TEXT: PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31009
  31009
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING
  EDITING & PROOFREADING: RON BLESSING
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: JORDAN PEACOCK, JERRY BOUCHER
  ART: JORDAN PEACOCK, JERRY BOUCHER
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2008 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. © 2008. 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.
  DEATH AT THE JOUST
  DEATH AT THE JOUST
  02
  02
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING
  EDITING & PROOFREADING: RON BLESSING
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: JORDAN PEACOCK, JERRY BOUCHER
  ART: JORDAN PEACOCK, JERRY BOUCHER
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2008 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. © 2008. 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.
  DEATH AT THE JOUST
  DEATH AT THE JOUST
  02
  02
  
  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 be-
  gins. Knowing the basic ﬂ ow and details in advance will 
  greatly speed up play and make the game run smoother.
  This adventure consists of two separate events—a 
  tournament with numerous events and a mystery that 
  needs solving. Both are designed to work together, but 
  GMs could separate the two into different tales, thus 
  doubling the use. The rules for the tournament can be 
  reused over and over in future adventures of the GM’s 
  devising.
  GM ADVICE
  GM ADVICE
  There are over 50 important guests at the tourna-
  ment, only the barest handful of which have stats and are 
  important to the plot. After reading the adventure, the 
  GM is encouraged to create a few random personalities 
  and use these to create further adventure hooks. For ex-
  ample, a casual chat with a priest over a drink may reveal 
  he has come into information regarding a lost Christian 
  relic. Look beyond the two main plots, and enjoy the 
  many and varied roleplaying opportunities this social 
  event presents.
  Finally, don’t forget to reward good roleplaying with 
  a benny during the adventure. This adventure revolves 
  around social interaction and exciting combat descrip-
  tions, and players should be encouraged to really get 
  into character.
  THE CHARACTERS
  THE CHARACTERS
  This Savage Adventure contains a pulp tale based 
  around the exploits of four to six pre-generated char-
  acters. The full character sheets are available for free 
  at www.tripleacegames.com. One player must always 
  play the knight, as he is the reason for the group being 
  together.
  The heroes have all their leveling opportunities from 
  10 XPs (at which they begin) into Legendary mapped out 
  in advance. Each published adventure in this line earns 
  the heroes a ﬁ xed 5 Experience Points, guaranteeing 
  them an advance every mission. All the players need do 
  is tick the appropriate box and start making use of the 
  new upgrade.
  Characters: 10 XP.
  INTRODUCTION
  INTRODUCTION
  Word has reached Sir David of a major tourna-
  ment taking place in the Somerset cathedral-city 
  of Wells. Although the ﬁ eld will not include the 
  most famous knights of the realm, the prize is 
  generous, and the lack of famed opponents stands 
  Sir David in good stead. Other tournaments, such 
  as archery and a melee, have been arranged for 
  each knight’s entourage. So it is the illustrious 
  band enters the city to the rapturous applause 
  and adulation of the local peasants.
  The heroes have never attended a joust as partici-
  pants before, but they’ve watched the spectacle as fans. 
  Only knights with a proven, written family tree, going 
  back at least two generations of nobility, may enter the 
  joust. Knights may enter other events, though entering 
  any except the sword ﬁ ghting is generally considered 
  unbecoming a nobleman.
  The joust carries a prize of £50 for the winner. The 
  melee prize is £20 for knights and £10 for men-at-arms, 
  the throwing events are £7 each, archery £10 each, and 
  horsemanship is £5. Knights entering the joust risk losing 
  their horse, but they also have a chance of winning one or 
  more mounts, which they can sell back to their owner.
  As well as the events, there is a full market for the ﬁ ve 
  DEATH AT THE JOUST
  DEATH AT THE JOUST
  2
  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 be-
  gins. Knowing the basic ﬂ ow and details in advance will 
  greatly speed up play and make the game run smoother.
  This adventure consists of two separate events—a 
  tournament with numerous events and a mystery that 
  needs solving. Both are designed to work together, but 
  GMs could separate the two into different tales, thus 
  doubling the use. The rules for the tournament can be 
  reused over and over in future adventures of the GM’s 
  devising.
