straight at the outset, which would make for a very one-
  sided and unsatisfying adventure as the heroes could 
  be assaulted with a seemingly unlimited number of 
  constructs, we have divided the available Power Points 
  between ten locations. Each of these locations includes 
  an initial description of the room’s contents and what 
  additional actions the Fair One can take in each room.
  It must be remembered the fae are capricious by 
  nature, and prefer to toy with mortals rather than just 
  suddenly end their lives. The Fair One could fairly eas-
  ily kill everyone inside the castle, but instead will play 
  with them like a cat plays with a mouse. She will also be 
  content to watch the survivors, happy to let their own 
  petty jealousies and rivalries play out. Her intent is for 
  everyone to die, but if it can happen at their own hands 
  then so much the better.
  The Fair One has the following powers, which she 
  can use, in any room. If a power calls for an opposed or 
  arcane roll then treat the Fair One as a Wild Card with a 
  d10 in the relevant trait. Look to the relevant power in 
  the Savage Worlds rulebook on how each works.
  Communicate (1 PP): The Fair One can manifest 
  in a ghostly form and communicate with the trapped 
  mortals. She can maintain the form for ten minutes for 
  1 Power Point. 
  Entangle (2 or 4 PP): The Fair One uses the materials 
  available to ensnare the survivors. This may be furniture 
  grabbing limbs or the stone ﬂ oor turning into sand. In 
  the tunnel between the castle and the chapel it manifests 
  as entangling roots.
  Fear (2 PP): The ghostly Summer Queen manifests 
  in all her terrible splendor before the party. Primarily 
  this is to break up the party and scatter them throughout 
  the castle, but she will use it as a directed attack against 
  particularly troublesome heroes.
  Manifest Stone Construct (3 or 6 PP per con-
  struct): The Fair One creates a construct from walls and 
  ﬂ oor of the castle (see the stats on page 23). The creature 
  lasts for an hour or until destroyed. For a further 6 Power 
  Points she can make the construct a Wild Card.
  Puppet (3 PP): The Fair One attempts to inﬂ uence 
  the actions of one of the mortals. This can be used to 
  simply have one of the group attack another, but she can 
  also use it to split the party up by having one member 
  run away from the main cluster of survivors. The power 
  lasts for a duration of 3 rounds. 
  Obscure (2 PP): The Fair One can steal all of the 
  light from an area plunging it into pitch darkness. Her 
  constructs are unaffected by lighting conditions. The 
  darkness lasts for 3 rounds.
  Telekinesis: (5 PP) The Fair One uses this power to 
  wield telekinetic weapon. The Fighting skill and Strength 
  die of the weapon is d10.The weapon is animated for 3 
  rounds.
  REPLENISHING POINTS 
  REPLENISHING POINTS 
  For each death that occurs within the castle—whether 
  or not it is at her hand—each of the Fair One’s Power 
  Point pools is replenished by three points. This cannot 
  push the pool beyond its cap of 20 points. Each death 
  is marked by a low, directionless evil laughter echoing 
  through Fairstone’s halls.
  ESCAPING THE CASTLE
  ESCAPING THE CASTLE
  As the situation in Castle Fairstone gets increasingly 
  desperate the heroes’ thoughts will probably turn to 
  the possibility of making an escape attempt from the 
  castle. Unfortunately, any such attempt is doomed to 
  failure. However doing so is impossible, The Fair One 
  has complete control over the castle and will not allow 
  her victims to escape easily. Detailed below are some of 
  the escape plans the players might come up with and the 
  ways in which the fae can thwart them.
  * 
  Windows: There are no actual windows in Castle 
  Fairstone, but each chamber has one or more cross-
  WORSE FOR WEAR
  WORSE FOR WEAR
  Sir Peter Tiptree, Master Theodric, Thomas, and 
  Brother Joseph will have over indulged the night 
  before, and are nursing heavy hangovers. They suf-
  fer –1 from Fatigue for the ﬁ rst couple of battles 
  they are involved in, after which the adrenaline 
  surges and exercise serves to sober them up.
  If any of the heroes decided to heavily indulge in 
  mead and wine during the feast, have them make a 
  successful Vigor (-2) roll or be similarly afﬂ icted.
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  10
  10
  old enough to die by one.” Simon Tolleshunt will plead 
  for mercy, but the best Peter will agree to is trial by com-
  bat. James is pressed into service for his family while the 
  aged Sir Simon will ﬁ ght for his grandson.
  The heroes should realize the old knight is seriously 
  outmatched by the experienced and youthful Tiptree 
  warrior, and that the honorable course of action is to 
  offer to take his place. Pride prevents Simon from asking 
  the heroes, but he will quickly acquiesce if they offer. 
  Peter will demand the battle be to the death.
  THE CASTLE AWAKENS
  THE CASTLE AWAKENS
  The heroes, the Tolleshunts, and their guests gather 
  in the banqueting hall, some of them bleary eyed and 
  nursing hangovers (see the sidebar above). None of the 
  serving staff or the guards are present, and nor is Harald 
  Tiptree—he was not in his bed when his family awoke.
  THE FAIR ONE’S POWERS 
  THE FAIR ONE’S POWERS 
  The ghost of the Summer Queen is in a weakened state 
  when she ﬁ rst awakens. Should she manage to slay every-
  one in the castle, she will quickly return to her full power 
  and be able to create a body for herself which will allow her 
  to stride forth into the world a wreak havoc once again.
  The Fair One has a total pool of 200 Power Points to 
  spend. Rather than allow her access to the whole pool 
  straight at the outset, which would make for a very one-
  sided and unsatisfying adventure as the heroes could 
  be assaulted with a seemingly unlimited number of 
  constructs, we have divided the available Power Points 
  between ten locations. Each of these locations includes 
  an initial description of the room’s contents and what 
  additional actions the Fair One can take in each room.
  It must be remembered the fae are capricious by 
  nature, and prefer to toy with mortals rather than just 
  suddenly end their lives. The Fair One could fairly eas-
  ily kill everyone inside the castle, but instead will play 
  with them like a cat plays with a mouse. She will also be 
  content to watch the survivors, happy to let their own 
  petty jealousies and rivalries play out. Her intent is for 
  everyone to die, but if it can happen at their own hands 
  then so much the better.
  The Fair One has the following powers, which she 
  can use, in any room. If a power calls for an opposed or 
  arcane roll then treat the Fair One as a Wild Card with a 
  d10 in the relevant trait. Look to the relevant power in 
  the Savage Worlds rulebook on how each works.
  Communicate (1 PP): The Fair One can manifest 
  in a ghostly form and communicate with the trapped 
  mortals. She can maintain the form for ten minutes for 
  1 Power Point. 
  Entangle (2 or 4 PP): The Fair One uses the materials 
  available to ensnare the survivors. This may be furniture 
  grabbing limbs or the stone ﬂ oor turning into sand. In 
  the tunnel between the castle and the chapel it manifests 
  as entangling roots.
  Fear (2 PP): The ghostly Summer Queen manifests 
  in all her terrible splendor before the party. Primarily 
  this is to break up the party and scatter them throughout 
  the castle, but she will use it as a directed attack against 
  particularly troublesome heroes.
  Manifest Stone Construct (3 or 6 PP per con-
  struct): The Fair One creates a construct from walls and 
  ﬂ oor of the castle (see the stats on page 23). The creature 
  lasts for an hour or until destroyed. For a further 6 Power 
  Points she can make the construct a Wild Card.
  Puppet (3 PP): The Fair One attempts to inﬂ uence 
  the actions of one of the mortals. This can be used to 
  simply have one of the group attack another, but she can 
  also use it to split the party up by having one member 
  run away from the main cluster of survivors. The power 
  lasts for a duration of 3 rounds. 
  Obscure (2 PP): The Fair One can steal all of the 
  light from an area plunging it into pitch darkness. Her 
  constructs are unaffected by lighting conditions. The 
  darkness lasts for 3 rounds.
  Telekinesis: (5 PP) The Fair One uses this power to 
  wield telekinetic weapon. The Fighting skill and Strength 
  die of the weapon is d10.The weapon is animated for 3 
  rounds.
  REPLENISHING POINTS 
  REPLENISHING POINTS 
  For each death that occurs within the castle—whether 
  or not it is at her hand—each of the Fair One’s Power 
  Point pools is replenished by three points. This cannot 
  push the pool beyond its cap of 20 points. Each death 
  is marked by a low, directionless evil laughter echoing 
  through Fairstone’s halls.
  ESCAPING THE CASTLE
  ESCAPING THE CASTLE
  As the situation in Castle Fairstone gets increasingly 
  desperate the heroes’ thoughts will probably turn to 
  the possibility of making an escape attempt from the 
  castle. Unfortunately, any such attempt is doomed to 
  failure. However doing so is impossible, The Fair One 
  has complete control over the castle and will not allow 
  her victims to escape easily. Detailed below are some of 
  the escape plans the players might come up with and the 
  ways in which the fae can thwart them.
  * 
  Windows: There are no actual windows in Castle 
  Fairstone, but each chamber has one or more cross-
  WORSE FOR WEAR
  WORSE FOR WEAR
  Sir Peter Tiptree, Master Theodric, Thomas, and 
  Brother Joseph will have over indulged the night 
  before, and are nursing heavy hangovers. They suf-
  fer –1 from Fatigue for the ﬁ rst couple of battles 
  they are involved in, after which the adrenaline 
  surges and exercise serves to sober them up.
  If any of the heroes decided to heavily indulge in 
  mead and wine during the feast, have them make a 
  successful Vigor (-2) roll or be similarly afﬂ icted.
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  11
  11
  shaped slits to allow the ﬁ ring of a bow or crossbow. 
  These are far too small to allow anyone—even 
  a child—to wiggle his way through. However, if 
  anyone sticks a hand through a slit, the Fair One will 
  cause the wall to slam shut on the protruding hand. 
  Call for an Agility (-1) roll or suffer 2d6 damage.
  * 
  Lowering a rope: The heroes might attempt to 
  lower a rope from the castle’s battlements, but 
  doing so will not work for the walls of the castle 
  will appear to ripple, bulge outwards and absorb 
  the rope. Someone could attempt to climb down 
  the 100-foot walls, but doing so is tantamount to 
  suicide. The wall will attempt to shake them off us-
  ing a Wild Card Strength of d10 versus the climber’s 
  Climbing (-2). If the climber falls, he suffers 1d6 
  damage for every 10 feet fallen (round up).  
  * 
  The castle entryway: The portcullis has been 
  lowered and is far too heavy for anyone to lift. The 
  raising mechanism has been partially animated by 
  the Fair One. See the Entry Hall details on page 13.
  * 
  Damaging the walls: The Fair One has expended 
  a fair amount of energy in ensuring that the castle 
  walls remain intact. The trapped inhabitants do not 
  have any means of damaging the walls. Tools will 
  break before they have any effect on the stone.
  * 
  Getting Help: There are sixty guards camped out 
  beyond the walls of Castle Fairstone, all of whom 
  will have been awakened by the sound of the 
  portcullis slamming shut. The two camps gener-
  ally distrust of one another and initially, both will 
  suspect the other of treachery. If the inhabitants 
  still inside the castle are able to communicate with 
  the guards outside, they may be able to diffuse the 
  situation before it leads to bloodshed. However, 
  there is little that the guards can do, they lack both 
  the numbers and the equipment for a siege; and if 
  they attempt to assault or lift the portcullis the Fair 
  One will strike back with ﬁ sts formed from the castle 
  walls, wreaking havoc amongst the ill-prepared 
  soldiers. This will break them and they will ﬂ ee into 
  the night.
  THE CASTLE CHAMBERS
  THE CASTLE CHAMBERS
  Detailed below is each of Castle Fairstone’s main 
  rooms, their descriptions divided into three or four sec-
  tions. These are a description of the room to be read or 
  paraphrased when the heroes ﬁ rst enter; if the room has 
  its own pool of Power Points, an indication of the pool’s 
  size—those without use the “everywhere else” Power 
  Point pool; Game Master notes for the chamber; and 
  ﬁ nally a description of the tricks and attacks available to 
  the Fair One.
  THE ARMORY
  THE ARMORY
  This chamber is not only where the arms and 
  armor of the castles guards is stored, but also 
  where the arms and armor was once forged. With 
  the decline of the Tolleshunt fortune, the need for 
  guards has diminished, and there are much more 
  arms stored here than is needed. It has been many 
  years since the ﬁ re in the forge pit was lit, and the 
  forging tools lie abandoned, and rusting.
  On the far side of the forge pit can be seen one 
  of the cairn stones. Its transformed state—twigs 
  and earth looks incongruous amidst the ﬁ re-
  blackened stones that surround it.
  Power Point Pool: 20
  Games Master: At the back of the chamber is a weap-
  on rack containing the two cold iron weapons given 
  to the Tolleshunts by a superstitious—but prophetic—
  blacksmith all those years ago. This rack is immune to 
  the powers of the Fair One, which alone might draw the 
  heroes attention to it.
  Cairn Stone: On the far side of the forging ﬁ re di-
  rectly opposite the entrance door.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Forge Pit (2-6 PP): The Fair One can cause the 
  forge pit to ﬂ are into sudden life. Treat this as the blast 
  power.
  Manifest Sword Construct (3 or 6 PP): The Fair 
  One can create a vaguely humanoid form from the 
  weapons and armor found in the room. Once three such 
  creatures have been created the available material has 
  been exhausted.
  Telekinesis (5 PP): As well as swords, the Fair One 
  can use this power to wield forging tools. The damage of 
  these weapons is Str+d6.
  THE BANQUET HALL
  THE BANQUET HALL
  This chamber has not been tidied from the 
  feast earlier; discarded goblets, plates, and half 
  chewed bones lie discarded everywhere, while 
  pools of the strong wine have collected in depres-
  sions on the ﬂ oor.
  Power Point Pool: 20
  Games Master: This is where the survivors will prob-
  ably ﬁ rst gather after being awakened by the scream. It 
  is also a good place for the Fair One to ﬁ rst speak to 
  them as everyone will be together. Beyond the fact the 
  room is the most central chamber in the castle and the 
  heroes will pass through it several times, there is little 
  else remarkable about the room.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Wine Construct (6 PP): The Fair One 
  can gather up all the spilled wine in the hall to create a 
  vaguely man-shaped construct. She can only do this once 
  and the creature is a Wild Card.
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  11
  11
  shaped slits to allow the ﬁ ring of a bow or crossbow. 
  These are far too small to allow anyone—even 
  a child—to wiggle his way through. However, if 
  anyone sticks a hand through a slit, the Fair One will 
  cause the wall to slam shut on the protruding hand. 
  Call for an Agility (-1) roll or suffer 2d6 damage.
  * 
  Lowering a rope: The heroes might attempt to 
  lower a rope from the castle’s battlements, but 
  doing so will not work for the walls of the castle 
  will appear to ripple, bulge outwards and absorb 
  the rope. Someone could attempt to climb down 
  the 100-foot walls, but doing so is tantamount to 
  suicide. The wall will attempt to shake them off us-
  ing a Wild Card Strength of d10 versus the climber’s 
  Climbing (-2). If the climber falls, he suffers 1d6 
  damage for every 10 feet fallen (round up).  
  * 
  The castle entryway: The portcullis has been 
  lowered and is far too heavy for anyone to lift. The 
  raising mechanism has been partially animated by 
  the Fair One. See the Entry Hall details on page 13.
  * 
  Damaging the walls: The Fair One has expended 
  a fair amount of energy in ensuring that the castle 
  walls remain intact. The trapped inhabitants do not 
  have any means of damaging the walls. Tools will 
  break before they have any effect on the stone.
  * 
  Getting Help: There are sixty guards camped out 
  beyond the walls of Castle Fairstone, all of whom 
  will have been awakened by the sound of the 
  portcullis slamming shut. The two camps gener-
  ally distrust of one another and initially, both will 
  suspect the other of treachery. If the inhabitants 
  still inside the castle are able to communicate with 
  the guards outside, they may be able to diffuse the 
  situation before it leads to bloodshed. However, 
  there is little that the guards can do, they lack both 
  the numbers and the equipment for a siege; and if 
  they attempt to assault or lift the portcullis the Fair 
  One will strike back with ﬁ sts formed from the castle 
  walls, wreaking havoc amongst the ill-prepared 
  soldiers. This will break them and they will ﬂ ee into 
  the night.
  THE CASTLE CHAMBERS
  THE CASTLE CHAMBERS
  Detailed below is each of Castle Fairstone’s main 
  rooms, their descriptions divided into three or four sec-
  tions. These are a description of the room to be read or 
  paraphrased when the heroes ﬁ rst enter; if the room has 
  its own pool of Power Points, an indication of the pool’s 
  size—those without use the “everywhere else” Power 
  Point pool; Game Master notes for the chamber; and 
  ﬁ nally a description of the tricks and attacks available to 
  the Fair One.
  THE ARMORY
  THE ARMORY
  This chamber is not only where the arms and 
  armor of the castles guards is stored, but also 
  where the arms and armor was once forged. With 
  the decline of the Tolleshunt fortune, the need for 
  guards has diminished, and there are much more 
  arms stored here than is needed. It has been many 
  years since the ﬁ re in the forge pit was lit, and the 
  forging tools lie abandoned, and rusting.
  On the far side of the forge pit can be seen one 
  of the cairn stones. Its transformed state—twigs 
  and earth looks incongruous amidst the ﬁ re-
  blackened stones that surround it.
  Power Point Pool: 20
  Games Master: At the back of the chamber is a weap-
  on rack containing the two cold iron weapons given 
  to the Tolleshunts by a superstitious—but prophetic—
  blacksmith all those years ago. This rack is immune to 
  the powers of the Fair One, which alone might draw the 
  heroes attention to it.
  Cairn Stone: On the far side of the forging ﬁ re di-
  rectly opposite the entrance door.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Forge Pit (2-6 PP): The Fair One can cause the 
  forge pit to ﬂ are into sudden life. Treat this as the blast 
  power.
  Manifest Sword Construct (3 or 6 PP): The Fair 
  One can create a vaguely humanoid form from the 
  weapons and armor found in the room. Once three such 
  creatures have been created the available material has 
  been exhausted.
  Telekinesis (5 PP): As well as swords, the Fair One 
  can use this power to wield forging tools. The damage of 
  these weapons is Str+d6.
  THE BANQUET HALL
  THE BANQUET HALL
  This chamber has not been tidied from the 
  feast earlier; discarded goblets, plates, and half 
  chewed bones lie discarded everywhere, while 
  pools of the strong wine have collected in depres-
  sions on the ﬂ oor.
  Power Point Pool: 20
  Games Master: This is where the survivors will prob-
  ably ﬁ rst gather after being awakened by the scream. It 
  is also a good place for the Fair One to ﬁ rst speak to 
  them as everyone will be together. Beyond the fact the 
  room is the most central chamber in the castle and the 
  heroes will pass through it several times, there is little 
  else remarkable about the room.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Wine Construct (6 PP): The Fair One 
  can gather up all the spilled wine in the hall to create a 
  vaguely man-shaped construct. She can only do this once 
  and the creature is a Wild Card.
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  12
  12
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden benches and 
  tables to create a wooden construct. The creature lasts 
  for an hour or until destroyed. For a further 6 Power 
  Points she can make a construct a Wild Card.
  THE CASTLE KITCHENS
  THE CASTLE KITCHENS
  Usually this kitchen is a bustling hive of activ-
  ity, but the night’s events have left it deserted. The 
  corpse of one of the cooks lies badly burnt in the 
  still smoldering cooking pit. 
  Power Point Pool: 20
  Games Master: To reach the cairn stone a hero must 
  actually step into the smoldering pit. Doing so does d10 
  damage to anyone walking on the still red hot coals.
  Cairn Stone: The stone can be found in the center 
  of the ﬁ re pit. 
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Cooking Pit (2 PP): The Fair One can cause the 
  Fire Pit to burst into life directing a sheet of ﬂ ame in one 
  direction or the other. Treat this as the burst power.
  The Cooking Pit (6 PP): The Fair One can also make 
  it ﬂ are up in a large Burst Template, doing 3d6 damage 
  to all within it.
  Telekinesis (5 PP): The Fair One can use this power 
  to wield cooking utensils. The damage of these weapons 
  is Str+d4.
  THE CHAPEL 
  THE CHAPEL 
  The long tunnel ﬁ nally ends in an overhead ﬂ ag-
  stone must be lifted to allow access into the chapel. 
  The worship hall looks abandoned, and empty. Rows 
  of wooden pews face a stone podium hung with blue 
  cloth. Leaded glass windows high behind the podium 
  have been colored to depict the Virgin Mary.
  Power Point Pool: 20
  Cairn Stone: The cairn stone is part of the stone po-
  dium and is currently hidden by the blue cloth.
  Games Master: The walls, doors, and windows of the 
  chapel are reinforced by the Fair One’s will and there is 
  no earthly way of forcing them open or destroying them 
  before the Fair One is ﬁ nally destroyed. 
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Glass Construct (3 PP per Construct): 
  The Fair One can create vaguely humanoid constructs 
  from the leaded glass windows of the chapel. Doing so 
  only takes a small section of the glass from the windows 
  and leaves them mostly intact (see above). There is only 
  enough material to create 5 constructs and they cannot 
  be promoted to Wild Card status.
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden pews to cre-
  ate a wooden construct. The creature lasts for an hour 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  12
  12
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden benches and 
  tables to create a wooden construct. The creature lasts 
  for an hour or until destroyed. For a further 6 Power 
  Points she can make a construct a Wild Card.