  GM ADVICE
  GM ADVICE
  There are over 50 important guests at the tourna-
  ment, only the barest handful of which have stats and are 
  important to the plot. After reading the adventure, the 
  GM is encouraged to create a few random personalities 
  and use these to create further adventure hooks. For ex-
  ample, a casual chat with a priest over a drink may reveal 
  he has come into information regarding a lost Christian 
  relic. Look beyond the two main plots, and enjoy the 
  many and varied roleplaying opportunities this social 
  event presents.
  Finally, don’t forget to reward good roleplaying with 
  a benny during the adventure. This adventure revolves 
  around social interaction and exciting combat descrip-
  tions, and players should be encouraged to really get 
  into character.
  THE CHARACTERS
  THE CHARACTERS
  This Savage Adventure contains a pulp tale based 
  around the exploits of four to six pre-generated char-
  acters. The full character sheets are available for free 
  at www.tripleacegames.com. One player must always 
  play the knight, as he is the reason for the group being 
  together.
  The heroes have all their leveling opportunities from 
  10 XPs (at which they begin) into Legendary mapped out 
  in advance. Each published adventure in this line earns 
  the heroes a ﬁ xed 5 Experience Points, guaranteeing 
  them an advance every mission. All the players need do 
  is tick the appropriate box and start making use of the 
  new upgrade.
  Characters: 10 XP.
  INTRODUCTION
  INTRODUCTION
  Word has reached Sir David of a major tourna-
  ment taking place in the Somerset cathedral-city 
  of Wells. Although the ﬁ eld will not include the 
  most famous knights of the realm, the prize is 
  generous, and the lack of famed opponents stands 
  Sir David in good stead. Other tournaments, such 
  as archery and a melee, have been arranged for 
  each knight’s entourage. So it is the illustrious 
  band enters the city to the rapturous applause 
  and adulation of the local peasants.
  The heroes have never attended a joust as partici-
  pants before, but they’ve watched the spectacle as fans. 
  Only knights with a proven, written family tree, going 
  back at least two generations of nobility, may enter the 
  joust. Knights may enter other events, though entering 
  any except the sword ﬁ ghting is generally considered 
  unbecoming a nobleman.
  The joust carries a prize of £50 for the winner. The 
  melee prize is £20 for knights and £10 for men-at-arms, 
  the throwing events are £7 each, archery £10 each, and 
  horsemanship is £5. Knights entering the joust risk losing 
  their horse, but they also have a chance of winning one or 
  more mounts, which they can sell back to their owner.
  As well as the events, there is a full market for the ﬁ ve 
  DEATH AT THE JOUST
  DEATH AT THE JOUST
  2
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  3
  days. All manner of goods, from armor, weapons, and 
  horses, to souvenirs, pottery, and furs, can be purchased. 
  Those who like female company (the sort for which you 
  have to pay) ﬁ nd a ready supply of ladies happy to enter-
  tain a gentleman.
  KEY EVENTS
  KEY EVENTS
  The timetable below lists several events either impor-
  tant to the plot or to help set the mood of the adventure. 
  These are detailed here for the GM.
  TIMETABLE OF EVENTS
  TIMETABLE OF EVENTS
  The adventure runs to the following timetable. Entries 
  in parentheses (such as E1) refer to key events. These are 
  detailed numerically in the rest of this chapter.
  DAY ZERO
  DAY ZERO
  1200: The heroes arrive in Wells and are met by Gerard, 
  the count’s major domo (E1).
  1600: The shield parade and introduction of knights 
  (E2).
  1900: Welcome banquet (E3).
  2030: Argument between Baron Villers le Lac and Sir Ri-
  chard (E4).
  DAY ONE
  DAY ONE
  1200: Start of the ﬁ rst round of the joust and melee, 
  plus the knife throwing (E5).
  1400: Scufﬂ e between Baron Villers le Lac and Carswell 
  Muxlow (E6).
  1600: End of the day’s dueling.
  DAY TWO
  DAY TWO
  1200: Start of the second round of the joust and melee, 
  plus the axe throwing (E5).
  1600: End of the day’s dueling.
  1700: Hear loud voices from the gardens. Discover argu-
  ment between Baron Villers le Lac and Sir Callion 
  Hebet (E6).