  THE CASTLE KITCHENS
  THE CASTLE KITCHENS
  Usually this kitchen is a bustling hive of activ-
  ity, but the night’s events have left it deserted. The 
  corpse of one of the cooks lies badly burnt in the 
  still smoldering cooking pit. 
  Power Point Pool: 20
  Games Master: To reach the cairn stone a hero must 
  actually step into the smoldering pit. Doing so does d10 
  damage to anyone walking on the still red hot coals.
  Cairn Stone: The stone can be found in the center 
  of the ﬁ re pit. 
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Cooking Pit (2 PP): The Fair One can cause the 
  Fire Pit to burst into life directing a sheet of ﬂ ame in one 
  direction or the other. Treat this as the burst power.
  The Cooking Pit (6 PP): The Fair One can also make 
  it ﬂ are up in a large Burst Template, doing 3d6 damage 
  to all within it.
  Telekinesis (5 PP): The Fair One can use this power 
  to wield cooking utensils. The damage of these weapons 
  is Str+d4.
  THE CHAPEL 
  THE CHAPEL 
  The long tunnel ﬁ nally ends in an overhead ﬂ ag-
  stone must be lifted to allow access into the chapel. 
  The worship hall looks abandoned, and empty. Rows 
  of wooden pews face a stone podium hung with blue 
  cloth. Leaded glass windows high behind the podium 
  have been colored to depict the Virgin Mary.
  Power Point Pool: 20
  Cairn Stone: The cairn stone is part of the stone po-
  dium and is currently hidden by the blue cloth.
  Games Master: The walls, doors, and windows of the 
  chapel are reinforced by the Fair One’s will and there is 
  no earthly way of forcing them open or destroying them 
  before the Fair One is ﬁ nally destroyed. 
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Glass Construct (3 PP per Construct): 
  The Fair One can create vaguely humanoid constructs 
  from the leaded glass windows of the chapel. Doing so 
  only takes a small section of the glass from the windows 
  and leaves them mostly intact (see above). There is only 
  enough material to create 5 constructs and they cannot 
  be promoted to Wild Card status.
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden pews to cre-
  ate a wooden construct. The creature lasts for an hour 
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  13
  13
  or until destroyed. For a further 6 Power Points she can 
  make a construct a Wild Card.
  THE ENTRY HALL
  THE ENTRY HALL
  The castle gates are open, but the portcullis has 
  fallen—or been lowered—preventing exit. Some-
  thing has badly warped and twisted the open-
  ing mechanism rendering it useless. The chains, 
  which would normally raise the portcullis, have 
  been sundered and lie broken on the ﬂ oor.
  Power Point Pool: 20
  Cairn Stone: The Cairn stone is at the apex of the en-
  try arch over twenty feet from the ﬂ oor, out of easy reach.
  Games Master: The Portcullis is impossible to lift 
  without the pulley system, and even if it was not being re-
  inforced by the will of the Fair One would be impossible 
  to damage with the resources available to the heroes.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Chains (5 PP): Using Telekinesis the Fair One 
  can animate the broken chains of the opening mecha-
  nism to lash out at those who approach the portcullis 
  or the cairn stone. The chains are animated for 3 rounds 
  and attack with a Fighting die of d10, plus a Wild die. 
  Attacks ignore any Parry bonus from a shield and inﬂ ict 
  D10+d8 damage if they hit. There are two separate 
  chains, and the Fair One must spend 5 PP for each one 
  that she wants to animate.
  THE GUARDS QUARTERS
  THE GUARDS QUARTERS
  This where the six guards employed by the 
  Tolleshunts sleep. They have all been slaugh-
  tered—most of them before they even awoke. They 
  were slain by their own weapons.
  Power Point Pool: 20
  Games Master: Everything is at it appears here. The 
  Fair One animated the sleeping guards’ own weapons 
  and slew four of them in their sleep. Two managed to 
  fend off the attacks for a couple of minutes, but were 
  ultimately cut down. 
  Cairn Stone: None
  The Fair One’s tactics: The Fair one will animate weap-
  ons in this room and attack any of the survivors who enter.
  THE MALDON TOWER
  THE MALDON TOWER
  Until recently this tower was abandoned, but 
  Lord Tolleshunt ordered his servants to clean it 
  up in preparation for his forthcoming visitors. 
  Beds have been aired, the ﬁ re places set, and fresh 
  rushes have been laid down. Other than showing 
  signs of being left in a hurry the rooms appear to 
  be unremarkable.
  Power Point Pool: 0
  Games Master: Edmund—and horrifyingly—Bea-
  trice seemed to have the same room, and the same bed, 
  although the evidence suggests Beatrice elected to sleep 
  on the ﬂ oor at some point during the night.
  Guy and Thomas also shared a room, Guy took the bed 
  while Thomas slept at the foot of the bed in his traveling bed-
  roll. If anyone inspects Thomas’ pack they ﬁ nd it crammed 
  with cutlery and goblets stolen from the Tolleshunts.
  Brother Joseph has the ﬁ nal room to himself. He will 
  be dismayed to discover that all of his religious parapher-
  nalia that he did not take with him to the banquet hall 
  has either been smashed into kindling or torn asunder.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  THE SECRET TUNNEL
  THE SECRET TUNNEL
  Beyond the secret door steep, roughly hewn 
  stone steps descend so far you must be below the 
  earth. Eventually the stones end at an earthen 
  tunnel heading east. In your ﬂ ickering torchlight 
  you can see twisted and gnarled roots growing 
  through the roof of the tunnel.
  Power Point Pool: 0
  Games Master: The tunnel roof is only ﬁ ve feet high 
  causing any character who is Size 0 to deduct 1 from 
  his combat rolls. Characters who are Brawny or Obese 
  deduct 2 from their rolls.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Earth Construct (3 or 6 PP per con-
  struct): The Fair One can cause a construct of earth and 
  stone to rise up from the tunnels ﬂ oor. The creature lasts 
  for an hour or until destroyed.
  THE SERVANTS QUARTERS
  THE SERVANTS QUARTERS
  The Tolleshunt servants have suffered a terrible 
  fate. Soon after the castle awakened, their bed-
  clothes rose up and wrapped themselves around 
  the sleepers’ heads and smothered them in their 
  slumber. The bodies strewn across the room are 
  evidence that the servants did not die without a 
  struggle.
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  13
  13
  or until destroyed. For a further 6 Power Points she can 
  make a construct a Wild Card.
  THE ENTRY HALL
  THE ENTRY HALL
  The castle gates are open, but the portcullis has 
  fallen—or been lowered—preventing exit. Some-
  thing has badly warped and twisted the open-
  ing mechanism rendering it useless. The chains, 
  which would normally raise the portcullis, have 
  been sundered and lie broken on the ﬂ oor.
  Power Point Pool: 20
  Cairn Stone: The Cairn stone is at the apex of the en-
  try arch over twenty feet from the ﬂ oor, out of easy reach.
  Games Master: The Portcullis is impossible to lift 
  without the pulley system, and even if it was not being re-
  inforced by the will of the Fair One would be impossible 
  to damage with the resources available to the heroes.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  The Chains (5 PP): Using Telekinesis the Fair One 
  can animate the broken chains of the opening mecha-
  nism to lash out at those who approach the portcullis 
  or the cairn stone. The chains are animated for 3 rounds 
  and attack with a Fighting die of d10, plus a Wild die. 
  Attacks ignore any Parry bonus from a shield and inﬂ ict 
  D10+d8 damage if they hit. There are two separate 
  chains, and the Fair One must spend 5 PP for each one 
  that she wants to animate.
  THE GUARDS QUARTERS
  THE GUARDS QUARTERS
  This where the six guards employed by the 
  Tolleshunts sleep. They have all been slaugh-
  tered—most of them before they even awoke. They 
  were slain by their own weapons.
  Power Point Pool: 20
  Games Master: Everything is at it appears here. The 
  Fair One animated the sleeping guards’ own weapons 
  and slew four of them in their sleep. Two managed to 
  fend off the attacks for a couple of minutes, but were 
  ultimately cut down. 
  Cairn Stone: None
  The Fair One’s tactics: The Fair one will animate weap-
  ons in this room and attack any of the survivors who enter.
  THE MALDON TOWER
  THE MALDON TOWER
  Until recently this tower was abandoned, but 
  Lord Tolleshunt ordered his servants to clean it 
  up in preparation for his forthcoming visitors. 
  Beds have been aired, the ﬁ re places set, and fresh 
  rushes have been laid down. Other than showing 
  signs of being left in a hurry the rooms appear to 
  be unremarkable.
  Power Point Pool: 0
  Games Master: Edmund—and horrifyingly—Bea-
  trice seemed to have the same room, and the same bed, 
  although the evidence suggests Beatrice elected to sleep 
  on the ﬂ oor at some point during the night.
  Guy and Thomas also shared a room, Guy took the bed 
  while Thomas slept at the foot of the bed in his traveling bed-
  roll. If anyone inspects Thomas’ pack they ﬁ nd it crammed 
  with cutlery and goblets stolen from the Tolleshunts.
  Brother Joseph has the ﬁ nal room to himself. He will 
  be dismayed to discover that all of his religious parapher-
  nalia that he did not take with him to the banquet hall 
  has either been smashed into kindling or torn asunder.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  THE SECRET TUNNEL
  THE SECRET TUNNEL
  Beyond the secret door steep, roughly hewn 
  stone steps descend so far you must be below the 
  earth. Eventually the stones end at an earthen 
  tunnel heading east. In your ﬂ ickering torchlight 
  you can see twisted and gnarled roots growing 
  through the roof of the tunnel.
  Power Point Pool: 0
  Games Master: The tunnel roof is only ﬁ ve feet high 
  causing any character who is Size 0 to deduct 1 from 
  his combat rolls. Characters who are Brawny or Obese 
  deduct 2 from their rolls.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Earth Construct (3 or 6 PP per con-
  struct): The Fair One can cause a construct of earth and 
  stone to rise up from the tunnels ﬂ oor. The creature lasts 
  for an hour or until destroyed.
  THE SERVANTS QUARTERS
  THE SERVANTS QUARTERS
  The Tolleshunt servants have suffered a terrible 
  fate. Soon after the castle awakened, their bed-
  clothes rose up and wrapped themselves around 
  the sleepers’ heads and smothered them in their 
  slumber. The bodies strewn across the room are 
  evidence that the servants did not die without a 
  struggle.
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  14
  14
  Power Point Pool: 20
  Games Master: The terrible scenes in this chamber 
  tell all which needs to be said.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Sheet Construct (3 PP per construct): 
  The Fair One can animate the sheets with which she slew 
  the Tolleshunt’s servants. These constructs are extras. 
  There is enough material in the servants quarters for the 
  Fair One to animate as many constructs as she wishes—at 
  least until she runs out of Power Points. The creatures 
  last for an hour  or until destroyed.
  THE “TIPTREE” TOWER
  THE “TIPTREE” TOWER
  Until recently this tower was abandoned, but 
  Lord Tolleshunt ordered his servants to clean it 
  up in preparation for his forthcoming visitors. 
  Beds have been aired, the ﬁ re places set, and fresh 
  rushes have been laid down. Other than showing 
  signs of being left in a hurry the rooms appear to 
  be unremarkable.
  Power Point Pool: 0
  Games Master: Sir Peter Tiptree had one chamber 
  to himself, Harald and John shared another, and James 
  and Theodric were given the smallest of the chambers 
  to share. A successful Smarts (-2) roll allows a hero to 
  realize that although most of the bed covers were thrown 
  back in a panic—presumably when the scream woke 
  everyone—Harald and James’ beds were left in a more 
  secretive manner, as if they wished to not disturb their 
  room mate.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  THE “TOLLESHUNT” TOWER
  THE “TOLLESHUNT” TOWER
  This tower shows the signs of life that the other 
  towers lack. The walls are warmed from the frequent 
  ﬁ res, which burn in the tower’s ﬁ replaces While ban-
  ners have been hung to hide the bare stone, and the 
  whole tower has a sense of “occupation.”
  Two of the doors are wide open revealing the 
  room shared by Lord and Lady Tolleshunt, and 
  William Tolleshunt’s bedchamber. The third cham-
  ber door is shut and shows signs of not having 
  been opened for years.
  Power Point Pool: 20
  Games Master: The third chamber is the room that 
  Sir Simon shared with his previous wife. In deference to 
  his son, he had it closed up after he died and moved into 
  the third chamber. The old bedchamber is exactly as it 
  was on the day his wife died; everything is covered in a 
  thick layer of dust.
  A secret door can be found within the old bedchamber 
  with a successful Notice (-1) roll—although both Lady 
  Amelia and Sir Simon are aware of it. The door opens 
  when a certain stone is depressed in the wall next to 
  it. Beyond is a set of steep stairs that lead down to the 
  secret tunnel (see page 13).
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist the 
  attack as well—essentially catching the victim before he 
  can fall.
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden beds that the 
  Tolleshunts sleep in to create a wooden construct. There 
  are only 3 beds in the tower. The creature lasts for an 
  hour or until destroyed. For a further 6 Power Points she 
  can make a construct a Wild Card.
  THE UNSTABLE TOWER
  THE UNSTABLE TOWER
  This tower has been uninhabited for at least 
  a decade. The sloping of the ﬂ oor, and the poor 
  condition of the walls hints at some subsidence 
  that the Tolleshunts lack the coin to address. Ev-
  erything is covered in a thick dust apart from the 
  stairs, which clearly show the track of feet—some-
  one has climbed these stairs very recently. A trickle 
  of blood has run down the steps and is pooling at 
  the base of the stairs.
  Power Point Pool: 20 points
  Games Master: A successful Tracking roll will con-
  form that two people went up the stairs, but only one 
  came down. The blood spilled down the stairs after who-
  ever it was that left the tower. If William Tolleshunt is the 
  killer, a raise on the Tracking roll reveals that the person 
  who left the tower had abnormally small feet.
  The body of Harald lies halfway up the stairs, lying 
  across one of the cairn stones. The stone has absorbed the 
  blood, leaving the corpse dry and mummiﬁ ed. Seeing this 
  causes a Guts roll, failure causes a –1 to all trait rolls for 
  the next hour. Harald’s relatives suffer a –2 to this roll.
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  14
  14
  Power Point Pool: 20
  Games Master: The terrible scenes in this chamber 
  tell all which needs to be said.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Manifest Sheet Construct (3 PP per construct): 
  The Fair One can animate the sheets with which she slew 
  the Tolleshunt’s servants. These constructs are extras. 
  There is enough material in the servants quarters for the 
  Fair One to animate as many constructs as she wishes—at 
  least until she runs out of Power Points. The creatures 
  last for an hour  or until destroyed.
  THE “TIPTREE” TOWER
  THE “TIPTREE” TOWER
  Until recently this tower was abandoned, but 
  Lord Tolleshunt ordered his servants to clean it 
  up in preparation for his forthcoming visitors. 
  Beds have been aired, the ﬁ re places set, and fresh 
  rushes have been laid down. Other than showing 
  signs of being left in a hurry the rooms appear to 
  be unremarkable.
  Power Point Pool: 0
  Games Master: Sir Peter Tiptree had one chamber 
  to himself, Harald and John shared another, and James 
  and Theodric were given the smallest of the chambers 
  to share. A successful Smarts (-2) roll allows a hero to 
  realize that although most of the bed covers were thrown 
  back in a panic—presumably when the scream woke 
  everyone—Harald and James’ beds were left in a more 
  secretive manner, as if they wished to not disturb their 
  room mate.
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  THE “TOLLESHUNT” TOWER
  THE “TOLLESHUNT” TOWER
  This tower shows the signs of life that the other 
  towers lack. The walls are warmed from the frequent 
  ﬁ res, which burn in the tower’s ﬁ replaces While ban-
  ners have been hung to hide the bare stone, and the 
  whole tower has a sense of “occupation.”
  Two of the doors are wide open revealing the 
  room shared by Lord and Lady Tolleshunt, and 
  William Tolleshunt’s bedchamber. The third cham-
  ber door is shut and shows signs of not having 
  been opened for years.
  Power Point Pool: 20
  Games Master: The third chamber is the room that 
  Sir Simon shared with his previous wife. In deference to 
  his son, he had it closed up after he died and moved into 
  the third chamber. The old bedchamber is exactly as it 
  was on the day his wife died; everything is covered in a 
  thick layer of dust.
  A secret door can be found within the old bedchamber 
  with a successful Notice (-1) roll—although both Lady 
  Amelia and Sir Simon are aware of it. The door opens 
  when a certain stone is depressed in the wall next to 
  it. Beyond is a set of steep stairs that lead down to the 
  secret tunnel (see page 13).
  Cairn Stone: None
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist the 
  attack as well—essentially catching the victim before he 
  can fall.
  Manifest Wooden Construct (3 or 6 PP per con-
  struct): The Fair One can use the wooden beds that the 
  Tolleshunts sleep in to create a wooden construct. There 
  are only 3 beds in the tower. The creature lasts for an 
  hour or until destroyed. For a further 6 Power Points she 
  can make a construct a Wild Card.
  THE UNSTABLE TOWER
  THE UNSTABLE TOWER
  This tower has been uninhabited for at least 
  a decade. The sloping of the ﬂ oor, and the poor 
  condition of the walls hints at some subsidence 
  that the Tolleshunts lack the coin to address. Ev-
  erything is covered in a thick dust apart from the 
  stairs, which clearly show the track of feet—some-
  one has climbed these stairs very recently. A trickle 
  of blood has run down the steps and is pooling at 
  the base of the stairs.
  Power Point Pool: 20 points
  Games Master: A successful Tracking roll will con-
  form that two people went up the stairs, but only one 
  came down. The blood spilled down the stairs after who-
  ever it was that left the tower. If William Tolleshunt is the 
  killer, a raise on the Tracking roll reveals that the person 
  who left the tower had abnormally small feet.
  The body of Harald lies halfway up the stairs, lying 
  across one of the cairn stones. The stone has absorbed the 
  blood, leaving the corpse dry and mummiﬁ ed. Seeing this 
  causes a Guts roll, failure causes a –1 to all trait rolls for 
  the next hour. Harald’s relatives suffer a –2 to this roll.
  
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  15
  15
  The chambers of this tower have long been aban-
  doned and are deserted, and empty.
  Cairn Stone: The cairn stone is halfway up the tower, 
  and is part of the steps.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Stone Fall (1-6 PP): Loose stones fall onto the sur-
  vivors from further up the tower. Treat this as the bolt 
  power.
  Major Collapse (2-6 PP): The tower suffers a major 
  collapse sending a heavy shower of stones down onto 
  the survivors. Treat this as the blast power.
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  DEFEATING THE FAIR ONE
  DEFEATING THE FAIR ONE
  The Fair One can only be defeated by destroying 
  the ﬁ ve cairn stones that have incorporated into the 
  construction of Castle Fairstone.  The awakening of the 
  castle has transformed each of these stones into some-
  thing that appears to be a mass of leaves, sticks, and the 
  detritus normally found on a forest ﬂ oor. If a cold iron 
  sword is thrust into the stone, it is destroyed, collapsing 
  in on itself and disintegrating. However, doing so allows 
  the Fair One to manifest physically, forming from the de-
  stroyed cairn marker to wreak her revenge. Destroying 
  the manifestation causes it to blow apart into a whirl of 
  leaves, sticks and earth. This is then whisked away on an 
  unfelt wind deeper into the castle, faster than anyone 
  can follow it. 
  There is nothing stopping a hero from hacking into 
  the stones with a normal weapon. However, the vegeta-
  tion and earth re-grows in a few seconds regenerating 
  any damage done.
  Each time the heroes destroy one of the cairn stones,  
  the Fair One manifestation is slightly more powerful; ap-
  pearing as an Extra the ﬁ rst two times, then as a Wild 
  Card the third and fourth time. When the last cairn stone 
  is destroyed she manifests in her strongest form—one 
  able to wreak terrible magic as well as being physically 
  dangerous. When the last manifestation is destroyed the 
  Fair One is defeated forever—or at least forever as mea-
  sured by mortals.
  AFTERMATH
  AFTERMATH
  With the destruction of the ﬁ nal cairn stone—and the 
  subsequent defeat of the Fair One’s manifestation—the 
  castle starts to shake again as if gripped in the strongest 
  of earthquakes. The quaking shakes loose the portcul-
  lis, which falls with a terrible echoing clang, signaling 
  that the survivors can ﬁ nally escape the accursed Castle 
  Fairstone.
  No sooner do they escape the castle than it starts to 
  collapse in upon itself. Within minutes all that is left is 
  a ruin beneath a huge cloud of dust. . The Tolleshunts 
  are ﬁ nancially ruined, and if any of them died within its 
  walls, emotionally crippled as well.
  Whether the survivors have learnt anything from this 
  terrible experience depends on events within the castle. 
  Ideally, the Maldons and Tiptrees were able to put their 
  differences aside and come together to survive, allowing 
  them to forge links, which will beneﬁ t both themselves 
  and the kingdom. However, it is possible that revealed 
  secrets, jealousies, and plots have torn new wounds in 
  the relationship between the families—wounds that will 
  never heal.
  RUNNING CASTLE FAIRSTONE AS A 
  RUNNING CASTLE FAIRSTONE AS A 
  LIVE ACTION GAME
  LIVE ACTION GAME
  One option, which presents itself with the circum-
  stances of this scenario, is running it as a live action 
  game—especially if you make it part of a dinner 
  party. Different rooms in your house can be used to 
  represent different areas of the castle. 
  Each player takes the role of one of the delegation 
  members, with their own foibles and personality 
  quirks. The following changes are suggested to en-
  hance the life role-playing experience:
  • The Game Master takes the role of Simon Tolles-
  hunt.
  • The identity of the murderer should be decided 
  before hand, and the culprit informed as to his 
  guilt.
  • Remove the supernatural elements of the game; 
  things should progress just ﬁ ne with the com-
  peting personalities and goals of the characters.
  • Remove the Amelia Tolleshunt character as her 
  purpose in the game has been negated with the 
  removal of the supernatural elements.
  • Increase the age of William Tolleshunt to one 
  that a player will feel comfortable with.
  • Brother Joseph’s character needs to be tweaked 
  in order to make him more interesting to play. It 
  maybe that he has a particular axe to grind with 
  Guy, possibly having witnessed the knight com-
  mit heretical crimes in the Holy Land and wants 
  to bring him to justice.
  One aspect of running the adventure as a Live Ac-
  tion game that needs careful thought is how the GM 
  will conduct combat during the game. We suggest 
  that you revert to the Savage Worlds rules in order 
  to prevent anyone getting physically hurt. However, 
  if the players are experienced live action role-play-
  ers, and have access to the right equipment then 
  you might want to stage mock combats. We cannot 
  stress enough how important it is that you ensure 
  the safety of all involved.
  CASTLE FAIRSTONE
  CASTLE FAIRSTONE
  15
  15
  The chambers of this tower have long been aban-
  doned and are deserted, and empty.
  Cairn Stone: The cairn stone is halfway up the tower, 
  and is part of the steps.
  The Fair One’s tactics: As well as the standard pow-
  ers listed on page 10, the Fair One also has the following 
  options available to her:
  Stone Fall (1-6 PP): Loose stones fall onto the sur-
  vivors from further up the tower. Treat this as the bolt 
  power.
  Major Collapse (2-6 PP): The tower suffers a major 
  collapse sending a heavy shower of stones down onto 
  the survivors. Treat this as the blast power.
  Push (5 PP): The Fair One attempts to push one of 
  the survivors down the stairs. The victim resists using his 
  Agility; if successful the fall causes 2d6 damage (3d6 on 
  a raise) as the victim tumbles down the stairs. Anyone 
  who has held his action and is close enough to reach the 
  tumbling victim can attempt to use his Agility to resist 
  the attack as well—essentially catching the victim before 
  he can fall.
  DEFEATING THE FAIR ONE
  DEFEATING THE FAIR ONE
  The Fair One can only be defeated by destroying 
  the ﬁ ve cairn stones that have incorporated into the 
  construction of Castle Fairstone.  The awakening of the 
  castle has transformed each of these stones into some-
  thing that appears to be a mass of leaves, sticks, and the 
  detritus normally found on a forest ﬂ oor. If a cold iron 
  sword is thrust into the stone, it is destroyed, collapsing 
  in on itself and disintegrating. However, doing so allows 
  the Fair One to manifest physically, forming from the de-
  stroyed cairn marker to wreak her revenge. Destroying 
  the manifestation causes it to blow apart into a whirl of 
  leaves, sticks and earth. This is then whisked away on an 
  unfelt wind deeper into the castle, faster than anyone 
  can follow it. 
  There is nothing stopping a hero from hacking into 
  the stones with a normal weapon. However, the vegeta-
  tion and earth re-grows in a few seconds regenerating 
  any damage done.
  Each time the heroes destroy one of the cairn stones,  
  the Fair One manifestation is slightly more powerful; ap-
  pearing as an Extra the ﬁ rst two times, then as a Wild 
  Card the third and fourth time. When the last cairn stone 
  is destroyed she manifests in her strongest form—one 
  able to wreak terrible magic as well as being physically 
  dangerous. When the last manifestation is destroyed the 
  Fair One is defeated forever—or at least forever as mea-
  sured by mortals.
  AFTERMATH
  AFTERMATH
  With the destruction of the ﬁ nal cairn stone—and the 
  subsequent defeat of the Fair One’s manifestation—the 
  castle starts to shake again as if gripped in the strongest 
  of earthquakes. The quaking shakes loose the portcul-
  lis, which falls with a terrible echoing clang, signaling 
  that the survivors can ﬁ nally escape the accursed Castle 
  Fairstone.
  No sooner do they escape the castle than it starts to 
  collapse in upon itself. Within minutes all that is left is 
  a ruin beneath a huge cloud of dust. . The Tolleshunts 
  are ﬁ nancially ruined, and if any of them died within its 
  walls, emotionally crippled as well.
  Whether the survivors have learnt anything from this 
  terrible experience depends on events within the castle. 
  Ideally, the Maldons and Tiptrees were able to put their 
  differences aside and come together to survive, allowing 
  them to forge links, which will beneﬁ t both themselves 
  and the kingdom. However, it is possible that revealed 
  secrets, jealousies, and plots have torn new wounds in 
  the relationship between the families—wounds that will 
  never heal.
  RUNNING CASTLE FAIRSTONE AS A 
  RUNNING CASTLE FAIRSTONE AS A 
  LIVE ACTION GAME
  LIVE ACTION GAME
  One option, which presents itself with the circum-
  stances of this scenario, is running it as a live action 
  game—especially if you make it part of a dinner 
  party. Different rooms in your house can be used to 
  represent different areas of the castle. 
  Each player takes the role of one of the delegation 
  members, with their own foibles and personality 
  quirks. The following changes are suggested to en-
  hance the life role-playing experience:
  • The Game Master takes the role of Simon Tolles-
  hunt.
  • The identity of the murderer should be decided 
  before hand, and the culprit informed as to his 
  guilt.
  • Remove the supernatural elements of the game; 
  things should progress just ﬁ ne with the com-
  peting personalities and goals of the characters.
  • Remove the Amelia Tolleshunt character as her 
  purpose in the game has been negated with the 
  removal of the supernatural elements.
  • Increase the age of William Tolleshunt to one 
  that a player will feel comfortable with.
  • Brother Joseph’s character needs to be tweaked 
  in order to make him more interesting to play. It 
  maybe that he has a particular axe to grind with 
  Guy, possibly having witnessed the knight com-
  mit heretical crimes in the Holy Land and wants 
  to bring him to justice.
  One aspect of running the adventure as a Live Ac-
  tion game that needs careful thought is how the GM 
  will conduct combat during the game. We suggest 
  that you revert to the Savage Worlds rules in order 
  to prevent anyone getting physically hurt. However, 
  if the players are experienced live action role-play-
  ers, and have access to the right equipment then 
  you might want to stage mock combats. We cannot 
  stress enough how important it is that you ensure 
  the safety of all involved.
  
  16
  16
  This adventure takes place in England sometime dur-
  ing the Middle Ages. This is an England haunted by gi-
  ants, faeries, and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our web-
  site at www.tripleacegames.com Regardless of how many 
  players you have, one of them must play the knight. 
  Everyone else will play a member of his entourage. They 
  are not common servants, but his trusted friends and 
  conﬁ dants. All characters have 30 experience points.
  If you intend to play in this adventure, you should stop 
  reading now. Advanced knowledge of the scenario will 
  only spoil your enjoyment of the game. The GM should 
  read the entire adventure twice before play begins. 
  Knowing its basic ﬂ ow and details in advance will greatly 
  speed up play and make the game run smoother.
  In the rural wilds of Somerset stands Creech Hill, an 
  imposing, wooded mound, off the beaten track and un-
  remarkable from a distance. The villagers in the nearby 
  market town of Bruton (brew-tun) though, speak of a 
  dark, horned ﬁ gure that haunts the hill at night. Some 
  whisper that it is a faerie, a malevolent spirit placed there 
  by the ancient druids to guard a hidden treasure.
  Such tales are not uncommon in settlements near old 
  ruins. How such talk began is lost to the mists of time, 
  but invariably the stories come with a curse or monster 
  which provides a good reason why no one has ever un-
  covered any riches.
  The story deals with the sudden mental breakdown of 
  a lord who rode out to a nearby hill to capture a group 
  of bandits and the sudden disappearance of the knights 
  who accompanied him. An ancient and malevolent faerie 
  guardian stands sentinel over the hill and still performs 
  its appointed task after nearly six hundred years.
  The adventure takes place in eastern Somerset and it 
  is assumed at the beginning of the tale that the heroes 
  have friends there.
  Note that curing Sir Stephen of his madness is not 
  the main goal of this adventure—the heroes can achieve 
  victory by defeating a group of bandits preying on the 
  region. Trying to cure the illness that affects the Lord of 
  Bruton could involve many trips to Creech Hill.
  A LADY’S REQUEST
  A LADY’S REQUEST
  Sir David and his entourage are sheltering from a 
  storm in the manor of Sir William, a fellow nobleman 
  whose manor is in the southern part of the county of 
  Somerset. In accordance with the laws of hospitality, Sir 
  William has given the group food and accommodation 
  for the night. As the adventure begins, the heroes are 
  seated around the lord’s table, tucking into frothy beer 
  and dishes of hot meat and bread.
  A loud banging on the front door interrupts the 
  meal. Sir William’s steward, Henry, goes to answer it. 
  From where the characters are gathered in the great hall 
  they can hear approaching footsteps and the steward 
  say, “You’d better come in and speak to the lord about 
  this.”
  A few moments later, Henry enters the great hall, 
  apologizes for disturbing the meal, and introduces the 
  constable of Bruton, Glyn the Stout. The constable is a 
  large man, and at well over six feet in height is tall for 
  people of this age. His weathered face sports a neatly 
  trimmed beard, and deep-set steel-blue eyes peer out 
  from under his long hair. He is dressed in dirty leather 
  armor, is visibly out of breath, and soaked to the skin. 
  He carries no weapon, having left his spear at the front 
  door.
  The constable of Bruton bows politely, steadies him-
  self mentally, and then begins to speak to the assembled 
  heroes.
  “My lords, I beg your pardon for disturbing you 
  at so late an hour,” he begins whilst still gasping 
  for breath. “I apologize if my speech is ﬂ ustered, 
  but I have ridden hard, without stopping for nei-
  ther food nor sleep, from the town of Bruton for I 
  know that the news I bring will be of most import 
  THE MADNESS
  THE MADNESS
  OF SIR STEPHEN
  OF SIR STEPHEN
  16
  16
  This adventure takes place in England sometime dur-
  ing the Middle Ages. This is an England haunted by gi-
  ants, faeries, and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our web-
  site at www.tripleacegames.com Regardless of how many 
  players you have, one of them must play the knight. 
  Everyone else will play a member of his entourage. They 
  are not common servants, but his trusted friends and 
  conﬁ dants. All characters have 30 experience points.
  If you intend to play in this adventure, you should stop 
  reading now. Advanced knowledge of the scenario will 
  only spoil your enjoyment of the game. The GM should 
  read the entire adventure twice before play begins. 
  Knowing its basic ﬂ ow and details in advance will greatly 
  speed up play and make the game run smoother.
  In the rural wilds of Somerset stands Creech Hill, an 
  imposing, wooded mound, off the beaten track and un-
  remarkable from a distance. The villagers in the nearby 
  market town of Bruton (brew-tun) though, speak of a 
  dark, horned ﬁ gure that haunts the hill at night. Some 
  whisper that it is a faerie, a malevolent spirit placed there 
  by the ancient druids to guard a hidden treasure.
  Such tales are not uncommon in settlements near old 
  ruins. How such talk began is lost to the mists of time, 
  but invariably the stories come with a curse or monster 
  which provides a good reason why no one has ever un-
  covered any riches.
  The story deals with the sudden mental breakdown of 
  a lord who rode out to a nearby hill to capture a group 
  of bandits and the sudden disappearance of the knights 
  who accompanied him. An ancient and malevolent faerie 
  guardian stands sentinel over the hill and still performs 
  its appointed task after nearly six hundred years.
  The adventure takes place in eastern Somerset and it 
  is assumed at the beginning of the tale that the heroes 
  have friends there.
  Note that curing Sir Stephen of his madness is not 
  the main goal of this adventure—the heroes can achieve 
  victory by defeating a group of bandits preying on the 
  region. Trying to cure the illness that affects the Lord of 
  Bruton could involve many trips to Creech Hill.
  A LADY’S REQUEST
  A LADY’S REQUEST
  Sir David and his entourage are sheltering from a 
  storm in the manor of Sir William, a fellow nobleman 
  whose manor is in the southern part of the county of 
  Somerset. In accordance with the laws of hospitality, Sir 
  William has given the group food and accommodation 
  for the night. As the adventure begins, the heroes are 
  seated around the lord’s table, tucking into frothy beer 
  and dishes of hot meat and bread.
  A loud banging on the front door interrupts the 
  meal. Sir William’s steward, Henry, goes to answer it. 
  From where the characters are gathered in the great hall 
  they can hear approaching footsteps and the steward 
  say, “You’d better come in and speak to the lord about 
  this.”
  A few moments later, Henry enters the great hall, 
  apologizes for disturbing the meal, and introduces the 
  constable of Bruton, Glyn the Stout. The constable is a 
  large man, and at well over six feet in height is tall for 
  people of this age. His weathered face sports a neatly 
  trimmed beard, and deep-set steel-blue eyes peer out 
  from under his long hair. He is dressed in dirty leather 
  armor, is visibly out of breath, and soaked to the skin. 
  He carries no weapon, having left his spear at the front 
  door.
  The constable of Bruton bows politely, steadies him-
  self mentally, and then begins to speak to the assembled 
  heroes.
  “My lords, I beg your pardon for disturbing you 
  at so late an hour,” he begins whilst still gasping 
  for breath. “I apologize if my speech is ﬂ ustered, 
  but I have ridden hard, without stopping for nei-
  ther food nor sleep, from the town of Bruton for I 
  know that the news I bring will be of most import 
  THE MADNESS
  THE MADNESS
  OF SIR STEPHEN
  OF SIR STEPHEN
  
  17
  17
  to your ears. My lord’s wife, the fair Lady Rowena, 
  did send me with news and an urgent request.
  Bandits have been plaguing the road just out-
  side of Bruton and my lord, Sir Stephen of Bruton, 
  believed them to be camped out on a hill just 
  above the town. He rode forth ﬁ ve days ago with 
  his three knights to bring the bandits to justice. 
  Nothing was seen of them for two days, until a 
  farmer came to my house with a most worried 
  look upon his face and urged me to follow him 
  quickly.
  When we got to the spot where the farmer has 
  been digging his crops I saw poor Sir Stephen lying 
  there in the ﬁ lth and muck, laughing like a mad-
  man. His armor was all dirty, but I could see that he 
  wasn’t wounded at all. He had lost his sword and 
  shield, and I could see no sign of his horse. There 
  was no sign of the other knights or their horses, ei-
  ther. We took Sir Stephen back to his manor house 
  and called for the village priest, Father Justin, to 
  come and tend to him. My mistress then charged 
  me to travel here and bring you this news.
  Begging your lords’ pardon for speaking so 
  foolishly, but there is an old legend amongst the 
  farmers who live near the hill that an evil mon-
  ster dwells on the top. Lord Stephen, being a good 
  Christian man, never paid it much attention. 
  Some say that the same night Sir Stephen left the 
  manor, the beast was seen performing its strange 
  dance atop the hill.
  The Lady Rowena beseeches you sirs in the 
  name of merciful God, please come and aid us 
  in ﬁ nding out what happened to my master, and 
  what has become of his knights.”
  The characters may know something of Sir Stephen. 
  Have them make Knowledge (Heraldry) rolls. With a suc-
  cess, they know that Sir Stephen is a favorite of the king. 
  Whilst not exceptionally wealthy he maintains a modest 
  manor and has three knights in his permanent service, 
  each with their own manor on Sir Stephen’s lands. A 
  raise reveals that Sir Stephen is a generous man, treats 
  his peasants fairly, and rules his lands wisely. He has a 
  daughter, but no male heirs.
  Aiding him could certainly do no harm to the knights’ 
  reputations. A critical failure causes them to believe Sir 
  Stephen once fought against the king, and swears only 
  lip service to the crown.
  The town of Bruton is two days easy ride from the 
  adventurers’ current location. Glyn the Stout asks to 
  travel back with the knights, to guide them as much as 
  secure protection from bandits and wild beasts. The hill 
  the constable is referring to is known locally as Creech 
  Hill (from the Celtic crigh, meaning hill) and it is indeed 
  haunted.
  WHAT HAPPENED TO SIR STEPHEN?
  WHAT HAPPENED TO SIR STEPHEN?
  Sir Stephen and his three knights left his manor house 
  late in the afternoon, planning to surprise the bandits 
  when they returned to their camp after a day’s villainy. 
  However, the bandit camp was not on the hill as Sir Ste-
  phen had presumed.
  Seeing the remains of the old temple that stands on 
  the summit of Creech Hill, Sir Stephen decided that whilst 
  he and his men were there they would explore the place 
  anyway. Chances were, he reasoned, the bandits might 
  have been here recently and left signs of their camp.
  As night began to fall, having found nothing of inter-
  est, the knights were preparing to leave for the comfort 
  of their manor when the guardian of the hill appeared 
  and attacked the group. Driven insane by the faerie 
  beast, Sir Stephen ran off into the night, dropping his 
  weapons and leaving his horse behind. The other knights 
  managed to ﬂ ee from the creature with their wits barely 
  intact, but were ambushed by the bandits on their way 
  back to Bruton. In their panicked state the knights were 
  easily dispatched.
  Sir Stephen, by now a gibbering wreck, wandered aim-
  lessly around the edge of the hill for a day and a night before 
  collapsing in the farmer’s ﬁ eld where he was later found.
  SIR STEPHEN’S MANOR
  SIR STEPHEN’S MANOR
  On arriving at the manor house the characters are met 
  by Maurice, Sir Stephen’s senior squire. He greets them, 
  has their horses led to the stables, and welcomes them 
  inside for food. He does not yet know who the knights 
  are or why they are at the manor, but he is following 
  standard custom by offering the group hospitality. He 
  is polite but is a little reserved with his information. A 
  successful Notice roll reveals the squire does not trust 
  the party.
  Only when he is told that the group is at the manor 
  in answer to the request for aid given to the constable by 
  Lady Rowena does he relax and speak more freely.
  As he takes your traveling cloaks he says, “I 
  shall inform my mistress of your arrival whilst 
  you dine. I am sure that she will be with you 
  shortly. Unfortunately,” he adds, “my lord is still 
  bed-ridden and cannot come down to welcome 
  you personally, although I am sure that in his 
  heart he thanks you.”
  If the characters wish, hot water, and clean clothes 
  can be made available for them.
  CONDUCTING INTERVIEWS
  CONDUCTING INTERVIEWS
  LADY ROWENA
  LADY ROWENA
  Sir Stephen’s wife, the attractive Lady Rowena, is in-
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  17
  17
  to your ears. My lord’s wife, the fair Lady Rowena, 
  did send me with news and an urgent request.
  Bandits have been plaguing the road just out-
  side of Bruton and my lord, Sir Stephen of Bruton, 
  believed them to be camped out on a hill just 
  above the town. He rode forth ﬁ ve days ago with 
  his three knights to bring the bandits to justice. 
  Nothing was seen of them for two days, until a 
  farmer came to my house with a most worried 
  look upon his face and urged me to follow him 
  quickly.
  When we got to the spot where the farmer has 
  been digging his crops I saw poor Sir Stephen lying 
  there in the ﬁ lth and muck, laughing like a mad-
  man. His armor was all dirty, but I could see that he 
  wasn’t wounded at all. He had lost his sword and 
  shield, and I could see no sign of his horse. There 
  was no sign of the other knights or their horses, ei-
  ther. We took Sir Stephen back to his manor house 
  and called for the village priest, Father Justin, to 
  come and tend to him. My mistress then charged 
  me to travel here and bring you this news.
  Begging your lords’ pardon for speaking so 
  foolishly, but there is an old legend amongst the 
  farmers who live near the hill that an evil mon-
  ster dwells on the top. Lord Stephen, being a good 
  Christian man, never paid it much attention. 
  Some say that the same night Sir Stephen left the 
  manor, the beast was seen performing its strange 
  dance atop the hill.
  The Lady Rowena beseeches you sirs in the 
  name of merciful God, please come and aid us 
  in ﬁ nding out what happened to my master, and 
  what has become of his knights.”
  The characters may know something of Sir Stephen. 
  Have them make Knowledge (Heraldry) rolls. With a suc-
  cess, they know that Sir Stephen is a favorite of the king. 
  Whilst not exceptionally wealthy he maintains a modest 
  manor and has three knights in his permanent service, 
  each with their own manor on Sir Stephen’s lands. A 
  raise reveals that Sir Stephen is a generous man, treats 
  his peasants fairly, and rules his lands wisely. He has a 
  daughter, but no male heirs.
  Aiding him could certainly do no harm to the knights’ 
  reputations. A critical failure causes them to believe Sir 
  Stephen once fought against the king, and swears only 
  lip service to the crown.
  The town of Bruton is two days easy ride from the 
  adventurers’ current location. Glyn the Stout asks to 
  travel back with the knights, to guide them as much as 
  secure protection from bandits and wild beasts. The hill 
  the constable is referring to is known locally as Creech 
  Hill (from the Celtic crigh, meaning hill) and it is indeed 
  haunted.
  WHAT HAPPENED TO SIR STEPHEN?
  WHAT HAPPENED TO SIR STEPHEN?
  Sir Stephen and his three knights left his manor house 
  late in the afternoon, planning to surprise the bandits 
  when they returned to their camp after a day’s villainy. 
  However, the bandit camp was not on the hill as Sir Ste-
  phen had presumed.
  Seeing the remains of the old temple that stands on 
  the summit of Creech Hill, Sir Stephen decided that whilst 
  he and his men were there they would explore the place 
  anyway. Chances were, he reasoned, the bandits might 
  have been here recently and left signs of their camp.