  DAY THREE
  DAY THREE
  1200: Start of the third round of the joust and melee, 
  plus the short bow archery (E5).
  1600: End of the day’s dueling.
  2100: Characters invited to game of cards by Baron Vil-
  lers le Lac (E8). Interrupted by Lady Roxanne du 
  Blanc-Coeur, who rows with the Baron.
  DAY FOUR
  DAY FOUR
  1200: Start of the semi-ﬁ nal of the joust and melee, plus 
  the long bow archery and horsemanship (E5).
  1600: End of the day’s dueling.
  2000: Grand ball (E9) held in honor of the ﬁ nalists.
  2030: Argument between Albert Tanner and Baron Vil-
  lers le Lac (E10).
  0000: Baron Villers le Lac murdered by unknown assail-
  ant and his pavilion ransacked (E11).
  DAY FIVE
  DAY FIVE
  1200: The ﬁ nal of the joust and melee (E5).
  2000: Farewell feast.
  DAY SIX
  DAY SIX
  1000: Depart Wells. Adventure ends.
  E1. ARRIVAL
  E1. ARRIVAL
  On reaching the tournament ﬁ eld, the heroes are 
  greeted by a man in ﬁ ne livery. He asks them whether 
  they have come to attend the grand tournament. Those 
  who respond positively are asked for their names. The 
  man is Gerard, the Earl of Somerset’s major domo.
  He fawns over any knights, consistently calling them 
  “lord” and commenting on how majestic they look. 
  Those of non-noble status are rudely ignored in favor of 
  their, “more esteemed colleagues.”
  Once inside, Gerard leads the heroes to the registra-
  tion tent. Here they must choose the events in which 
  they will participate. The events are the joust (knights 
  only), the melee, archery, knife and axe throwing, and 
  horsemanship. Don’t worry if a character doesn’t enter a 
  competition—the players get to take on the rolls of NPCs 
  during the adventure.
  Afterward, he takes them to the area set aside for 
  lodging—a ﬁ eld dotted with a few pavilions and tents. 
  The pre-generated characters don’t own any pavilions or 
  tents, so they’ll have to hire some. Renting a pavilion 
  costs £1 for the duration of the tournament, while a tent 
  is a mere £0.25.
  THWARTING PLANS
  THWARTING PLANS
  The heroes are, until his murder, spectators in the 
  Baron’s affairs. No amount of dirt-digging can re-
  veal more facts than are revealed to the characters 
  through the text, nor can they avert his death, or 
  ﬁ nd any of the items referred to by his adversaries.
  Players who begin trying to interfere, such as be-
  coming bodyguards for the Baron or searching 
  his pavilion, should be warned off. The Baron has 
  enough clout to inﬂ ict permanent Charisma penal-
  ties by bad mouthing them on the social scene, and 
  would-be thieves can run into some of the Earl’s 
  men.
  DEATH AT A JOUST
  DEATH AT A JOUST
  3
  days. All manner of goods, from armor, weapons, and 
  horses, to souvenirs, pottery, and furs, can be purchased. 
  Those who like female company (the sort for which you 
  have to pay) ﬁ nd a ready supply of ladies happy to enter-
  tain a gentleman.
  KEY EVENTS
  KEY EVENTS
  The timetable below lists several events either impor-
  tant to the plot or to help set the mood of the adventure. 
  These are detailed here for the GM.
  TIMETABLE OF EVENTS
  TIMETABLE OF EVENTS
  The adventure runs to the following timetable. Entries 
  in parentheses (such as E1) refer to key events. These are 
  detailed numerically in the rest of this chapter.
  DAY ZERO
  DAY ZERO
  1200: The heroes arrive in Wells and are met by Gerard, 
  the count’s major domo (E1).
  1600: The shield parade and introduction of knights 
  (E2).
  1900: Welcome banquet (E3).
  2030: Argument between Baron Villers le Lac and Sir Ri-
  chard (E4).
  DAY ONE
  DAY ONE
  1200: Start of the ﬁ rst round of the joust and melee, 
  plus the knife throwing (E5).
  1400: Scufﬂ e between Baron Villers le Lac and Carswell 
  Muxlow (E6).
  1600: End of the day’s dueling.