  As night began to fall, having found nothing of inter-
  est, the knights were preparing to leave for the comfort 
  of their manor when the guardian of the hill appeared 
  and attacked the group. Driven insane by the faerie 
  beast, Sir Stephen ran off into the night, dropping his 
  weapons and leaving his horse behind. The other knights 
  managed to ﬂ ee from the creature with their wits barely 
  intact, but were ambushed by the bandits on their way 
  back to Bruton. In their panicked state the knights were 
  easily dispatched.
  Sir Stephen, by now a gibbering wreck, wandered aim-
  lessly around the edge of the hill for a day and a night before 
  collapsing in the farmer’s ﬁ eld where he was later found.
  SIR STEPHEN’S MANOR
  SIR STEPHEN’S MANOR
  On arriving at the manor house the characters are met 
  by Maurice, Sir Stephen’s senior squire. He greets them, 
  has their horses led to the stables, and welcomes them 
  inside for food. He does not yet know who the knights 
  are or why they are at the manor, but he is following 
  standard custom by offering the group hospitality. He 
  is polite but is a little reserved with his information. A 
  successful Notice roll reveals the squire does not trust 
  the party.
  Only when he is told that the group is at the manor 
  in answer to the request for aid given to the constable by 
  Lady Rowena does he relax and speak more freely.
  As he takes your traveling cloaks he says, “I 
  shall inform my mistress of your arrival whilst 
  you dine. I am sure that she will be with you 
  shortly. Unfortunately,” he adds, “my lord is still 
  bed-ridden and cannot come down to welcome 
  you personally, although I am sure that in his 
  heart he thanks you.”
  If the characters wish, hot water, and clean clothes 
  can be made available for them.
  CONDUCTING INTERVIEWS
  CONDUCTING INTERVIEWS
  LADY ROWENA
  LADY ROWENA
  Sir Stephen’s wife, the attractive Lady Rowena, is in-
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  18
  18
  formed of the party’s arrival by Maurice. Lady Rowena 
  is a tall, slender woman whose clothing accentuates her 
  perfect ﬁ gure. Her brown hair is kept neatly up in a bun. 
  As a young woman she had many suitors and enjoyed 
  ﬂ irting with attractive young knights, but now she is de-
  voted to her family. She greets the knights in the great 
  hall whilst they dine. 
  “Brave men, I thank you most kindly for of-
  fering your services so quickly. It is reassuring to 
  know that in moments of need there are those who 
  would so speedily aid a lady in distress. As you are 
  no doubt aware, my husband suffers from an un-
  known malady and his knights have disappeared. 
  You are most welcome to stay at the manor 
  house whilst you make your enquiries into hus-
  band’s sudden ill health and the disappearance 
  of our loyal retainers. I insist that during this 
  time you eat at the lord’s table, which, alas, is 
  deserted except for myself.”
  Lady Rowena has no idea what happened to her hus-
  band whilst he was hunting the bandits. If questioned 
  she merely answers, “When my husband left here with 
  his knights he was in good spirits and anticipated being 
  home before nightfall.”
  If the heroes know of Lady Rowena's daughter and 
  mention her in conversation, Lady Rowena is immediate-
  ly put her on her guard. She begins to doubt the veracity 
  of the heroes’ claims to be here to aid her husband. After 
  all, there is no reason for the characters to bring her 
  daughter into a conversation, especially since they are 
  strangers to Bruton and the girl is not around.
  Inquiring characters are informed icily that her 
  daughter is currently at Sarum (modern Salisbury). Wiser 
  knights ﬁ nd out information about the young lady by 
  more subtle questioning of the manor staff. Have them 
  make a Streetwise roll. With success, they learn Lady 
  Rowena's daughter, Madeline, is ﬁ fteen years old (legally 
  old enough to marry in this era) and not yet betrothed. 
  On a raise, they learn that Lady Rowena is extremely pro-
  tective of her only daughter.
  SIR STEPHEN
  SIR STEPHEN
  Sir Stephen currently rests in his bed and is still in-
  sane. He continually speaks of the “dark one” and the 
  “horned beast.” His personal servants believe that he is 
  possessed by spirits. During his mad ramblings he laughs 
  continuously, shouts at the top of his lungs, and is fre-
  quently seized by ﬁ ts. He is of no use to the knights if 
  they attempt to ask him questions about his ordeal. A 
  successful Knowledge (Religion) roll reveals Sir Stephen 
  may be mad, but he is not possessed.
  FATHER JUSTIN
  FATHER JUSTIN
  The local priest, Father Justin, has taken it upon 
  himself to tend Sir Stephen around the clock and can 
  be found at his bedside at almost every hour of the day. 
  What little sleep he grabs is at Sir Stephen’s bedside and 
  meals are taken up to him. Only trips to the latrine cause 
  him to leave Sir Stephen’s side for any length of time. 
  Father Justin is a little overweight and has the tell-tale 
  bags under his eyes that go with a lack of sleep.
  If questioned about Sir Stephen’s health he emphati-
  cally tells the knights that “poor Sir Stephen is possessed 
  by the Devil himself!” If asked about the legend of the 
  creature on Creech Hill he dismisses it as “peasant su-
  perstition and too much strong drink.” 
  A successful Notice roll reveals that Father Justin is 
  far less dismissive of the legend than he lets on. On a 
  raise, it’s obvious to the hero the priest is truly fearful of 
  whatever lives on the hill.
  No matter how hard he is questioned Father Justin 
  does not venture any other opinion about Creech Hill or 
  its supposed inhabitant. Under no circumstances can he 
  be persuaded to leave Sir Stephen’s side.
  THE VILLAGERS
  THE VILLAGERS
  The knights might wish to approach the inhabitants 
  of Bruton to discover more tales about Creech Hill. It is 
  not common practice for a knight to question peasants 
  in matters such as this, though the low-ranking members 
  of his entourage can do so without staining their honor. 
  Most of the town’s peasantry know of the hill, but no one 
  has been up there in years.
  With a knight in the party, the heroes are treated 
  very well by the peasants. The locals are extremely 
  courteous and give the group no reason to be of-
  fended with them. The locals are mainly farmers and 
  herdsmen. Heroes who question the peasants about 
  legends concerning the hill can roll Streetwise. A fail-
  ure simply reveals the hill is inhabited by a monster, a 
  common enough fact.
  With a success, the heroes will learn from several peas-
  ants that most people in Bruton  know (through word of 
  mouth) that a horned beast of inky darkness lives on the 
  hill. They are also told about a ruined Roman temple, be-
  neath which lies Celtic treasure. The monster was placed 
  there as a guardian, and performs its duties well.
  Should they score a raise, one of the peasants asks to 
  speak to the heroes in private, away from prying eyes. 
  However, he refuses to speak in front of a priest, monk, 
  or other holy man. If they agree, he tells them a strange 
  tale of blood and water.
  “Up atop Creech Hill is an old ruin, a holy site 
  to the old ways as we had before Christ’s worship 
  came to these isles. There’s an old legend, almost 
  forgotten now, that once a year a statue in the 
  temple drips blood and once a year it cries water. 
  My dad God rest his soul, once told me that when 
  he was a lad the farmers would go up there on 
  these special days and collect the blood and wa-
  ter. They’d mix it and sprinkle it on the ﬁ elds to 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  18
  18
  formed of the party’s arrival by Maurice. Lady Rowena 
  is a tall, slender woman whose clothing accentuates her 
  perfect ﬁ gure. Her brown hair is kept neatly up in a bun. 
  As a young woman she had many suitors and enjoyed 
  ﬂ irting with attractive young knights, but now she is de-
  voted to her family. She greets the knights in the great 
  hall whilst they dine. 
  “Brave men, I thank you most kindly for of-
  fering your services so quickly. It is reassuring to 
  know that in moments of need there are those who 
  would so speedily aid a lady in distress. As you are 
  no doubt aware, my husband suffers from an un-
  known malady and his knights have disappeared. 
  You are most welcome to stay at the manor 
  house whilst you make your enquiries into hus-
  band’s sudden ill health and the disappearance 
  of our loyal retainers. I insist that during this 
  time you eat at the lord’s table, which, alas, is 
  deserted except for myself.”
  Lady Rowena has no idea what happened to her hus-
  band whilst he was hunting the bandits. If questioned 
  she merely answers, “When my husband left here with 
  his knights he was in good spirits and anticipated being 
  home before nightfall.”
  If the heroes know of Lady Rowena's daughter and 
  mention her in conversation, Lady Rowena is immediate-
  ly put her on her guard. She begins to doubt the veracity 
  of the heroes’ claims to be here to aid her husband. After 
  all, there is no reason for the characters to bring her 
  daughter into a conversation, especially since they are 
  strangers to Bruton and the girl is not around.
  Inquiring characters are informed icily that her 
  daughter is currently at Sarum (modern Salisbury). Wiser 
  knights ﬁ nd out information about the young lady by 
  more subtle questioning of the manor staff. Have them 
  make a Streetwise roll. With success, they learn Lady 
  Rowena's daughter, Madeline, is ﬁ fteen years old (legally 
  old enough to marry in this era) and not yet betrothed. 
  On a raise, they learn that Lady Rowena is extremely pro-
  tective of her only daughter.
  SIR STEPHEN
  SIR STEPHEN
  Sir Stephen currently rests in his bed and is still in-
  sane. He continually speaks of the “dark one” and the 
  “horned beast.” His personal servants believe that he is 
  possessed by spirits. During his mad ramblings he laughs 
  continuously, shouts at the top of his lungs, and is fre-
  quently seized by ﬁ ts. He is of no use to the knights if 
  they attempt to ask him questions about his ordeal. A 
  successful Knowledge (Religion) roll reveals Sir Stephen 
  may be mad, but he is not possessed.
  FATHER JUSTIN
  FATHER JUSTIN
  The local priest, Father Justin, has taken it upon 
  himself to tend Sir Stephen around the clock and can 
  be found at his bedside at almost every hour of the day. 
  What little sleep he grabs is at Sir Stephen’s bedside and 
  meals are taken up to him. Only trips to the latrine cause 
  him to leave Sir Stephen’s side for any length of time. 
  Father Justin is a little overweight and has the tell-tale 
  bags under his eyes that go with a lack of sleep.
  If questioned about Sir Stephen’s health he emphati-
  cally tells the knights that “poor Sir Stephen is possessed 
  by the Devil himself!” If asked about the legend of the 
  creature on Creech Hill he dismisses it as “peasant su-
  perstition and too much strong drink.” 
  A successful Notice roll reveals that Father Justin is 
  far less dismissive of the legend than he lets on. On a 
  raise, it’s obvious to the hero the priest is truly fearful of 
  whatever lives on the hill.
  No matter how hard he is questioned Father Justin 
  does not venture any other opinion about Creech Hill or 
  its supposed inhabitant. Under no circumstances can he 
  be persuaded to leave Sir Stephen’s side.
  THE VILLAGERS
  THE VILLAGERS
  The knights might wish to approach the inhabitants 
  of Bruton to discover more tales about Creech Hill. It is 
  not common practice for a knight to question peasants 
  in matters such as this, though the low-ranking members 
  of his entourage can do so without staining their honor. 
  Most of the town’s peasantry know of the hill, but no one 
  has been up there in years.
  With a knight in the party, the heroes are treated 
  very well by the peasants. The locals are extremely 
  courteous and give the group no reason to be of-
  fended with them. The locals are mainly farmers and 
  herdsmen. Heroes who question the peasants about 
  legends concerning the hill can roll Streetwise. A fail-
  ure simply reveals the hill is inhabited by a monster, a 
  common enough fact.
  With a success, the heroes will learn from several peas-
  ants that most people in Bruton  know (through word of 
  mouth) that a horned beast of inky darkness lives on the 
  hill. They are also told about a ruined Roman temple, be-
  neath which lies Celtic treasure. The monster was placed 
  there as a guardian, and performs its duties well.
  Should they score a raise, one of the peasants asks to 
  speak to the heroes in private, away from prying eyes. 
  However, he refuses to speak in front of a priest, monk, 
  or other holy man. If they agree, he tells them a strange 
  tale of blood and water.
  “Up atop Creech Hill is an old ruin, a holy site 
  to the old ways as we had before Christ’s worship 
  came to these isles. There’s an old legend, almost 
  forgotten now, that once a year a statue in the 
  temple drips blood and once a year it cries water. 
  My dad God rest his soul, once told me that when 
  he was a lad the farmers would go up there on 
  these special days and collect the blood and wa-
  ter. They’d mix it and sprinkle it on the ﬁ elds to 
  
  19
  19
  make the crops grow better. My dad always said it 
  was magic, capable of healing the earth’s ills.”
  The man has no idea when the statue is supposed to 
  bleed and cry.
  CREECH HILL
  CREECH HILL
  The hilltop is some 215 feet higher than the sur-
  rounding landscape. An overgrown, but passable trail 
  leads up the hill and passes along the entire length of the 
  summit. From the summit the hill slopes away steeply to 
  each side before it begins to level out into farmland. The 
  north side is considerably steeper than the south side, 
  although a little-used track winds down it.
  The hill is only lightly wooded, but the amount of 
  ground ivy, nettles, and other such vegetation, the ma-
  jority of which grows to around two feet high, makes 
  travel on foot a slow business. During the autumn and 
  winter the rain makes the ground very slippery, and it is 
  easy to lose one’s footing. Horses have great difﬁ culty 
  climbing the hill by any route other than one of the two 
  trails—Riding rolls suffer a –2 penalty. In the winter 
  months, a light mist seems to hang over the top of the 
  hill, adding to its peculiar atmosphere.
  Characters who make a Notice roll on the climb real-
  ize that while birds can be seen nestling in the trees and 
  occasionally walking along the ground foraging for food, 
  there is no sign of any actual ground animal life, such as 
  badgers, foxes, or rabbits.
  Upon the hilltop there once stood a temple to the 
  Celtic stag god Cernunnos. When the Romans invaded 
  Britain in the 1st century AD they took over the site, built 
  their own temple on top of the existing one and con-
  tinued to worship Cernunnos, although in the changed 
  form of the Romanised stag-headed god Silvanus.
  Although the Romans vacated the British Isles around 
  eight centuries ago, the temple has faired remarkably 
  well. The elements have done minor damage to the 
  outer walls of the building and ivy now covers much of 
  the stonework, but the building is otherwise in good 
  condition.
  A Notice roll at –2 (made once per hour of searching) 
  locates a faint trail—horseshoes and footprints. The trail 
  heads off to the north, though it takes a Tracking roll to 
  follow it through the dense vegetation.
  THE HILL BY NIGHT
  THE HILL BY NIGHT
  At night the hill is a much more daunting place. The 
  undergrowth seems thicker and the trees appear to 
  bunch together, making passage even more difﬁ cult than 
  it already is in the day. The air temperature is also no-
  ticeably colder than elsewhere in the area, sometimes by 
  several degrees. The knights certainly notice how their 
  breath seems suddenly frosty when they are on the hill.
  Anyone remaining on or near the hill for more than a 
  few minutes hears footsteps behind them, although no 
  one can be seen. Distant, cackling laughter can also be 
  heard.
  During the hours of darkness the guardian prowls 
  the hilltop, looking for those who would trespass upon 
  the site it has been bound to protect. Knights and their 
  squires are as fair game to the guardian as unarmed peas-
  ants.
  The guardian gives trespassers a half-hour to be gone 
  from the hill before it materializes and begins to torment 
  them. It gives no warning to trespassers that they are on 
  a time restriction, nor does it warn them of its impend-
  ing arrival. Once started, only the coming of dawn or the 
  trespassers leaving the hill stops it tormenting further. In 
  the latter case this is not always enough as the creature 
  delights in the terror it causes.
  Upon seeing the guardian, the heroes may recognize 
  it from general legends and superstitions. Have each 
  character make a Common Knowledge roll. With success, 
  they recognize it as an Unseelie faerie. On a raise, they 
  deduce the creature is unlikely to cause physical harm, 
  but will have dark powers at its disposal.
  Note that the guardian is not intended to charge into 
  melee. It is exceptionally cunning, thoroughly evil, and 
  enjoys tormenting mortals with its various powers. Use 
  the encounter to snipe at the characters’ sanity, have it 
  teleport around the dark hill top to highlight its strange 
  nature, and make frequent use of spells and its ability to 
  taunt (which represents a mocking laugh). If the charac-
  ters grow frustrated, you are doing a good job.
  THE ROMAN TEMPLE
  THE ROMAN TEMPLE
  The temple itself is divided into two sections. The 
  outermost section was open to the public and allowed 
  them somewhere to pray in peace and to discuss mat-
  ters that troubled them with the priests. The inner area, 
  known as the sanctum, houses a statue of the god and 
  was open only to the priests who attended the temple. 
  Members of the public were forbidden from entering the 
  area on penalty of ﬂ ogging.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  NIGHTTIME ENCOUNTERS
  NIGHTTIME ENCOUNTERS
  If the party is exploring at night, draw a card to de-
  termine the lighting conditions.
  Suit 
  Lighting
  Club 
  Heavy cloud blankets the sky 
  making the night pitch dark 
  (–4).
  Diamond/Heart 
  Wispy clouds and a half moon 
  make the lighting Dark (–2; vis-
  ibility 10”)
  Spade/Joker 
  The night is clear and the stars 
  and moon are bright. Lighting is 
  Dim (–1).
  19
  19
  make the crops grow better. My dad always said it 
  was magic, capable of healing the earth’s ills.”
  The man has no idea when the statue is supposed to 
  bleed and cry.
  CREECH HILL
  CREECH HILL
  The hilltop is some 215 feet higher than the sur-
  rounding landscape. An overgrown, but passable trail 
  leads up the hill and passes along the entire length of the 
  summit. From the summit the hill slopes away steeply to 
  each side before it begins to level out into farmland. The 
  north side is considerably steeper than the south side, 
  although a little-used track winds down it.
  The hill is only lightly wooded, but the amount of 
  ground ivy, nettles, and other such vegetation, the ma-
  jority of which grows to around two feet high, makes 
  travel on foot a slow business. During the autumn and 
  winter the rain makes the ground very slippery, and it is 
  easy to lose one’s footing. Horses have great difﬁ culty 
  climbing the hill by any route other than one of the two 
  trails—Riding rolls suffer a –2 penalty. In the winter 
  months, a light mist seems to hang over the top of the 
  hill, adding to its peculiar atmosphere.
  Characters who make a Notice roll on the climb real-
  ize that while birds can be seen nestling in the trees and 
  occasionally walking along the ground foraging for food, 
  there is no sign of any actual ground animal life, such as 
  badgers, foxes, or rabbits.
  Upon the hilltop there once stood a temple to the 
  Celtic stag god Cernunnos. When the Romans invaded 
  Britain in the 1st century AD they took over the site, built 
  their own temple on top of the existing one and con-
  tinued to worship Cernunnos, although in the changed 
  form of the Romanised stag-headed god Silvanus.
  Although the Romans vacated the British Isles around 
  eight centuries ago, the temple has faired remarkably 
  well. The elements have done minor damage to the 
  outer walls of the building and ivy now covers much of 
  the stonework, but the building is otherwise in good 
  condition.
  A Notice roll at –2 (made once per hour of searching) 
  locates a faint trail—horseshoes and footprints. The trail 
  heads off to the north, though it takes a Tracking roll to 
  follow it through the dense vegetation.
  THE HILL BY NIGHT
  THE HILL BY NIGHT
  At night the hill is a much more daunting place. The 
  undergrowth seems thicker and the trees appear to 
  bunch together, making passage even more difﬁ cult than 
  it already is in the day. The air temperature is also no-
  ticeably colder than elsewhere in the area, sometimes by 
  several degrees. The knights certainly notice how their 
  breath seems suddenly frosty when they are on the hill.
  Anyone remaining on or near the hill for more than a 
  few minutes hears footsteps behind them, although no 
  one can be seen. Distant, cackling laughter can also be 
  heard.
  During the hours of darkness the guardian prowls 
  the hilltop, looking for those who would trespass upon 
  the site it has been bound to protect. Knights and their 
  squires are as fair game to the guardian as unarmed peas-
  ants.
  The guardian gives trespassers a half-hour to be gone 
  from the hill before it materializes and begins to torment 
  them. It gives no warning to trespassers that they are on 
  a time restriction, nor does it warn them of its impend-
  ing arrival. Once started, only the coming of dawn or the 
  trespassers leaving the hill stops it tormenting further. In 
  the latter case this is not always enough as the creature 
  delights in the terror it causes.
  Upon seeing the guardian, the heroes may recognize 
  it from general legends and superstitions. Have each 
  character make a Common Knowledge roll. With success, 
  they recognize it as an Unseelie faerie. On a raise, they 
  deduce the creature is unlikely to cause physical harm, 
  but will have dark powers at its disposal.
  Note that the guardian is not intended to charge into 
  melee. It is exceptionally cunning, thoroughly evil, and 
  enjoys tormenting mortals with its various powers. Use 
  the encounter to snipe at the characters’ sanity, have it 
  teleport around the dark hill top to highlight its strange 
  nature, and make frequent use of spells and its ability to 
  taunt (which represents a mocking laugh). If the charac-
  ters grow frustrated, you are doing a good job.
  THE ROMAN TEMPLE
  THE ROMAN TEMPLE
  The temple itself is divided into two sections. The 
  outermost section was open to the public and allowed 
  them somewhere to pray in peace and to discuss mat-
  ters that troubled them with the priests. The inner area, 
  known as the sanctum, houses a statue of the god and 
  was open only to the priests who attended the temple. 
  Members of the public were forbidden from entering the 
  area on penalty of ﬂ ogging.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  NIGHTTIME ENCOUNTERS
  NIGHTTIME ENCOUNTERS
  If the party is exploring at night, draw a card to de-
  termine the lighting conditions.
  Suit 
  Lighting
  Club 
  Heavy cloud blankets the sky 
  making the night pitch dark 
  (–4).
  Diamond/Heart 
  Wispy clouds and a half moon 
  make the lighting Dark (–2; vis-
  ibility 10”)
  Spade/Joker 
  The night is clear and the stars 
  and moon are bright. Lighting is 
  Dim (–1).
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  20
  20
  A slightly damaged stone statue of the horned god 
  Silvanus stands in the centre of the inner sanctum, his 
  arms spread wide, facing the rising sun. The face of the 
  statue is carved so the god seems to be glaring at those 
  who would dare to enter his sanctum.
  Heroes who see the statue may recognize it. This re-
  quires a Common Knowledge roll at –4 or a Knowledge 
  (Religion) roll. With success, they recognize the god as 
  a Roman representation of the Celtic deity Cernunnos, 
  the god of wild nature. The statue has Toughness 10. If 
  wounded, it loses its special powers (see page 18).
  The inner walls and ﬂ oor of the temple sanctum are 
  covered in mosaics depicting mundane scenes. Although 
  the weather and plant growth have damaged some of the 
  mosaics, they are still clearly discernible. Each mosaic 
  had a speciﬁ c meaning, mostly for propaganda purposes, 
  to the priests who designed them.
  It is important that the GM describe each mosaic with 
  the same detail and tone of voice, so as not to draw spe-
  cial attention to the mosaic on the ﬂ oor.
  The north wall mosaic depicts a legion of Roman le-
  gionnaires travelling down a paved road. This signiﬁ ed 
  the strength of Rome and its armies, and also showed 
  that the Roman army could quickly reach anywhere it 
  wanted.
  The east wall mosaic shows a band of Romans hunting 
  a wild boar and was designed to show that the Romans 
  were lovers of sport as well as ﬁ ghting. In some respects 
  it also shows the Romans’ mastery of nature.
  The southern wall mosaic shows a group of non-Ro-
  mans offering gifts to a Roman lord, signifying that the 
  local people adored their Roman overlords. That this 
  was not always true mattered little to the priests who 
  designed the mosaic.
  The west wall mosaic shows a group of priests dressed 
  completely in white and holding hands to form a ring 
  whilst a naked man stands in the middle. This is actu-
  ally a representation of an old Roman healing rite once 
  performed at the temple.
  Finally the ﬂ oor mosaic depicts a procession of people 
  standing before a closed door. The only meaning to this 
  mosaic is to conceal the trapdoor in the ﬂ oor. The trap-
  door is constructed from wood, but has been covered 
  with a layer of clay into which the ceramic mosaic pieces 
  have been pressed to help camouﬂ age it with the rest of 
  the ﬂ oor design. It is an ingenious piece of craftsman-
  ship and the knights have little chance of discovering it 
  by accident. A Notice roll at –4 is required to detect the 
  trapdoor if a casual search is made.
  Observant characters who take the time to examine 
  the mosaics closely should make a Notice roll. With suc-
  cess, they spy a glint of grime-covered gold in the mosaic 
  covering the south wall. The mosaic contains a gold key 
  which hangs from the lord’s belt. It can easily be pried 
  from the wall.
  It may take the heroes some time to realise that the 
  door in the ﬂ oor mosaic has a keyhole which is not a piece 
  of tile but is an actual hole in the mosaic. Adventurers 
  examining the mosaics in detail spot this automatically 
  when they examine this particular design. The gold key 
  ﬁ ts perfectly into the lock and when turned the heroes 
  hear an audible click. Merely applying gentle pressure 
  to the door causes it to swing downwards to reveal a 
  narrow shaft descending 20 feet.
  THE TEMPLE’S SECRETS
  THE TEMPLE’S SECRETS
  The temple holds two secrets.
  Treasure: The ﬁ rst, that an ancient Celtic treasury lies 
  under the temple ﬂ oor, was known only to the priests. 
  The priests sealed the natural cave beneath the temple 
  and built on it when they took control of the site. The 
  cave is 20 feet beneath the temple and accessed by a 
  vertical shaft of solid, smooth rock.
  Lying atop a stone bier is a skeleton wrapped in a 
  deerskin cloak, complete with antlers. The heavy cloak 
  provides +2 Armor, but also imbues (or curses) the 
  wearer with a powerful and irresistible sexual appetite. 
  Treat this curse as the wearer having a Major Habit.
  Scattered around the corpse is £50 in ancient gold 
  jewelry and coins (some Roman), as well as two cold 
  iron short swords of Roman design (kept here in case 
  the guardian ever turned on them). Nestled among the 
  treasure is a clay jar sealed with wax. This contains a pint 
  of thick, congealed blood (see below).
  There is also a collection of ten scroll cases. Inside 
  each is a vellum scroll. Considering their age, the scrolls 
  are in remarkably good condition. A hero who can deci-
  pher Latin, such as a priest or herald, will discover that 
  the texts detail the ancient Celtic magic rites used to 
  bless the crops and animals of the Durotriges tribe that 
  once lived here.
  Blood and Water: The second secret was known to 
  the locals as well and was cause for great celebration 
  twice a year. It is of a more mysterious nature than the 
  ﬁ rst and is only visible on certain days of the year. Each 
  spring, on the High Holy Day of Silvanus, blood drips 
  from the statue’s chest, where the heart would be in a 
  normal man. On mid-winter’s day the statue cries tears 
  of water. There is no logical explanation for this phe-
  nomenon.
  The current locals know of this miraculous event, and 
  some even come to watch it unfold over the course of 
  the day, although they keep this a secret in case Father 
  Justin ever hears of it and destroys the statue. It is said 
  that the blood and water can be used to heal sick animals 
  and plants, as well as humans. Enough blood or water 
  ﬂ ows to ﬁ ll a typical drinking ﬂ agon.
  If the blood or the water is collected in a vessel and 
  drunk, it heals all current wounds, including any perma-
  nent crippling injuries (but not those taken as Hindranc-
  es). Crops sprinkled with either liquid are exceptionally 
  healthy the following harvest. It can also be used to cure 
  Sir Stephen’s madness. Of course, drinking blood is a 
  vile act, and Christian heroes may balk at physically hav-
  ing to drink blood or pour it on the earth. Any Christians 
  must make a Spirit roll if he wishes to drink any of the 
  liquid.
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  20
  20
  A slightly damaged stone statue of the horned god 
  Silvanus stands in the centre of the inner sanctum, his 
  arms spread wide, facing the rising sun. The face of the 
  statue is carved so the god seems to be glaring at those 
  who would dare to enter his sanctum.
  Heroes who see the statue may recognize it. This re-
  quires a Common Knowledge roll at –4 or a Knowledge 
  (Religion) roll. With success, they recognize the god as 
  a Roman representation of the Celtic deity Cernunnos, 
  the god of wild nature. The statue has Toughness 10. If 
  wounded, it loses its special powers (see page 18).
  The inner walls and ﬂ oor of the temple sanctum are 
  covered in mosaics depicting mundane scenes. Although 
  the weather and plant growth have damaged some of the 
  mosaics, they are still clearly discernible. Each mosaic 
  had a speciﬁ c meaning, mostly for propaganda purposes, 
  to the priests who designed them.
  It is important that the GM describe each mosaic with 
  the same detail and tone of voice, so as not to draw spe-
  cial attention to the mosaic on the ﬂ oor.
  The north wall mosaic depicts a legion of Roman le-
  gionnaires travelling down a paved road. This signiﬁ ed 
  the strength of Rome and its armies, and also showed 
  that the Roman army could quickly reach anywhere it 
  wanted.
  The east wall mosaic shows a band of Romans hunting 
  a wild boar and was designed to show that the Romans 
  were lovers of sport as well as ﬁ ghting. In some respects 
  it also shows the Romans’ mastery of nature.
  The southern wall mosaic shows a group of non-Ro-
  mans offering gifts to a Roman lord, signifying that the 
  local people adored their Roman overlords. That this 
  was not always true mattered little to the priests who 
  designed the mosaic.
  The west wall mosaic shows a group of priests dressed 
  completely in white and holding hands to form a ring 
  whilst a naked man stands in the middle. This is actu-
  ally a representation of an old Roman healing rite once 
  performed at the temple.
  Finally the ﬂ oor mosaic depicts a procession of people 
  standing before a closed door. The only meaning to this 
  mosaic is to conceal the trapdoor in the ﬂ oor. The trap-
  door is constructed from wood, but has been covered 
  with a layer of clay into which the ceramic mosaic pieces 
  have been pressed to help camouﬂ age it with the rest of 
  the ﬂ oor design. It is an ingenious piece of craftsman-
  ship and the knights have little chance of discovering it 
  by accident. A Notice roll at –4 is required to detect the 
  trapdoor if a casual search is made.
  Observant characters who take the time to examine 
  the mosaics closely should make a Notice roll. With suc-
  cess, they spy a glint of grime-covered gold in the mosaic 
  covering the south wall. The mosaic contains a gold key 
  which hangs from the lord’s belt. It can easily be pried 
  from the wall.
  It may take the heroes some time to realise that the 
  door in the ﬂ oor mosaic has a keyhole which is not a piece 
  of tile but is an actual hole in the mosaic. Adventurers 
  examining the mosaics in detail spot this automatically 
  when they examine this particular design. The gold key 
  ﬁ ts perfectly into the lock and when turned the heroes 
  hear an audible click. Merely applying gentle pressure 
  to the door causes it to swing downwards to reveal a 
  narrow shaft descending 20 feet.
  THE TEMPLE’S SECRETS
  THE TEMPLE’S SECRETS
  The temple holds two secrets.
  Treasure: The ﬁ rst, that an ancient Celtic treasury lies 
  under the temple ﬂ oor, was known only to the priests. 
  The priests sealed the natural cave beneath the temple 
  and built on it when they took control of the site. The 
  cave is 20 feet beneath the temple and accessed by a 
  vertical shaft of solid, smooth rock.
  Lying atop a stone bier is a skeleton wrapped in a 
  deerskin cloak, complete with antlers. The heavy cloak 
  provides +2 Armor, but also imbues (or curses) the 
  wearer with a powerful and irresistible sexual appetite. 
  Treat this curse as the wearer having a Major Habit.
  Scattered around the corpse is £50 in ancient gold 
  jewelry and coins (some Roman), as well as two cold 
  iron short swords of Roman design (kept here in case 
  the guardian ever turned on them). Nestled among the 
  treasure is a clay jar sealed with wax. This contains a pint 
  of thick, congealed blood (see below).
  There is also a collection of ten scroll cases. Inside 
  each is a vellum scroll. Considering their age, the scrolls 
  are in remarkably good condition. A hero who can deci-
  pher Latin, such as a priest or herald, will discover that 
  the texts detail the ancient Celtic magic rites used to 
  bless the crops and animals of the Durotriges tribe that 
  once lived here.
  Blood and Water: The second secret was known to 
  the locals as well and was cause for great celebration 
  twice a year. It is of a more mysterious nature than the 
  ﬁ rst and is only visible on certain days of the year. Each 
  spring, on the High Holy Day of Silvanus, blood drips 
  from the statue’s chest, where the heart would be in a 
  normal man. On mid-winter’s day the statue cries tears 
  of water. There is no logical explanation for this phe-
  nomenon.
  The current locals know of this miraculous event, and 
  some even come to watch it unfold over the course of 
  the day, although they keep this a secret in case Father 
  Justin ever hears of it and destroys the statue. It is said 
  that the blood and water can be used to heal sick animals 
  and plants, as well as humans. Enough blood or water 
  ﬂ ows to ﬁ ll a typical drinking ﬂ agon.
  If the blood or the water is collected in a vessel and 
  drunk, it heals all current wounds, including any perma-
  nent crippling injuries (but not those taken as Hindranc-
  es). Crops sprinkled with either liquid are exceptionally 
  healthy the following harvest. It can also be used to cure 
  Sir Stephen’s madness. Of course, drinking blood is a 
  vile act, and Christian heroes may balk at physically hav-
  ing to drink blood or pour it on the earth. Any Christians 
  must make a Spirit roll if he wishes to drink any of the 
  liquid.
  
  21
  21
  If the adventurers somehow discover the healing 
  powers of the blood or tears they can use either to cure 
  Sir Stephen of his madness. Once again, devout heroes, 
  such as a priest, may refuse to allow a good Christian to 
  be healed by such barbaric and heathen methods.
  THE BANDITS’ CAMP
  THE BANDITS’ CAMP
  The bandits’ camp actually lies some ﬁ ve miles to the 
  north of Creech Hill and is situated just off the trail. By 
  following the trail from Creech Hill, the heroes can easily 
  discover the camp’s location.
  The camp is little more than three make-shift shelters 
  constructed from leaves and branches, and a small ﬁ re-
  pit with several cooking pots near it.
  During the day there are no bandits at the camp—they 
  are all out robbing innocent travelers. As evening settles 
  in they return to the area to check the snare traps they 
  have set. They then cook and eat any game they have 
  caught, whilst inspecting the booty gained that day. This 
  takes about two hours and two bandits are on watch at 
  all times. They count as active sentries.
  During the night the bandits take watch in pairs, 
  swapping every three hours. If they see or hear anything 
  they instantly shout to warn their colleagues. After killing 
  three knights they know that they are hunted men and 
  so take no chances. The dead knights’ stolen horses are 
  tethered to a tree on the edge of camp and whilst the 
  bandits obviously keep an eye on them the horses are 
  not specially protected or watched. Anyone trying to free 
  the horses quietly needs to calm them as they are jittery. 
  This requires a Persuasion roll at –2 or a Riding roll. Any 
  failure causes the horses to whinny, instantly alerting the 
  bandits to the trouble in their midst.
  Under a tarpaulin in the largest shelter is the bandits’ 
  acquired booty. They plan to sell most of it in Wales, 
  where they know it will fetch a good price. They had 
  originally planned to leave for Wales after killing Sir 
  Stephen’s knights, but they now plan to stay in the area 
  and impersonate the dead knights until things become 
  too dangerous for them. Their booty is worth £30 (this 
  is $3,000 in regular Savage Worlds currency), but if the 
  heroes take it for personal gain they are technically steal-
  ing.
  Characters searching the booty ﬁ nd no sign of any 
  weapons, armor, or shields that could belong to Sir 
  Stephen’s missing knights. The reason for this is the 
  bandits are using it as part of their plan. They are posing 
  as knights guarding the road to Bruton and then robbing 
  travelers and merchants who pass that way.
  � Bandit Leader (1 per hero): See page 27.
  � Bandit Knights (2): See page 27.
  � Bandits (1 per hero): See page 27.
  THE MAIN ROAD
  THE MAIN ROAD
  If the heroes travel along the main road out of Bru-
  ton for any reason during the day they come across a 
  party of “knights” sitting on their horses by the side of 
  the road. Each has his “squire” with him. The knights 
  have not erected any pavilions and it is obvious to the 
  player knights that they are not planning to stay for any 
  length of time. These “knights” are actually the bandits 
  who ambushed and killed Sir Stephen’s knights.
  As the characters approach, the bandits turn to face 
  them, displaying the heraldry on their shields. A success-
  ful Knowledge (Heraldry) roll reveals the knights’ shields 
  bear the crest of Sir Stephen. Since Sir Stephen only has 
  three knights in his service, these must be the ones that 
  rode onto the hill with him.
  Once the two groups are close enough to see each 
  others faces clearly, the heroes notice the “knights” are 
  somewhat dirty and unshaven. If the adventurers ques-
  tion them on this or about Sir Stephen and their service 
  to him, the “knights” respond by attacking immediately. 
  They realize they have been rumbled and know that be-
  ing caught now would only mean a painful death. Unless 
  the party stated that it was being cautious, check for 
  Surprise.
  However, if the heroes ask what the “knights” are do-
  ing on the road, they will merely say that they are “guard-
  ing the road from bandits.” Likewise, asking where they 
  come from elicits only the vague answer of “around 
  here.” The bandits try to be as vague as possible, guess-
  ing—wrongly—that the player knights are just passing 
  through the area and are merely being polite to fellow 
  knights that they have met on the road.
  � Bandit Leader (1 per hero): See page 27.
  � Bandit Knights (2): See page 27.
  � Bandits (1 per hero): See page 28.
  � Riding Horses (3): See page 28.
  VICTORY FEAST
  VICTORY FEAST
  Once the bandits have been successfully dealt with—
  either killed or handed over to the town constable to 
  await trial by higher authority—the heroes can report 
  the fate of Sir Stephen’s retainers to his wife. Consider-
  ing Lady Rowena’s current state the characters should 
  attempt to break their news with some modicum of tact. 
  Lady Rowena is upset by the news, regardless of how 
  well the characters break it to her, but has suspected the 
  worst all along. To honor the heroes’ endeavors Lady 
  Rowena has a modest feast prepared for them. 
  During her husband’s illness she is ofﬁ cially in charge 
  of the manor and its welfare. During the feast she stands 
  and offers the knights a reward.
  “Sirs! You have captured the bandits that have 
  been troubling these parts and for that I thank 
  you. Alas my husband’s retainers have been most 
  cruelly slain by the brigands and our lands are 
  defenseless. Kind sirs, would you accept a perma-
  nent position in my husband’s household as his 
  vassals?”
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  21
  21
  If the adventurers somehow discover the healing 
  powers of the blood or tears they can use either to cure 
  Sir Stephen of his madness. Once again, devout heroes, 
  such as a priest, may refuse to allow a good Christian to 
  be healed by such barbaric and heathen methods.
  THE BANDITS’ CAMP
  THE BANDITS’ CAMP
  The bandits’ camp actually lies some ﬁ ve miles to the 
  north of Creech Hill and is situated just off the trail. By 
  following the trail from Creech Hill, the heroes can easily 
  discover the camp’s location.
  The camp is little more than three make-shift shelters 
  constructed from leaves and branches, and a small ﬁ re-
  pit with several cooking pots near it.
  During the day there are no bandits at the camp—they 
  are all out robbing innocent travelers. As evening settles 
  in they return to the area to check the snare traps they 
  have set. They then cook and eat any game they have 
  caught, whilst inspecting the booty gained that day. This 
  takes about two hours and two bandits are on watch at 
  all times. They count as active sentries.
  During the night the bandits take watch in pairs, 
  swapping every three hours. If they see or hear anything 
  they instantly shout to warn their colleagues. After killing 
  three knights they know that they are hunted men and 
  so take no chances. The dead knights’ stolen horses are 
  tethered to a tree on the edge of camp and whilst the 
  bandits obviously keep an eye on them the horses are 
  not specially protected or watched. Anyone trying to free 
  the horses quietly needs to calm them as they are jittery. 
  This requires a Persuasion roll at –2 or a Riding roll. Any 
  failure causes the horses to whinny, instantly alerting the 
  bandits to the trouble in their midst.
  Under a tarpaulin in the largest shelter is the bandits’ 
  acquired booty. They plan to sell most of it in Wales, 
  where they know it will fetch a good price. They had 
  originally planned to leave for Wales after killing Sir 
  Stephen’s knights, but they now plan to stay in the area 
  and impersonate the dead knights until things become 
  too dangerous for them. Their booty is worth £30 (this 
  is $3,000 in regular Savage Worlds currency), but if the 
  heroes take it for personal gain they are technically steal-
  ing.
  Characters searching the booty ﬁ nd no sign of any 
  weapons, armor, or shields that could belong to Sir 
  Stephen’s missing knights. The reason for this is the 
  bandits are using it as part of their plan. They are posing 
  as knights guarding the road to Bruton and then robbing 
  travelers and merchants who pass that way.
  � Bandit Leader (1 per hero): See page 27.
  � Bandit Knights (2): See page 27.
  � Bandits (1 per hero): See page 27.
  THE MAIN ROAD
  THE MAIN ROAD
  If the heroes travel along the main road out of Bru-
  ton for any reason during the day they come across a 
  party of “knights” sitting on their horses by the side of 
  the road. Each has his “squire” with him. The knights 
  have not erected any pavilions and it is obvious to the 
  player knights that they are not planning to stay for any 
  length of time. These “knights” are actually the bandits 
  who ambushed and killed Sir Stephen’s knights.
  As the characters approach, the bandits turn to face 
  them, displaying the heraldry on their shields. A success-
  ful Knowledge (Heraldry) roll reveals the knights’ shields 
  bear the crest of Sir Stephen. Since Sir Stephen only has 
  three knights in his service, these must be the ones that 
  rode onto the hill with him.
  Once the two groups are close enough to see each 
  others faces clearly, the heroes notice the “knights” are 
  somewhat dirty and unshaven. If the adventurers ques-
  tion them on this or about Sir Stephen and their service 
  to him, the “knights” respond by attacking immediately. 
  They realize they have been rumbled and know that be-
  ing caught now would only mean a painful death. Unless 
  the party stated that it was being cautious, check for 
  Surprise.
  However, if the heroes ask what the “knights” are do-
  ing on the road, they will merely say that they are “guard-
  ing the road from bandits.” Likewise, asking where they 
  come from elicits only the vague answer of “around 
  here.” The bandits try to be as vague as possible, guess-
  ing—wrongly—that the player knights are just passing 
  through the area and are merely being polite to fellow 
  knights that they have met on the road.
  � Bandit Leader (1 per hero): See page 27.
  � Bandit Knights (2): See page 27.
  � Bandits (1 per hero): See page 28.
  � Riding Horses (3): See page 28.