  DAY TWO
  DAY TWO
  1200: Start of the second round of the joust and melee, 
  plus the axe throwing (E5).
  1600: End of the day’s dueling.
  1700: Hear loud voices from the gardens. Discover argu-
  ment between Baron Villers le Lac and Sir Callion 
  Hebet (E6).
  DAY THREE
  DAY THREE
  1200: Start of the third round of the joust and melee, 
  plus the short bow archery (E5).
  1600: End of the day’s dueling.
  2100: Characters invited to game of cards by Baron Vil-
  lers le Lac (E8). Interrupted by Lady Roxanne du 
  Blanc-Coeur, who rows with the Baron.
  DAY FOUR
  DAY FOUR
  1200: Start of the semi-ﬁ nal of the joust and melee, plus 
  the long bow archery and horsemanship (E5).
  1600: End of the day’s dueling.
  2000: Grand ball (E9) held in honor of the ﬁ nalists.
  2030: Argument between Albert Tanner and Baron Vil-
  lers le Lac (E10).
  0000: Baron Villers le Lac murdered by unknown assail-
  ant and his pavilion ransacked (E11).
  DAY FIVE
  DAY FIVE
  1200: The ﬁ nal of the joust and melee (E5).
  2000: Farewell feast.
  DAY SIX
  DAY SIX
  1000: Depart Wells. Adventure ends.
  E1. ARRIVAL
  E1. ARRIVAL
  On reaching the tournament ﬁ eld, the heroes are 
  greeted by a man in ﬁ ne livery. He asks them whether 
  they have come to attend the grand tournament. Those 
  who respond positively are asked for their names. The 
  man is Gerard, the Earl of Somerset’s major domo.
  He fawns over any knights, consistently calling them 
  “lord” and commenting on how majestic they look. 
  Those of non-noble status are rudely ignored in favor of 
  their, “more esteemed colleagues.”
  Once inside, Gerard leads the heroes to the registra-
  tion tent. Here they must choose the events in which 
  they will participate. The events are the joust (knights 
  only), the melee, archery, knife and axe throwing, and 
  horsemanship. Don’t worry if a character doesn’t enter a 
  competition—the players get to take on the rolls of NPCs 
  during the adventure.
  Afterward, he takes them to the area set aside for 
  lodging—a ﬁ eld dotted with a few pavilions and tents. 
  The pre-generated characters don’t own any pavilions or 
  tents, so they’ll have to hire some. Renting a pavilion 
  costs £1 for the duration of the tournament, while a tent 
  is a mere £0.25.
  THWARTING PLANS
  THWARTING PLANS
  The heroes are, until his murder, spectators in the 
  Baron’s affairs. No amount of dirt-digging can re-
  veal more facts than are revealed to the characters 
  through the text, nor can they avert his death, or 
  ﬁ nd any of the items referred to by his adversaries.
  Players who begin trying to interfere, such as be-
  coming bodyguards for the Baron or searching 
  his pavilion, should be warned off. The Baron has 
  enough clout to inﬂ ict permanent Charisma penal-
  ties by bad mouthing them on the social scene, and 
  would-be thieves can run into some of the Earl’s 
  men.
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  4
  Along the way, Gerard informs the characters that 
  all their food is being provided by the earl. He explains 
  there is an outdoor welcome banquet tonight, which 
  all knights and their entourages may attend, as well as 
  a dance on the fourth night and a farewell banquet on 
  the night the tournament ends. Finally, Gerard reminds 
  knights and heralds not to miss the shield presentation, 
  which takes place at 4 o’clock.
  E2. SHIELD PRESENTATION
  E2. SHIELD PRESENTATION
  The shield presentation gives the audience a 
  chance to see the knights, the real stars of the show. 
  Flags and banners are dyed to match each knight’s 
  colors during the evening, thus giving the fans a 
  chance to show their support come the start of the 
  joust.
  The knights array themselves in a line facing the 
  earl’s seat in the stadium, holding their shields aloft 
  for all to see. Each herald then has as much time as 
  he wishes to introduce his liege. While this is being 
  done, the knight turns on the spot, allowing all the 
  spectators to see his colors and his face.
  More importantly, this is the herald’s chance to 
  play up his master to the crowd and earn their sup-
  port. Statements of lineage are all well and good, but 
  the general public doesn’t give a hoot about ances-
  try—they’re here for the pageantry and glamour! A 
  herald, or someone appointed to the roll, must make 
  a Persuasion roll. Because Sir David is new to the 
  tourney circuit, his herald has a –2 penalty. The her-
  ald’s player can either roll the dice straight away, or 
  he can roleplay his character’s performance. A poor 
  performance should never be penalized (after all, the 
  herald knows his job, even if the player doesn’t), but 
  a good, rousing speech should be rewarded with a 
  small bonus.
  With success, the crowd gets behind Sir David and 
  cheers enthusiastically. He earns a special benny. This 
  benny may only be used during jousting matches (no 
  other events or situations) and represents the crowd’s 
  appreciation spurring on the hero to great deeds. A 
  raise results in rapturous applause and the creation 
  of a chant in honor of the knight (yes, this really did 
  happen). The hero earns two bennies. A failure re-
  sults in a mixed reaction. On a critical failure, the 
  herald has managed to turn the crowd against his 
  liege. The GM receives one special benny, which he 
  may use in the joust to either reroll a NPCs dice or 
  force the knight to reroll one of his successes. The 
  latter is great for when a knight Soaks a huge damage 
  roll because the odds of him succeeding twice are 
  probably quite low.
  E3. THE WELCOME BANQUET
  E3. THE WELCOME BANQUET
  The Earl of Somerset is hosting a banquet for all the 
  contestants and guests of noble status, prominent mer-
  chants, priests, and the like. His largesse extends across 
  his entire estate, with each village he controls being 
  donated a pig and keg of ﬁ ne wine. The earl is generally 
  frugal, living a simple life. This allows him to throw ex-
  travagant parties for nobles and commoners alike once 
  or twice a year.
  Knights are seated on the top table, along with the 
  Earl and his family. As the tables stretch back down 
  the ﬁ eld, one ﬁ nds the nobles and very rich merchants 
  seated nearest the earl, and the lesser ofﬁ cers, nobles, 
  and merchants dining further back. Non-knight heroes 
  are seated according to status, which may result in some 
  of them being situated right at the back.
  In general terms, the breakdown is knights, important 
  dignitaries, and others. GMs can create a few quick NPCs 
  by using the Random Guest Table below and rolling for 
  a personality.
  The banquet is extravagant, comprising seven courses 
  in total. Fine wines are available on demand for all guests 
  to enjoy. Any character making a Common Knowledge 
  roll can calculate the cost of the banquet, which alone 
  runs into many hundreds of pounds.
  At some point during the banquet, guests seated 
  around the dispersed characters engage in discussions 
  about various topics. The heroes may partake in these 
  discussions if they so wish by making an appropriate skill 
  roll. Roll on the table below once for each adventurer.
  GMs should add in some ﬂ avor for each discussion. 
  Rather than simply rolling the dice and asking the char-
  acter if he wants to make a Fighting roll, describe instead 
  how one diner praises the use of the long sword, while 
  another guest favors the morning star. The hero is asked 
  for his opinion on which weapon he considers the best 
  and why.
  To engage in the discussion, the character need sim-
  ply make the indicated skill roll and add any Charisma 
  modiﬁ ers (this is a social event, not an actual use of the 
  skill, so personality counts for a lot). A +1 bonus can be 
  awarded to players who roleplay their answer rather than 
  reaching straight for the dice. The player doesn’t have 
  to be accurate with his reply—he merely has to sound 
  convincing. “Well, the morning star is certainly a weapon 
  of note, but the sword has always been the sign of nobil-
  ity.” Hindrances should also be taken into consideration 
  (a Stubborn hero isn’t likely to let his point of view be 
  dismissed easily).
  If the player is willing, engage in friendly banter for a 
  few minutes before rolling the dice. Don’t turn it into an 
  epic debate, or the other players may grow bored.
  A success means he handles himself well, though 
  he hasn’t shown any great knowledge or insight. On 
  a raise, he enlightens the other guests with his knowl-
  edge and wit, earning him +1 Charisma for the dura-
  tion of the tournament. Failure means the character’s 
  comments are dismissed as irrelevant or superseded 
  by better arguments. A critical failure results in an 
  embarrassing gaff and a loss of –1 Charisma until the 
  adventure ends.