  VICTORY FEAST
  VICTORY FEAST
  Once the bandits have been successfully dealt with—
  either killed or handed over to the town constable to 
  await trial by higher authority—the heroes can report 
  the fate of Sir Stephen’s retainers to his wife. Consider-
  ing Lady Rowena’s current state the characters should 
  attempt to break their news with some modicum of tact. 
  Lady Rowena is upset by the news, regardless of how 
  well the characters break it to her, but has suspected the 
  worst all along. To honor the heroes’ endeavors Lady 
  Rowena has a modest feast prepared for them. 
  During her husband’s illness she is ofﬁ cially in charge 
  of the manor and its welfare. During the feast she stands 
  and offers the knights a reward.
  “Sirs! You have captured the bandits that have 
  been troubling these parts and for that I thank 
  you. Alas my husband’s retainers have been most 
  cruelly slain by the brigands and our lands are 
  defenseless. Kind sirs, would you accept a perma-
  nent position in my husband’s household as his 
  vassals?”
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  22
  22
  Should Sir Stephen have been cured of his malady 
  then he makes a similar offer. Each knight in the party 
  who accepts the position receives a manor house with 
  an accompanying farm worth £5 per annum, plus initial 
  goods equal to £3. Any non-knight receives a one-off 
  reward of £5.
  The manors used by Sir Stephen’s deceased knights 
  are not hereditary lands and reverted back to Sir Stephen 
  upon their demise. The characters should not feel as if 
  they have to accept the offer—this is merely an addi-
  tional reward for a party who would like to enter into 
  the service of a lord.
  If the knights turn down the offer of service for any 
  reason, each of them is thanked warmly for their help. 
  Knights are given £10 worth of goods as a reward. An 
  extra £10 worth of goods is rewarded if the knights man-
  aged to cure Sir Stephen. Non-knights receive half this 
  amount. The heroes will have also made useful allies in 
  Sir Stephen and Lady Rowena, and a noble might stand a 
  chance of successfully courting their daughter.
  If the party cures Sir Stephen and accepts the offer 
  of employment, their ﬁ rst task is to travel to Sarum 
  (modern Salisbury) and escort Sir Stephen’s daughter 
  Madeline back to Bruton.
  BESTIARY - CASTLE FAIRSTONE
  BESTIARY - CASTLE FAIRSTONE
  BROTHER JOSEPH
  BROTHER JOSEPH
  Brother Joseph is a pious man who has been thrust 
  into a situation he is ill equipped to understand or sur-
  vive. Joseph is at the parley purely to provide proof of 
  the Maldon family’s godliness; he has very little contact 
  with the family in normal day-to-day life.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Guts d8, Intimidation d10, Notice d8, Knowledge 
  (Christianity) d10, Persuasion d10, Riding d6, 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: Code of Honor, Paciﬁ st (Minor), Poverty, 
  Vow
  Edges: Command, Inspire 
  Gear: Cross, bible, robes.
  CASTLE CONSTRUCTS
  CASTLE CONSTRUCTS
  These are elemental constructs the Fair One is able to 
  create from Castle Fairstone itself. For 6 Power Points the 
  Fair One can give these creatures the Wild Card status.
  EARTH CONSTRUCT
  EARTH CONSTRUCT
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8
  Pace: 4; Parry: 6; Toughness: 6 (1)
  Special Abilities:
  * 
  Armor +1: Earth hide.
  * 
  Bash: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size –1: These constructs are the size of heavy-set 
  children.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  GLASS CONSTRUCT
  GLASS CONSTRUCT
  Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Shooting d8
  Pace: 8; Parry: 5; Toughness: 5
  Special Abilities:
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Fleet Footed: Glass constructs roll a d10 running 
  die.
  * 
  Shatter: When the construct it explodes in a shower 
  of razor sharp leaded glass shards. Center a Large 
  Burst Template on the Construct all those within it 
  must succeed at an Agility roll or suffer 2d6 dam-
  age.
  * 
  Shard: Glass constructs can ﬁ re glass shards at foes 
  for 2d6 damage.
  * 
  Slash: Str+d6
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  SHEET CONSTRUCT
  SHEET CONSTRUCT
  Attributes: Agility d12, Smarts d4, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d10
  Pace: 7; Parry: 7; Toughness: 5
  Special Abilities:
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Flight: Sheet constructs can ﬂ y at a rate of 6”.
  * 
  Smother: Sheet Constructs are able to ignore the 
  bonuses provided by shields. If the construct hits 
  make an opposed Agility roll with a success the 
  construct manages to wind itself tightly around the 
  head of its victim and smother them. The character 
  must make a Vigor roll each round or take a level of 
  Fatigue. They may be resuscitated as per the Drown-
  ing rules in Savage Worlds. A Successful Strength (-
  2) roll pulls the sheet away from the victim.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  STONE CONSTRUCT
  STONE CONSTRUCT
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  22
  22
  Should Sir Stephen have been cured of his malady 
  then he makes a similar offer. Each knight in the party 
  who accepts the position receives a manor house with 
  an accompanying farm worth £5 per annum, plus initial 
  goods equal to £3. Any non-knight receives a one-off 
  reward of £5.
  The manors used by Sir Stephen’s deceased knights 
  are not hereditary lands and reverted back to Sir Stephen 
  upon their demise. The characters should not feel as if 
  they have to accept the offer—this is merely an addi-
  tional reward for a party who would like to enter into 
  the service of a lord.
  If the knights turn down the offer of service for any 
  reason, each of them is thanked warmly for their help. 
  Knights are given £10 worth of goods as a reward. An 
  extra £10 worth of goods is rewarded if the knights man-
  aged to cure Sir Stephen. Non-knights receive half this 
  amount. The heroes will have also made useful allies in 
  Sir Stephen and Lady Rowena, and a noble might stand a 
  chance of successfully courting their daughter.
  If the party cures Sir Stephen and accepts the offer 
  of employment, their ﬁ rst task is to travel to Sarum 
  (modern Salisbury) and escort Sir Stephen’s daughter 
  Madeline back to Bruton.
  BESTIARY - CASTLE FAIRSTONE
  BESTIARY - CASTLE FAIRSTONE
  BROTHER JOSEPH
  BROTHER JOSEPH
  Brother Joseph is a pious man who has been thrust 
  into a situation he is ill equipped to understand or sur-
  vive. Joseph is at the parley purely to provide proof of 
  the Maldon family’s godliness; he has very little contact 
  with the family in normal day-to-day life.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Guts d8, Intimidation d10, Notice d8, Knowledge 
  (Christianity) d10, Persuasion d10, Riding d6, 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: Code of Honor, Paciﬁ st (Minor), Poverty, 
  Vow
  Edges: Command, Inspire 
  Gear: Cross, bible, robes.
  CASTLE CONSTRUCTS
  CASTLE CONSTRUCTS
  These are elemental constructs the Fair One is able to 
  create from Castle Fairstone itself. For 6 Power Points the 
  Fair One can give these creatures the Wild Card status.
  EARTH CONSTRUCT
  EARTH CONSTRUCT
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8
  Pace: 4; Parry: 6; Toughness: 6 (1)
  Special Abilities:
  * 
  Armor +1: Earth hide.
  * 
  Bash: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size –1: These constructs are the size of heavy-set 
  children.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  GLASS CONSTRUCT
  GLASS CONSTRUCT
  Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Shooting d8
  Pace: 8; Parry: 5; Toughness: 5
  Special Abilities:
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Fleet Footed: Glass constructs roll a d10 running 
  die.
  * 
  Shatter: When the construct it explodes in a shower 
  of razor sharp leaded glass shards. Center a Large 
  Burst Template on the Construct all those within it 
  must succeed at an Agility roll or suffer 2d6 dam-
  age.
  * 
  Shard: Glass constructs can ﬁ re glass shards at foes 
  for 2d6 damage.
  * 
  Slash: Str+d6
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  SHEET CONSTRUCT
  SHEET CONSTRUCT
  Attributes: Agility d12, Smarts d4, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d10
  Pace: 7; Parry: 7; Toughness: 5
  Special Abilities:
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Flight: Sheet constructs can ﬂ y at a rate of 6”.
  * 
  Smother: Sheet Constructs are able to ignore the 
  bonuses provided by shields. If the construct hits 
  make an opposed Agility roll with a success the 
  construct manages to wind itself tightly around the 
  head of its victim and smother them. The character 
  must make a Vigor roll each round or take a level of 
  Fatigue. They may be resuscitated as per the Drown-
  ing rules in Savage Worlds. A Successful Strength (-
  2) roll pulls the sheet away from the victim.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  STONE CONSTRUCT
  STONE CONSTRUCT
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  
  23
  23
  d12+3, Vigor d10
  Skills: Fighting d8
  Pace: 4; Parry: 6; Toughness: 14 (4)
  Special Abilities:
  * 
  Armor +4: Stone hide.
  * 
  Bash: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  SWORD CONSTRUCT
  SWORD CONSTRUCT
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10
  Pace: 8; Parry: 8; Toughness: 9 (3)
  Special Abilities:
  * 
  Armor +3: Metal hide.
  * 
  Block: +1 to Parry.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  First Strike: One free attack per round against a foe 
  that moves into melee range.
  * 
  Florentine: +1 to Fighting rolls against foes with 
  weapon and shield. _1 from any gang up bonuses 
  the construct may suffer from.
  * 
  Quick: The construct redraws any initiative card of 
  5 or lower.
  * 
  Slash: Str+d8
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
      WINE CONSTRUCT
      WINE CONSTRUCT
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d10
  Skills: Fighting d8
  Pace: 7; Parry: 6; Toughness: 6
  Special Abilities:
  * 
  Drunken Fists: The blows of a wine construct deal 
  no actual damage, but each wound they inﬂ ict be-
  comes a level of Fatigue due to drunkenness. The 
  damage inﬂ icted cannot be greater than Incapaci-
  tated. Each level of Fatigue takes an hour to recover 
  from.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size -1: This thing is the size of a man.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take normal damage from cold iron weap-
  ons.
  * 
  Weakness (Fire): Fire attacks do an extra d8 dam-
  age.
  WOODEN CONSTRUCT
  WOODEN CONSTRUCT
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10
  Pace: 7; Parry: 7; Toughness: 7 (1)
  Special Abilities:
  * 
  Armor +1: Stone hide.
  * 
  Splintered Fists: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size +2: These things are much bigger than a man.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  * 
  Weakness (Fire): Fire attacks do an extra d6 dam-
  age.
  THE FAIR ONE
  THE FAIR ONE
  The ﬁ rst two times the Fair One is encountered she is 
  treated as an extra, the third and fourth time she is a Wild 
  Card—with 2 bennies to spend each time. The last time 
  they encounter her she will be at the peak of her powers 
  and uses the second stat block. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Notice d8, Persuasion d10, Riding 
  d8, Stealth d8, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 9; Toughness: 9 (2)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8).
  Special Abilities:
  * 
  Block: +1 to Parry.
  * 
  Fear: The Fair One is majestically terrifying.
  * 
  Hardy: Two Shaken results do not put the Fair One 
  down.
  * 
  Master (Persuasion): The Fair One rolls a d10 Wild 
  Die on any Persuasion attempt.
  * 
  Noble: +2 Charisma.
  * 
  Seductive: The Fair One can use her Persuasion 
  skill, opposed by the target’s Spirit, to shake a male 
  target as an action. If she gets a raise on this roll the 
  target will ﬁ ght to protect her for a round before 
  falling back to his shaken state.
  * 
  Summer Fae: Fae creatures take double damage 
  from cold iron weapons; +2 Toughness against at-
  tacks using a ﬁ re trapping; +2 to resist Smart Tricks; 
  +2 damage from ice attacks; and if the fae can be 
  tricked into giving its word, it must do all in its pow-
  er to abide by the agreement.
      THE FAIR ONE—FINAL FORM
      THE FAIR ONE—FINAL FORM
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d10+2, Vigor d10
  Skills: Control Castle d10, Fighting d10+2, Notice d8, 
  Persuasion d10, Riding d8, Stealth d8, Throwing d6
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  23
  23
  d12+3, Vigor d10
  Skills: Fighting d8
  Pace: 4; Parry: 6; Toughness: 14 (4)
  Special Abilities:
  * 
  Armor +4: Stone hide.
  * 
  Bash: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  SWORD CONSTRUCT
  SWORD CONSTRUCT
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10
  Pace: 8; Parry: 8; Toughness: 9 (3)
  Special Abilities:
  * 
  Armor +3: Metal hide.
  * 
  Block: +1 to Parry.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  First Strike: One free attack per round against a foe 
  that moves into melee range.
  * 
  Florentine: +1 to Fighting rolls against foes with 
  weapon and shield. _1 from any gang up bonuses 
  the construct may suffer from.
  * 
  Quick: The construct redraws any initiative card of 
  5 or lower.
  * 
  Slash: Str+d8
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
      WINE CONSTRUCT
      WINE CONSTRUCT
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d10
  Skills: Fighting d8
  Pace: 7; Parry: 6; Toughness: 6
  Special Abilities:
  * 
  Drunken Fists: The blows of a wine construct deal 
  no actual damage, but each wound they inﬂ ict be-
  comes a level of Fatigue due to drunkenness. The 
  damage inﬂ icted cannot be greater than Incapaci-
  tated. Each level of Fatigue takes an hour to recover 
  from.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size -1: This thing is the size of a man.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take normal damage from cold iron weap-
  ons.
  * 
  Weakness (Fire): Fire attacks do an extra d8 dam-
  age.
  WOODEN CONSTRUCT
  WOODEN CONSTRUCT
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10
  Pace: 7; Parry: 7; Toughness: 7 (1)
  Special Abilities:
  * 
  Armor +1: Stone hide.
  * 
  Splintered Fists: Str+d6.
  * 
  Elemental: No additional damage from called shots; 
  fearless; immune to disease and poison.
  * 
  Size +2: These things are much bigger than a man.
  * 
  Weakness (Cold Iron): As a fey construct these 
  things take double damage from cold iron weap-
  ons.
  * 
  Weakness (Fire): Fire attacks do an extra d6 dam-
  age.
  THE FAIR ONE
  THE FAIR ONE
  The ﬁ rst two times the Fair One is encountered she is 
  treated as an extra, the third and fourth time she is a Wild 
  Card—with 2 bennies to spend each time. The last time 
  they encounter her she will be at the peak of her powers 
  and uses the second stat block. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Notice d8, Persuasion d10, Riding 
  d8, Stealth d8, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 9; Toughness: 9 (2)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8).
  Special Abilities:
  * 
  Block: +1 to Parry.
  * 
  Fear: The Fair One is majestically terrifying.
  * 
  Hardy: Two Shaken results do not put the Fair One 
  down.
  * 
  Master (Persuasion): The Fair One rolls a d10 Wild 
  Die on any Persuasion attempt.
  * 
  Noble: +2 Charisma.
  * 
  Seductive: The Fair One can use her Persuasion 
  skill, opposed by the target’s Spirit, to shake a male 
  target as an action. If she gets a raise on this roll the 
  target will ﬁ ght to protect her for a round before 
  falling back to his shaken state.
  * 
  Summer Fae: Fae creatures take double damage 
  from cold iron weapons; +2 Toughness against at-
  tacks using a ﬁ re trapping; +2 to resist Smart Tricks; 
  +2 damage from ice attacks; and if the fae can be 
  tricked into giving its word, it must do all in its pow-
  er to abide by the agreement.
      THE FAIR ONE—FINAL FORM
      THE FAIR ONE—FINAL FORM
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d10+2, Vigor d10
  Skills: Control Castle d10, Fighting d10+2, Notice d8, 
  Persuasion d10, Riding d8, Stealth d8, Throwing d6
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  24
  24
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 11 (2)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8+2).
  Special Abilities:
  * 
  Berserk: The Fair One is driven permanently ber-
  serk by the near failure of her plans. Her stats have 
  been adjusted to reﬂ ect her state. She ignores all 
  wound penalties.
  * 
  Block: +1 to Parry.
  * 
  Combat Reﬂ exes: +2 to rolls to recover from Shak-
  en.
  * 
  Fear (-1): The Fair One in her ﬁ nal form can cause 
  heart attacks with the sheer power of her terrifying 
  personality.
  * 
  Gathered Power: The Fair One can spend all un-
  spent Power Points available to her from the castle. 
  She uses her Control Castle Skill as her Arcane Back-
  ground and has the standard powers available to her 
  as well as any powers mentioned in the room de-
  scription.
  * 
  Hardy: Two Shaken results do not put the Fair One 
  down.
  * 
  Noble: +2 Charisma.
  * 
  Summer Fae: Fae creatures take double damage 
  from cold iron weapons; +2 Toughness against at-
  tacks using a ﬁ re trapping; +2 to resist Smart Tricks; 
  +2 damage from ice attacks; and if the fae can be 
  tricked into giving its word, it must do all in its pow-
  er to abide by the agreement.
  GUARDS
  GUARDS
  These are generic stats for all the guards in the sce-
  nario, be they the thirty brought by both the Maldon and 
  Tiptree families or the six Tolleshunt guards present in 
  Castle Fairstone.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Riding d6 
  Charisma: +0; Pace: 6; Parry: 5/6; Toughness: 7 (2)
  Hindrances: -- 
  Edges: -- 
  Gear: Chain mail (+2), pot helm (+3), long sword 
  (Str+d8), spear (3/6/12, Str+d4, +1 Parry, requires 2 
  hands), 
  JAMES THE BASTARD
  JAMES THE BASTARD
  James’ mother was a peasant pretty enough to gain 
  the attention—albeit brieﬂ y—of Sir Peter Tiptree. When 
  she died in childbirth no one knew what to do with the 
  newborn boy, his grandparents barely had enough food 
  to feed themselves, let alone the bastard son of a noble. 
  It was eventually decided he would live among the castle 
  staff.
  James’ life has been hard and cruel. Harald, who is 
  only a few months younger, never missed an opportunity 
  to taunt the baseborn lad about the circumstances of his 
  birth, and Lord Tiptree rarely acknowledged his exis-
  tence, let alone showed him a father’s love. Despite—or 
  maybe because of—the trials of his childhood, James 
  proved to be an able warrior and soon rose in the ranks 
  of the lord’s household guard, eventually becoming their 
  commander. Today he serves as a loyal bodyguard to his 
  father.
  However, James harbors thoughts of vengeance deep 
  in his dark heart. He hates both Harald and his father, 
  and although he is quite fond of John he realizes that the 
  lad must die if he is to claim his rightful birthright—the 
  title of Lord Tiptree. So far he has never been provided 
  with the opportunity that he needs, but the situation 
  in Castle Fairstone gives him both the opportunity and 
  convenient culprits to be framed.
  James is a cruel man who has murdered several peas-
  ants, but so far he has managed to hide these crimes. If 
  his true nature becomes known, then James’ Charisma 
  drops to –6.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d12, Notice 
  d8, Riding d10, Shooting d8, Taunt d8
  Charisma: -2/-6; Pace: 6; Parry: 10; Toughness: 10 (2)
  Hindrances: Bloodthirsty, Illiterate, Outsider (illegiti-
  mate son of a noble), Vengeful
  Edges: Brawny, Combat Reﬂ exes, Command, Frenzy, Im-
  proved Block, Improved Nerves of Steel, Mighty Blow, 
  Strong Willed 
  Gear: Chain Hauberk (+2), pot helm (+2), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), crossbow (15/30/60, 2d6, AP2, 1 action to re-
  load).
  “BEATRICE” MALDON
  “BEATRICE” MALDON
  Beatrice’s real name is Molly, and she is normally a 
  serving girl in the Maldon household. Unfortunately for 
  Molly, she bears a remarkable resemblance to a tapestry 
  of the real Beatrice Maldon hanging in the Maldon Ban-
  queting hall. Molly is here purely to remind the Tiptrees 
  of their ancestor’s monstrous crime. She is instructed to 
  sit at her lord’s side during all negotiations, and to never 
  speak. If anyone one does engage her in conversation, it 
  soon becomes obvious that she is a commoner.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Guts d6, Notice d6
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Illiterate
  Edges: Very Attractive 
  Gear: Fine clothes.
  SIR EDMUND MALDON
  SIR EDMUND MALDON
  Edmund was blinded in one eye during an altercation 
  with Tiptree foresters as a child. Although the culprit was 
  executed, he still harbors a deep hatred for the Tiptree 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  24
  24
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 11 (2)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8+2).
  Special Abilities:
  * 
  Berserk: The Fair One is driven permanently ber-
  serk by the near failure of her plans. Her stats have 
  been adjusted to reﬂ ect her state. She ignores all 
  wound penalties.
  * 
  Block: +1 to Parry.
  * 
  Combat Reﬂ exes: +2 to rolls to recover from Shak-
  en.
  * 
  Fear (-1): The Fair One in her ﬁ nal form can cause 
  heart attacks with the sheer power of her terrifying 
  personality.
  * 
  Gathered Power: The Fair One can spend all un-
  spent Power Points available to her from the castle. 
  She uses her Control Castle Skill as her Arcane Back-
  ground and has the standard powers available to her 
  as well as any powers mentioned in the room de-
  scription.
  * 
  Hardy: Two Shaken results do not put the Fair One 
  down.
  * 
  Noble: +2 Charisma.
  * 
  Summer Fae: Fae creatures take double damage 
  from cold iron weapons; +2 Toughness against at-
  tacks using a ﬁ re trapping; +2 to resist Smart Tricks; 
  +2 damage from ice attacks; and if the fae can be 
  tricked into giving its word, it must do all in its pow-
  er to abide by the agreement.
  GUARDS
  GUARDS
  These are generic stats for all the guards in the sce-
  nario, be they the thirty brought by both the Maldon and 
  Tiptree families or the six Tolleshunt guards present in 
  Castle Fairstone.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Riding d6 
  Charisma: +0; Pace: 6; Parry: 5/6; Toughness: 7 (2)
  Hindrances: -- 
  Edges: -- 
  Gear: Chain mail (+2), pot helm (+3), long sword 
  (Str+d8), spear (3/6/12, Str+d4, +1 Parry, requires 2 
  hands), 
  JAMES THE BASTARD
  JAMES THE BASTARD
  James’ mother was a peasant pretty enough to gain 
  the attention—albeit brieﬂ y—of Sir Peter Tiptree. When 
  she died in childbirth no one knew what to do with the 
  newborn boy, his grandparents barely had enough food 
  to feed themselves, let alone the bastard son of a noble. 
  It was eventually decided he would live among the castle 
  staff.
  James’ life has been hard and cruel. Harald, who is 
  only a few months younger, never missed an opportunity 
  to taunt the baseborn lad about the circumstances of his 
  birth, and Lord Tiptree rarely acknowledged his exis-
  tence, let alone showed him a father’s love. Despite—or 
  maybe because of—the trials of his childhood, James 
  proved to be an able warrior and soon rose in the ranks 
  of the lord’s household guard, eventually becoming their 
  commander. Today he serves as a loyal bodyguard to his 
  father.
  However, James harbors thoughts of vengeance deep 
  in his dark heart. He hates both Harald and his father, 
  and although he is quite fond of John he realizes that the 
  lad must die if he is to claim his rightful birthright—the 
  title of Lord Tiptree. So far he has never been provided 
  with the opportunity that he needs, but the situation 
  in Castle Fairstone gives him both the opportunity and 
  convenient culprits to be framed.
  James is a cruel man who has murdered several peas-
  ants, but so far he has managed to hide these crimes. If 
  his true nature becomes known, then James’ Charisma 
  drops to –6.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d12, Notice 
  d8, Riding d10, Shooting d8, Taunt d8
  Charisma: -2/-6; Pace: 6; Parry: 10; Toughness: 10 (2)
  Hindrances: Bloodthirsty, Illiterate, Outsider (illegiti-
  mate son of a noble), Vengeful
  Edges: Brawny, Combat Reﬂ exes, Command, Frenzy, Im-
  proved Block, Improved Nerves of Steel, Mighty Blow, 
  Strong Willed 
  Gear: Chain Hauberk (+2), pot helm (+2), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), crossbow (15/30/60, 2d6, AP2, 1 action to re-
  load).
  “BEATRICE” MALDON
  “BEATRICE” MALDON
  Beatrice’s real name is Molly, and she is normally a 
  serving girl in the Maldon household. Unfortunately for 
  Molly, she bears a remarkable resemblance to a tapestry 
  of the real Beatrice Maldon hanging in the Maldon Ban-
  queting hall. Molly is here purely to remind the Tiptrees 
  of their ancestor’s monstrous crime. She is instructed to 
  sit at her lord’s side during all negotiations, and to never 
  speak. If anyone one does engage her in conversation, it 
  soon becomes obvious that she is a commoner.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Guts d6, Notice d6
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Illiterate
  Edges: Very Attractive 
  Gear: Fine clothes.
  SIR EDMUND MALDON
  SIR EDMUND MALDON
  Edmund was blinded in one eye during an altercation 
  with Tiptree foresters as a child. Although the culprit was 
  executed, he still harbors a deep hatred for the Tiptree 
  
  25
  25
  family—it will take a small miracle before he agrees to 
  make peace between the two families.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6, 
  Riding d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 9 (3)
  Hindrances: Habit (scratches his empty eye socket), 
  One Eye, Stubborn
  Edges: Combat Reﬂ exes, Block, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR GUY MALDON
  SIR GUY MALDON
  Guy is Edmund’s younger brother who has recently 
  returned from a crusade in the Holy Lands. While besieg-
  ing a minor castle he came close to being splashed with 
  boiling oil. The experience pushed him over the edge 
  and he became convinced he had been horribly disﬁ g-
  ured and now keeps his face covered at all times. If his 
  face ever is seen, or forcibly uncovered he will ﬂ y into a 
  berserk rage.
  The second Charisma score is only applicable if his 
  true features are revealed.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Climbing d8, Fighting d10, Guts d8, Intimidation 
  d10, Notice d6, Riding d10, Survival d6
  Charisma: -1/+1; Pace: 6; Parry: 11; Toughness: 10 
  (3)
  Hindrances: Delusional (Believes he is horribly scarred), 
  Habit (keeps his face covered at all times), Mean
  Edges: Attractive, First Strike, Improved Block, Level 
  Headed, Nerves of Steel, Noble, Quick
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  MASTER THEODRIC
  MASTER THEODRIC
  Theodric is the elderly advisor to Lord Tiptree and 
  was a young physician during the chaos surrounding the 
  double murder of Beatrice Maldon and Harold Tiptree, 
  and the subsequent death of Lord Edward Tiptree. Since 
  those terrible days Theodric has become the physician, 
  advisor, and tutor to subsequent Tiptree lords and made 
  himself an invaluable aid to their rule. He ﬁ rmly believes 
  the Maldons are a family of warlocks and witches able 
  to inﬂ uence men’s thoughts, and this colors his advice 
  whenever matters turn to the feud. Indeed it could be 
  argued that his efforts have kept it alive.
  Theodric has a secret. Harold was not the only one 
  to fall in love with the lovely Beatrice. The young healer 
  also fell for her—although he never made his feelings 
  for her known. When his lord murdered her, Theodric 
  was seized by a temporary insanity, which led him to 
  poison Edward with a paralysis-inducing herb. Only after 
  his lord had died from infected bedsores did the healer 
  realize what he had done and seized upon the lie that he 
  had been supernaturally controlled in his actions. Since 
  that day he has told himself the lie so many times it rings 
  true to him.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, 
  Vigor d4
  Skills: Guts d6, Healing d10, Intimidation d6, Investi-
  gation d8, Knowledge (Herbalism) d8, Knowledge (His-
  tory) d8, Notice d6, Persuasion d10, Riding d4 
  Charisma: -2; Pace: 5; Parry: 3; Toughness: 4
  Hindrances: Delusional (Believes the Maldons are in 
  league with demons), Elderly, Enemy (The Maldons), 
  Ugly
  Edges: Healer, Scholar (Herbalism & Healing). 
  Gear: Staff (Str+d4, +1 Parry, 2 hands), Fine clothes, 
  herb pouch.
  SERVANTS
  SERVANTS
  These keep Castle Fairstone running day-to-day. There 
  are a total of 18 servants in the castle (including the 
  cooks) and each noble has brought one personal atten-
  dant (including Beatrice, although she has no idea what 
  to do with her as she is a servant herself), meaning there 
  are twenty-four servants in the castle in total. Most—if 
  not all—of them get killed during the initial possession 
  of the castle, of course.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Notice d8 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: --
  Edges: -- 
  Gear: Coarse clothing, some may have cooking utensils 
  (Str+d4, -1 to Fighting roll).
  HARALD TIPTREE
  HARALD TIPTREE
  Harald is a bully and a bore; he has never known dis-
  comfort or hardship throughout his pampered life. This 
  luxury has bred a contempt and arrogance, which makes 
  him a most disagreeable fellow. He constantly reminds 
  those he considers his inferior of their status, and will 
  bully them mercilessly with his increasingly ridiculous 
  demands. His older half brother was a frequent victim of 
  his acidic tongue during their childhood together.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d4, Intimidation d10, Notice 
  d6, Riding d8, Taunt d10, Throwing d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (3)
  Hindrances: Arrogant, Mean
  Edges: Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  25
  25
  family—it will take a small miracle before he agrees to 
  make peace between the two families.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6, 
  Riding d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 9 (3)
  Hindrances: Habit (scratches his empty eye socket), 
  One Eye, Stubborn
  Edges: Combat Reﬂ exes, Block, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR GUY MALDON
  SIR GUY MALDON
  Guy is Edmund’s younger brother who has recently 
  returned from a crusade in the Holy Lands. While besieg-
  ing a minor castle he came close to being splashed with 
  boiling oil. The experience pushed him over the edge 
  and he became convinced he had been horribly disﬁ g-
  ured and now keeps his face covered at all times. If his 
  face ever is seen, or forcibly uncovered he will ﬂ y into a 
  berserk rage.
  The second Charisma score is only applicable if his 
  true features are revealed.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Climbing d8, Fighting d10, Guts d8, Intimidation 
  d10, Notice d6, Riding d10, Survival d6
  Charisma: -1/+1; Pace: 6; Parry: 11; Toughness: 10 
  (3)
  Hindrances: Delusional (Believes he is horribly scarred), 
  Habit (keeps his face covered at all times), Mean
  Edges: Attractive, First Strike, Improved Block, Level 
  Headed, Nerves of Steel, Noble, Quick
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  MASTER THEODRIC
  MASTER THEODRIC
  Theodric is the elderly advisor to Lord Tiptree and 
  was a young physician during the chaos surrounding the 
  double murder of Beatrice Maldon and Harold Tiptree, 
  and the subsequent death of Lord Edward Tiptree. Since 
  those terrible days Theodric has become the physician, 
  advisor, and tutor to subsequent Tiptree lords and made 
  himself an invaluable aid to their rule. He ﬁ rmly believes 
  the Maldons are a family of warlocks and witches able 
  to inﬂ uence men’s thoughts, and this colors his advice 
  whenever matters turn to the feud. Indeed it could be 
  argued that his efforts have kept it alive.
  Theodric has a secret. Harold was not the only one 
  to fall in love with the lovely Beatrice. The young healer 
  also fell for her—although he never made his feelings 
  for her known. When his lord murdered her, Theodric 
  was seized by a temporary insanity, which led him to 
  poison Edward with a paralysis-inducing herb. Only after 
  his lord had died from infected bedsores did the healer 
  realize what he had done and seized upon the lie that he 
  had been supernaturally controlled in his actions. Since 
  that day he has told himself the lie so many times it rings 
  true to him.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, 
  Vigor d4
  Skills: Guts d6, Healing d10, Intimidation d6, Investi-
  gation d8, Knowledge (Herbalism) d8, Knowledge (His-
  tory) d8, Notice d6, Persuasion d10, Riding d4 
  Charisma: -2; Pace: 5; Parry: 3; Toughness: 4
  Hindrances: Delusional (Believes the Maldons are in 
  league with demons), Elderly, Enemy (The Maldons), 
  Ugly
  Edges: Healer, Scholar (Herbalism & Healing). 
  Gear: Staff (Str+d4, +1 Parry, 2 hands), Fine clothes, 
  herb pouch.
  SERVANTS
  SERVANTS
  These keep Castle Fairstone running day-to-day. There 
  are a total of 18 servants in the castle (including the 
  cooks) and each noble has brought one personal atten-
  dant (including Beatrice, although she has no idea what 
  to do with her as she is a servant herself), meaning there 
  are twenty-four servants in the castle in total. Most—if 
  not all—of them get killed during the initial possession 
  of the castle, of course.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Notice d8 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: --
  Edges: -- 
  Gear: Coarse clothing, some may have cooking utensils 
  (Str+d4, -1 to Fighting roll).
  HARALD TIPTREE
  HARALD TIPTREE
  Harald is a bully and a bore; he has never known dis-
  comfort or hardship throughout his pampered life. This 
  luxury has bred a contempt and arrogance, which makes 
  him a most disagreeable fellow. He constantly reminds 
  those he considers his inferior of their status, and will 
  bully them mercilessly with his increasingly ridiculous 
  demands. His older half brother was a frequent victim of 
  his acidic tongue during their childhood together.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d4, Intimidation d10, Notice 
  d6, Riding d8, Taunt d10, Throwing d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (3)
  Hindrances: Arrogant, Mean
  Edges: Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  26
  26
  JOHN TIPTREE
  JOHN TIPTREE
  John is the youngest son of Lord Tiptree, but is totally 
  unlike both his brothers. John is a sweet lad who thinks 
  of others and has been swept up by the romance and 
  chivalric code of the stories and legends told to him by 
  his tutor, Master Theodric.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d6, 
  Riding d10
  Charisma: +6; Pace: 8; Parry: 7; Toughness: 8 (3)
  Hindrances: Code of Honor, Loyal
  Edges: Attractive, Charismatic, Fleet-Footed, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR PETER TIPTREE
  SIR PETER TIPTREE
  In his youth Sir Tiptree was the epitome of the 
  knightly ideal—strong, handsome, and chivalrous. Sadly 
  age has taken its toll, and muscle has turned to fat, and 
  his chivalry has given way to murderous rages. Sir Peter’s 
  hatred of the Maldon family is a tired spent force and 
  is now something he maintains out of habit rather than 
  conviction.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Persua-
  sion d6, Riding d10, Throwing d6
  Charisma: +2; Pace: 5; Parry: 7; Toughness: 10 (3)
  Hindrances: Enemy (Sir Maldon), Obese
  Edges: Berserk, Block, Command, Noble, Sweep
  Gear: Plate corselet, vambace and greaves (+3), steel 
  helmet (+3), great axe (Str+d8, Parry –1, 2 hands), ﬁ ne 
  clothes.
  THOMAS
  THOMAS
  Thomas is a cheat and a fraud; he befriended Sir Guy 
  Maldon on the ﬁ eld of battle and was able to convince 
  him that he had saved the knight’s life. Since then he 
  has been the Knights constant companion, and revels in 
  living the life his deceit has provided him. 
  Thomas is ready to move on—the madness of Sir Guy 
  is wearing—but he will ﬁ rst ﬂ eece his victim of every-
  thing that he can. 
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Lockpicking 
  d8, Notice d8, Persuasion d8, Riding d8, Stealth d10, Sur-
  vival d6
  Charisma: +1; Pace: 6; Parry: 8; Toughness: 5 (1)
  Hindrances: Habit (picks everything up and inspects it), 
  Illiterate, Small
  Edges: Acrobat, Ambidextrous, Block, Charismatic, Flo-
  rentine, Quick, Thief
  Gear: Leather (+1), pot helm (+2), long sword (Str+d8), 
  dagger (Str+d4).
  LADY AMELIA TOLLESHUNT
  LADY AMELIA TOLLESHUNT
  Lady Amelia is an attractive young woman who has 
  found love in the last place she expected—the arms of 
  a much older man. She is happy at Castle Fairstone and 
  will not brook anything that will threaten her or her fam-
  ily.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Guts d6, Intimidation d6, Knowledge (Castle Fair-
  stone) d10, Notice d8, Persuasion d8
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn
  Edges: Attractive, Noble
  Gear: Fine Clothes.
  SIR SIMON TOLLESHUNT
  SIR SIMON TOLLESHUNT
  Sir Simon is a hero of a minor crusade thirty years ago. 
  He has tried to put those days behind him and believes 
  the sorrows he has suffered since then—the death of his 
  ﬁ rst child and only son—are divine justice for the crimes 
  that he committed overseas. He is happily married to his 
  second, much younger, wife and together they are rais-
  ing his orphaned grandson. He views the imposition of 
  the Tiptree and Maldon families on his household as a 
  trial he must get through.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d8, 
  Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Bad Eyes
  Edges: Command, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), warham-
  mer (Str+d6, AP1 versus rigid armor), ﬁ ne clothes.
  WILLIAM TOLLESHUNT
  WILLIAM TOLLESHUNT
  William is only 10 years, and lost both his parents to 
  the plague when he was 5. Since then his grandfather 
  and “Mother Amelia” have brought him up. William and 
  Harald took an instant dislike to one another during a 
  visit last year. Harald refers to the child as “Orphan Boy” 
  and William is dreading his arrival. 
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, 
  Vigor d4
  Skills: Climbing d8, Fighting d4, Guts d6, Notice d6, 
  Riding d6, Stealth d8
  Charisma: +0; Pace: 8; Parry: 4; Toughness: 5 (1)
  Hindrances: Young
  Edges: Fleet-Footed, Luck, Noble
  Gear: Leather (+1), pot helm (+2), training sword 
  (Str+d4), ﬁ ne clothes.
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  26
  26
  JOHN TIPTREE
  JOHN TIPTREE
  John is the youngest son of Lord Tiptree, but is totally 
  unlike both his brothers. John is a sweet lad who thinks 
  of others and has been swept up by the romance and 
  chivalric code of the stories and legends told to him by 
  his tutor, Master Theodric.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d6, 
  Riding d10
  Charisma: +6; Pace: 8; Parry: 7; Toughness: 8 (3)
  Hindrances: Code of Honor, Loyal
  Edges: Attractive, Charismatic, Fleet-Footed, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR PETER TIPTREE
  SIR PETER TIPTREE
  In his youth Sir Tiptree was the epitome of the 
  knightly ideal—strong, handsome, and chivalrous. Sadly 
  age has taken its toll, and muscle has turned to fat, and 
  his chivalry has given way to murderous rages. Sir Peter’s 
  hatred of the Maldon family is a tired spent force and 
  is now something he maintains out of habit rather than 
  conviction.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Persua-
  sion d6, Riding d10, Throwing d6
  Charisma: +2; Pace: 5; Parry: 7; Toughness: 10 (3)
  Hindrances: Enemy (Sir Maldon), Obese
  Edges: Berserk, Block, Command, Noble, Sweep
  Gear: Plate corselet, vambace and greaves (+3), steel 
  helmet (+3), great axe (Str+d8, Parry –1, 2 hands), ﬁ ne 
  clothes.
  THOMAS
  THOMAS
  Thomas is a cheat and a fraud; he befriended Sir Guy 
  Maldon on the ﬁ eld of battle and was able to convince 
  him that he had saved the knight’s life. Since then he 
  has been the Knights constant companion, and revels in 
  living the life his deceit has provided him. 
  Thomas is ready to move on—the madness of Sir Guy 
  is wearing—but he will ﬁ rst ﬂ eece his victim of every-
  thing that he can. 
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Lockpicking 
  d8, Notice d8, Persuasion d8, Riding d8, Stealth d10, Sur-
  vival d6
  Charisma: +1; Pace: 6; Parry: 8; Toughness: 5 (1)
  Hindrances: Habit (picks everything up and inspects it), 
  Illiterate, Small
  Edges: Acrobat, Ambidextrous, Block, Charismatic, Flo-
  rentine, Quick, Thief
  Gear: Leather (+1), pot helm (+2), long sword (Str+d8), 
  dagger (Str+d4).
  LADY AMELIA TOLLESHUNT
  LADY AMELIA TOLLESHUNT
  Lady Amelia is an attractive young woman who has 
  found love in the last place she expected—the arms of 
  a much older man. She is happy at Castle Fairstone and 
  will not brook anything that will threaten her or her fam-
  ily.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Guts d6, Intimidation d6, Knowledge (Castle Fair-
  stone) d10, Notice d8, Persuasion d8
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn
  Edges: Attractive, Noble
  Gear: Fine Clothes.
  SIR SIMON TOLLESHUNT
  SIR SIMON TOLLESHUNT
  Sir Simon is a hero of a minor crusade thirty years ago. 
  He has tried to put those days behind him and believes 
  the sorrows he has suffered since then—the death of his 
  ﬁ rst child and only son—are divine justice for the crimes 
  that he committed overseas. He is happily married to his 
  second, much younger, wife and together they are rais-
  ing his orphaned grandson. He views the imposition of 
  the Tiptree and Maldon families on his household as a 
  trial he must get through.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d8, 
  Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Bad Eyes
  Edges: Command, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), warham-
  mer (Str+d6, AP1 versus rigid armor), ﬁ ne clothes.
  WILLIAM TOLLESHUNT
  WILLIAM TOLLESHUNT
  William is only 10 years, and lost both his parents to 
  the plague when he was 5. Since then his grandfather 
  and “Mother Amelia” have brought him up. William and 
  Harald took an instant dislike to one another during a 
  visit last year. Harald refers to the child as “Orphan Boy” 
  and William is dreading his arrival. 
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, 
  Vigor d4
  Skills: Climbing d8, Fighting d4, Guts d6, Notice d6, 
  Riding d6, Stealth d8
  Charisma: +0; Pace: 8; Parry: 4; Toughness: 5 (1)
  Hindrances: Young
  Edges: Fleet-Footed, Luck, Noble
  Gear: Leather (+1), pot helm (+2), training sword 
  (Str+d4), ﬁ ne clothes.
  
  27
  27
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  LADY ROWENA
  LADY ROWENA
  Lady Rowena is the beautiful wife of Sir Stephen, 
  the ruler of Bruton. She is elegant, witty, charming, and 
  totally devoted to her husband and his welfare. Under-
  neath her composed and pleasant exterior lurks a ﬁ ery 
  temper that has made battle-hardened knights ﬂ ee her 
  presence. Heroes who try to take advantage of her in any 
  manner will soon regret it!
  She and Sir Stephen have been married for ﬁ fteen 
  years and have but a single daughter, Madeline, who was 
  born the year after their wedding. Since then they have 
  had no luck in their attempts to produce more offspring. 
  Lady Rowena is extremely protective of her daughter 
  and potential suitors have to perform a variety of tasks 
  to prove that they are worthy enough to marry the girl. 
  Madeline is currently travelling to Sarum to stay with 
  family friends. Her mother sent her there so she would 
  not see her father in his current state.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Healing d8, Knowledge (Steward-
  ship) d10, Notice d8, Persuasion d8, Riding d6, Street-
  wise d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 8 (2)
  Hindrances: Loyal, Vengeful (minor)
  Edges: Very Attractive
  Gear: Fine clothes, dagger (Str+d4)
  THE GUARDIAN OF CREECH HILL
  THE GUARDIAN OF CREECH HILL
  The creature that guards Creech Hill is described 
  by those few unfortunates who have got close to it as a 
  black humanoid without any distinguishable features. A 
  few talk of it having horns, but none would swear by it.
  What is quite clear, however, is that the creature is very 
  agile and can sometimes be seen leaping and bounding 
  around the hilltop, as if performing some strange dance. 
  It also possesses great stamina and never seems to be-
  come fatigued. The creature has neither the ability, nor 
  the desire, to speak to mortals.
  The creature is dispelled by sunlight. At ﬁ rst light the 
  creature suddenly vanishes, and all those currently af-
  fected by its spells are released. Those who are suffering 
  long-term effects must still wait until the power’s effect 
  ends naturally however.
  The creature is an ancient and powerful Unseelie 
  faerie, bound to guard the hill by the Celtic druids who 
  once worshipped here. When the Romans came it tor-
  mented them, even though they worshipped an aspect of 
  Cernunnos, and the priests would only visit the site dur-
  ing the day, preferring to live in the nearby settlement at 
  Bruton during the hours of darkness rather than staying 
  in the temple grounds.
  The creature is unlikely to be harmed by the charac-
  ters until they have explored the temple as it can only 
  be damaged by cold iron weapons or by weapons spe-
  ciﬁ cally designed to harm faeries. Should the creature 
  be Incapacitated, it is temporarily dispelled, returning 
  completely healed on the night of the next full moon. 
  Permanently banishing it requires long and complex ritu-
  als, and could make an interesting follow on adventure.
  Attributes: Agility d10, Smarts d8, Spirit d10, Strength 
  d12, Vigor d10
  Skills: Intimidation d12, Notice d10, Spellcasting d12, 
  Stealth d10, Taunt d12
  Pace: 8; Parry: 2; Toughness: 7
  Special Abilities:
  • Inhuman Senses: The guardian ignores all penalties 
  for poor lighting.
  • Invulnerability: It can only be Shaken or wounded by 
  cold iron weapons.
  • Laugh of Madness: The creature constantly emits a 
  maddening laugh that cannot be blocked by covering 
  one’s ears. Anyone approaching closer than 12” or who 
  begins their turn within 12” of the ﬁ end must make an 
  opposed Spirit roll. If the creature wins, the hero must 
  roll on the Fear Table (at +2 if the creature scores a 
  raise). A result of 21+ causes permanent  insanity in-
  stead of a heart attack.
  • Powers: It knows the following powers—deﬂ ection 
  (indistinct form), fear (terrifying scream; resisted by 
  Spirit), invisibility, lower Spirit (laughter; temporary in-
  sanity), quickness, speed, teleport; 50 Power Points.
  • Quick: Redraws action cards with a value of ﬁ ve or 
  lower.
  • Weakness (Cold Iron): Weapons made of cold iron 
  cause normal damage.
  • Weakness (Sunlight): The creature is banished back 
  to the faerie realm at dawn.
  BANDITS
  BANDITS
       BANDIT LEADER
       BANDIT LEADER
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d8, Shooting d10, Stealth d8, Throwing d8
  Charisma: –2; Pace: 6; Parry: 9; Toughness: 8 (2)
  Hindrances: Greedy (Major), Mean, Vengeful (Major)
  Edges: Block, Combat Reﬂ exes, Command, Strong 
  Willed
  Gear: Chain hauberk (+2), medium shield (+1 Parry), 
  long sword (Str+d8), riding horse
  BANDIT KNIGHT
  BANDIT KNIGHT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Riding d6, Shooting d6, 
  Stealth d6, Throwing d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 8 (2)
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  27
  27
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  LADY ROWENA
  LADY ROWENA
  Lady Rowena is the beautiful wife of Sir Stephen, 
  the ruler of Bruton. She is elegant, witty, charming, and 
  totally devoted to her husband and his welfare. Under-
  neath her composed and pleasant exterior lurks a ﬁ ery 
  temper that has made battle-hardened knights ﬂ ee her 
  presence. Heroes who try to take advantage of her in any 
  manner will soon regret it!
  She and Sir Stephen have been married for ﬁ fteen 
  years and have but a single daughter, Madeline, who was 
  born the year after their wedding. Since then they have 
  had no luck in their attempts to produce more offspring. 
  Lady Rowena is extremely protective of her daughter 
  and potential suitors have to perform a variety of tasks 
  to prove that they are worthy enough to marry the girl. 
  Madeline is currently travelling to Sarum to stay with 
  family friends. Her mother sent her there so she would 
  not see her father in his current state.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Healing d8, Knowledge (Steward-
  ship) d10, Notice d8, Persuasion d8, Riding d6, Street-
  wise d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 8 (2)
  Hindrances: Loyal, Vengeful (minor)
  Edges: Very Attractive
  Gear: Fine clothes, dagger (Str+d4)
  THE GUARDIAN OF CREECH HILL
  THE GUARDIAN OF CREECH HILL
  The creature that guards Creech Hill is described 
  by those few unfortunates who have got close to it as a 
  black humanoid without any distinguishable features. A 
  few talk of it having horns, but none would swear by it.
  What is quite clear, however, is that the creature is very 
  agile and can sometimes be seen leaping and bounding 
  around the hilltop, as if performing some strange dance. 
  It also possesses great stamina and never seems to be-
  come fatigued. The creature has neither the ability, nor 
  the desire, to speak to mortals.
  The creature is dispelled by sunlight. At ﬁ rst light the 
  creature suddenly vanishes, and all those currently af-
  fected by its spells are released. Those who are suffering 
  long-term effects must still wait until the power’s effect 
  ends naturally however.
  The creature is an ancient and powerful Unseelie 
  faerie, bound to guard the hill by the Celtic druids who 
  once worshipped here. When the Romans came it tor-
  mented them, even though they worshipped an aspect of 
  Cernunnos, and the priests would only visit the site dur-
  ing the day, preferring to live in the nearby settlement at 
  Bruton during the hours of darkness rather than staying 
  in the temple grounds.
  The creature is unlikely to be harmed by the charac-
  ters until they have explored the temple as it can only 
  be damaged by cold iron weapons or by weapons spe-
  ciﬁ cally designed to harm faeries. Should the creature 
  be Incapacitated, it is temporarily dispelled, returning 
  completely healed on the night of the next full moon. 
  Permanently banishing it requires long and complex ritu-
  als, and could make an interesting follow on adventure.
  Attributes: Agility d10, Smarts d8, Spirit d10, Strength 
  d12, Vigor d10
  Skills: Intimidation d12, Notice d10, Spellcasting d12, 
  Stealth d10, Taunt d12
  Pace: 8; Parry: 2; Toughness: 7
  Special Abilities:
  • Inhuman Senses: The guardian ignores all penalties 
  for poor lighting.
  • Invulnerability: It can only be Shaken or wounded by 
  cold iron weapons.
  • Laugh of Madness: The creature constantly emits a 
  maddening laugh that cannot be blocked by covering 
  one’s ears. Anyone approaching closer than 12” or who 
  begins their turn within 12” of the ﬁ end must make an 
  opposed Spirit roll. If the creature wins, the hero must 
  roll on the Fear Table (at +2 if the creature scores a 
  raise). A result of 21+ causes permanent  insanity in-
  stead of a heart attack.
  • Powers: It knows the following powers—deﬂ ection 
  (indistinct form), fear (terrifying scream; resisted by 
  Spirit), invisibility, lower Spirit (laughter; temporary in-
  sanity), quickness, speed, teleport; 50 Power Points.
  • Quick: Redraws action cards with a value of ﬁ ve or 
  lower.
  • Weakness (Cold Iron): Weapons made of cold iron 
  cause normal damage.
  • Weakness (Sunlight): The creature is banished back 
  to the faerie realm at dawn.
  BANDITS
  BANDITS
       BANDIT LEADER
       BANDIT LEADER
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d8, Shooting d10, Stealth d8, Throwing d8
  Charisma: –2; Pace: 6; Parry: 9; Toughness: 8 (2)
  Hindrances: Greedy (Major), Mean, Vengeful (Major)
  Edges: Block, Combat Reﬂ exes, Command, Strong 
  Willed
  Gear: Chain hauberk (+2), medium shield (+1 Parry), 
  long sword (Str+d8), riding horse
  BANDIT KNIGHT
  BANDIT KNIGHT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Riding d6, Shooting d6, 
  Stealth d6, Throwing d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 8 (2)
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  28
  28
  Hindrances: Greedy (Minor), Mean
  Edges: Combat Reﬂ exes
  Gear: Chain hauberk (+2), medium shield (+1 Parry), 
  long sword (Str+d8), riding horse
  BANDIT
  BANDIT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Mean
  Edges: —
  Gear: Leather armor (+1), short sword, mace, or axe 
  (Str+d6), bow (Range: 12/24/48, Damage: 2d6), 10 ar-
  rows
  RIDING HORSE
  RIDING HORSE
  Sir Stephen’s knights were equipped for speed, not 
  a cavalry charge. Hence, they were using riding horses. 
  They are not trained for war.
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 
  d12, Vigor d8
  Skills: Fighting d4, Guts d6, Notice d6
  Pace: 10; Parry: 4; Toughness: 8
  Special Abilities:
  • Fleet Footed: Horses roll a d10 when running instead 
  of a d6.
  • Kick: Str.
  • Size +2: Riding horses weigh between 800 and 1000 
  pounds.
  NPC STATS—FOR PLAYERS
  NPC STATS—FOR PLAYERS
  BROTHER JOSEPH
  BROTHER JOSEPH
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Guts d8, Intimidation d10, Notice d8, Knowledge 
  (Christianity) d10, Persuasion d10, Riding d6, 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: Code of Honor, Paciﬁ st (Minor), Poverty, 
  Vow
  Edges: Command, Inspire 
  Gear: Cross, bible, robes.
  JAMES THE BASTARD
  JAMES THE BASTARD
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d12, Notice 
  d8, Riding d10, Shooting d8, Taunt d8
  Charisma: -2/-6; Pace: 6; Parry: 10; Toughness: 10 (2)
  Hindrances: Illiterate, Outsider (illegitimate son of a 
  noble)
  Edges: Brawny, Combat Reﬂ exes, Command, Frenzy, Im-
  proved Block, Improved Nerves of Steel, Mighty Blow, 
  Strong Willed 
  Gear: Chain Hauberk (+2), pot helm (+2), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), crossbow (15/30/60, 2d6, AP2, 1 action to re-
  load).
  BEATRICE MALDON
  BEATRICE MALDON
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Guts d6, Notice d6
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Illiterate
  Edges: Very Attractive 
  Gear: Fine clothes.
  SIR EDMUND MALDON
  SIR EDMUND MALDON
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6, 
  Riding d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 9 (3)
  Hindrances: Habit (scratches his empty eye socket), 
  One Eye, Stubborn
  Edges: Combat Reﬂ exes, Block, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR GUY MALDON
  SIR GUY MALDON
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Climbing d8, Fighting d10, Guts d8, Intimidation 
  d10, Notice d6, Riding d10, Survival d6
  Charisma: -3/-5; Pace: 6; Parry: 11; Toughness: 10 (3)
  Hindrances:  Habit (keeps his face covered at all times), 
  Mean, Ugly
  Edges: First Strike, Improved Block, Level Headed, 
  Nerves of Steel, Noble, Quick
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  MASTER THEODRIC
  MASTER THEODRIC
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, 
  Vigor d4
  Skills: Guts d6, Healing d10, Intimidation d6, Investi-
  gation d8, Knowledge (Herbalism) d8, Knowledge (His-
  tory) d8, Notice d6, Persuasion d10, Riding d4, 
  Charisma: -2; Pace: 5; Parry: 3; Toughness: 4
  Hindrances: Delusional (Believes the Maldons are in 
  league with demons), Elderly, Enemy (The Maldons), 
  Ugly
  Edges: Healer, Scholar (Herbalism & Healing). 
  DARING TALES OF CHIVALRY #04
  DARING TALES OF CHIVALRY #04
  28
  28
  Hindrances: Greedy (Minor), Mean
  Edges: Combat Reﬂ exes
  Gear: Chain hauberk (+2), medium shield (+1 Parry), 
  long sword (Str+d8), riding horse
  BANDIT
  BANDIT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Mean
  Edges: —
  Gear: Leather armor (+1), short sword, mace, or axe 
  (Str+d6), bow (Range: 12/24/48, Damage: 2d6), 10 ar-
  rows
  RIDING HORSE
  RIDING HORSE
  Sir Stephen’s knights were equipped for speed, not 
  a cavalry charge. Hence, they were using riding horses. 
  They are not trained for war.
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 
  d12, Vigor d8
  Skills: Fighting d4, Guts d6, Notice d6
  Pace: 10; Parry: 4; Toughness: 8
  Special Abilities:
  • Fleet Footed: Horses roll a d10 when running instead 
  of a d6.
  • Kick: Str.
  • Size +2: Riding horses weigh between 800 and 1000 
  pounds.
  NPC STATS—FOR PLAYERS
  NPC STATS—FOR PLAYERS
  BROTHER JOSEPH
  BROTHER JOSEPH
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Guts d8, Intimidation d10, Notice d8, Knowledge 
  (Christianity) d10, Persuasion d10, Riding d6, 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: Code of Honor, Paciﬁ st (Minor), Poverty, 
  Vow
  Edges: Command, Inspire 
  Gear: Cross, bible, robes.
  JAMES THE BASTARD
  JAMES THE BASTARD
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d12, Notice 
  d8, Riding d10, Shooting d8, Taunt d8
  Charisma: -2/-6; Pace: 6; Parry: 10; Toughness: 10 (2)
  Hindrances: Illiterate, Outsider (illegitimate son of a 
  noble)
  Edges: Brawny, Combat Reﬂ exes, Command, Frenzy, Im-
  proved Block, Improved Nerves of Steel, Mighty Blow, 
  Strong Willed 
  Gear: Chain Hauberk (+2), pot helm (+2), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), crossbow (15/30/60, 2d6, AP2, 1 action to re-
  load).
  BEATRICE MALDON
  BEATRICE MALDON
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Guts d6, Notice d6
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Illiterate
  Edges: Very Attractive 
  Gear: Fine clothes.
  SIR EDMUND MALDON
  SIR EDMUND MALDON
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6, 
  Riding d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 9 (3)
  Hindrances: Habit (scratches his empty eye socket), 
  One Eye, Stubborn
  Edges: Combat Reﬂ exes, Block, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR GUY MALDON
  SIR GUY MALDON
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Climbing d8, Fighting d10, Guts d8, Intimidation 
  d10, Notice d6, Riding d10, Survival d6
  Charisma: -3/-5; Pace: 6; Parry: 11; Toughness: 10 (3)
  Hindrances:  Habit (keeps his face covered at all times), 
  Mean, Ugly
  Edges: First Strike, Improved Block, Level Headed, 
  Nerves of Steel, Noble, Quick
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  MASTER THEODRIC
  MASTER THEODRIC
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, 
  Vigor d4
  Skills: Guts d6, Healing d10, Intimidation d6, Investi-
  gation d8, Knowledge (Herbalism) d8, Knowledge (His-
  tory) d8, Notice d6, Persuasion d10, Riding d4, 
  Charisma: -2; Pace: 5; Parry: 3; Toughness: 4
  Hindrances: Delusional (Believes the Maldons are in 
  league with demons), Elderly, Enemy (The Maldons), 
  Ugly
  Edges: Healer, Scholar (Herbalism & Healing). 
  
  29
  29
  Gear: Staff (Str+d4, +1 Parry, 2 hands), Fine clothes, 
  herb pouch.
  JOHN TIPTREE
  JOHN TIPTREE
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d6, 
  Riding d10
  Charisma: +6; Pace: 8; Parry: 7; Toughness: 8 (3)
  Hindrances: Code of Honor, Loyal
  Edges: Attractive, Charismatic, Fleet-Footed, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR PETER TIPTREE
  SIR PETER TIPTREE
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Persua-
  sion d6, Riding d10, Throwing d6
  Charisma: +2; Pace: 5; Parry: 7; Toughness: 10 (3)
  Hindrances: Enemy (Sir Maldon), Obese
  Edges: Berserk, Block, Command, Noble, Sweep
  Gear: Plate corselet, vambace and greaves (+3), steel helmet 
  (+3), great axe (Str+d8, Parry –1, 2 hands), ﬁ ne clothes.
  THOMAS
  THOMAS
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Lockpicking 
  d8, Notice d8, Persuasion d8, Riding d8, Stealth d10, Sur-
  vival d6
  Charisma: +1; Pace: 6; Parry: 8; Toughness: 5 (1)
  Hindrances: Habit (picks everything up and inspects it), 
  Illiterate, Small
  Edges: Acrobat, Ambidextrous, Block, Charismatic, Flo-
  rentine, Quick, Thief
  Gear: Leather (+1), pot helm (+2), long sword (Str+d8), 
  dagger (Str+d4).
  LADY AMELIA TOLLESHUNT
  LADY AMELIA TOLLESHUNT
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Guts d6, Intimidation d6, Knowledge (Castle Fair-
  stone) d10, Notice d8, Persuasion d8
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn
  Edges: Attractive, Noble
  Gear: Fine Clothes.
  SIR SIMON TOLLESHUNT
  SIR SIMON TOLLESHUNT
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d8, 
  Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Bad Eyes
  Edges: Command, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), warham-
  mer (Str+d6, AP1 versus rigid armor), ﬁ ne clothes.
  WILLIAM TOLLESHUNT
  WILLIAM TOLLESHUNT
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, 
  Vigor d4
  Skills: Climbing d8, Fighting d4, Guts d6, Notice d6, 
  Riding d6, Stealth d8
  Charisma: +0; Pace: 8; Parry: 4; Toughness: 5 (1)
  Hindrances: Young
  Edges: Fleet-Footed, Luck, Noble
  Gear: Leather (+1), pot helm (+2), training sword 
  (Str+d4), ﬁ ne clothes.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  29
  29
  Gear: Staff (Str+d4, +1 Parry, 2 hands), Fine clothes, 
  herb pouch.
  JOHN TIPTREE
  JOHN TIPTREE
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d6, 
  Riding d10
  Charisma: +6; Pace: 8; Parry: 7; Toughness: 8 (3)
  Hindrances: Code of Honor, Loyal
  Edges: Attractive, Charismatic, Fleet-Footed, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), long sword 
  (Str+d8), ﬁ ne clothes.
  SIR PETER TIPTREE
  SIR PETER TIPTREE
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Persua-
  sion d6, Riding d10, Throwing d6
  Charisma: +2; Pace: 5; Parry: 7; Toughness: 10 (3)
  Hindrances: Enemy (Sir Maldon), Obese
  Edges: Berserk, Block, Command, Noble, Sweep
  Gear: Plate corselet, vambace and greaves (+3), steel helmet 
  (+3), great axe (Str+d8, Parry –1, 2 hands), ﬁ ne clothes.
  THOMAS
  THOMAS
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Lockpicking 
  d8, Notice d8, Persuasion d8, Riding d8, Stealth d10, Sur-
  vival d6
  Charisma: +1; Pace: 6; Parry: 8; Toughness: 5 (1)
  Hindrances: Habit (picks everything up and inspects it), 
  Illiterate, Small
  Edges: Acrobat, Ambidextrous, Block, Charismatic, Flo-
  rentine, Quick, Thief
  Gear: Leather (+1), pot helm (+2), long sword (Str+d8), 
  dagger (Str+d4).
  LADY AMELIA TOLLESHUNT
  LADY AMELIA TOLLESHUNT
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Guts d6, Intimidation d6, Knowledge (Castle Fair-
  stone) d10, Notice d8, Persuasion d8
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn
  Edges: Attractive, Noble
  Gear: Fine Clothes.
  SIR SIMON TOLLESHUNT
  SIR SIMON TOLLESHUNT
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Notice d8, Persuasion d8, 
  Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Bad Eyes
  Edges: Command, Noble
  Gear: Plate corselet, vambace and greaves (+3), medium 
  shield (+1 Parry, +2 Armor to ranged shots), warham-
  mer (Str+d6, AP1 versus rigid armor), ﬁ ne clothes.
  WILLIAM TOLLESHUNT
  WILLIAM TOLLESHUNT
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, 
  Vigor d4
  Skills: Climbing d8, Fighting d4, Guts d6, Notice d6, 
  Riding d6, Stealth d8
  Charisma: +0; Pace: 8; Parry: 4; Toughness: 5 (1)
  Hindrances: Young
  Edges: Fleet-Footed, Luck, Noble
  Gear: Leather (+1), pot helm (+2), training sword 
  (Str+d4), ﬁ ne clothes.
  THE MADNESS OF SIR STEPHEN
  THE MADNESS OF SIR STEPHEN
  
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
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  Triple Ace Games are proud to present the fourth in 
  their Daring Tales of Chivalry series, and present two 
  fully detailed adventures.
  Castle Fairstone puts the heroes between two 
  feuding families locked in a castle. Soon they 
  discover they aren’t alone, and what starts, as a 
  tense negotiation soon becomes a desperate ﬁ ght for 
  survival against strange unknown forces
  In The Madness of Sir Stephen the heroes are asked 
  to investigate the strange afﬂ iction of a trusted lord. 
  What follows will pitch them against brigands and a 
  creature of legend which has haunted the land for 
  centuries.
  The Daring Tales of Chivalry series use the award 
  winning Savage Worlds roleplaying system.
  TREADCHERY, FEUDS, FAE 
  TREADCHERY, FEUDS, FAE 
  AND MADNESS!
  AND MADNESS!
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of Chivalry/Savage Worlds - Daring Tales of Chivalry 04 - Castle Fairstone & The Madness.pdf