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  4
  Along the way, Gerard informs the characters that 
  all their food is being provided by the earl. He explains 
  there is an outdoor welcome banquet tonight, which 
  all knights and their entourages may attend, as well as 
  a dance on the fourth night and a farewell banquet on 
  the night the tournament ends. Finally, Gerard reminds 
  knights and heralds not to miss the shield presentation, 
  which takes place at 4 o’clock.
  E2. SHIELD PRESENTATION
  E2. SHIELD PRESENTATION
  The shield presentation gives the audience a 
  chance to see the knights, the real stars of the show. 
  Flags and banners are dyed to match each knight’s 
  colors during the evening, thus giving the fans a 
  chance to show their support come the start of the 
  joust.
  The knights array themselves in a line facing the 
  earl’s seat in the stadium, holding their shields aloft 
  for all to see. Each herald then has as much time as 
  he wishes to introduce his liege. While this is being 
  done, the knight turns on the spot, allowing all the 
  spectators to see his colors and his face.
  More importantly, this is the herald’s chance to 
  play up his master to the crowd and earn their sup-
  port. Statements of lineage are all well and good, but 
  the general public doesn’t give a hoot about ances-
  try—they’re here for the pageantry and glamour! A 
  herald, or someone appointed to the roll, must make 
  a Persuasion roll. Because Sir David is new to the 
  tourney circuit, his herald has a –2 penalty. The her-
  ald’s player can either roll the dice straight away, or 
  he can roleplay his character’s performance. A poor 
  performance should never be penalized (after all, the 
  herald knows his job, even if the player doesn’t), but 
  a good, rousing speech should be rewarded with a 
  small bonus.
  With success, the crowd gets behind Sir David and 
  cheers enthusiastically. He earns a special benny. This 
  benny may only be used during jousting matches (no 
  other events or situations) and represents the crowd’s 
  appreciation spurring on the hero to great deeds. A 
  raise results in rapturous applause and the creation 
  of a chant in honor of the knight (yes, this really did 
  happen). The hero earns two bennies. A failure re-
  sults in a mixed reaction. On a critical failure, the 
  herald has managed to turn the crowd against his 
  liege. The GM receives one special benny, which he 
  may use in the joust to either reroll a NPCs dice or 
  force the knight to reroll one of his successes. The 
  latter is great for when a knight Soaks a huge damage 
  roll because the odds of him succeeding twice are 
  probably quite low.
  E3. THE WELCOME BANQUET
  E3. THE WELCOME BANQUET
  The Earl of Somerset is hosting a banquet for all the 
  contestants and guests of noble status, prominent mer-
  chants, priests, and the like. His largesse extends across 
  his entire estate, with each village he controls being 
  donated a pig and keg of ﬁ ne wine. The earl is generally 
  frugal, living a simple life. This allows him to throw ex-
  travagant parties for nobles and commoners alike once 
  or twice a year.
  Knights are seated on the top table, along with the 
  Earl and his family. As the tables stretch back down 
  the ﬁ eld, one ﬁ nds the nobles and very rich merchants 
  seated nearest the earl, and the lesser ofﬁ cers, nobles, 
  and merchants dining further back. Non-knight heroes 
  are seated according to status, which may result in some 
  of them being situated right at the back.
  In general terms, the breakdown is knights, important 
  dignitaries, and others. GMs can create a few quick NPCs 
  by using the Random Guest Table below and rolling for 
  a personality.
  The banquet is extravagant, comprising seven courses 
  in total. Fine wines are available on demand for all guests 
  to enjoy. Any character making a Common Knowledge 
  roll can calculate the cost of the banquet, which alone 
  runs into many hundreds of pounds.
  At some point during the banquet, guests seated 
  around the dispersed characters engage in discussions 
  about various topics. The heroes may partake in these 
  discussions if they so wish by making an appropriate skill 
  roll. Roll on the table below once for each adventurer.
  GMs should add in some ﬂ avor for each discussion. 
  Rather than simply rolling the dice and asking the char-
  acter if he wants to make a Fighting roll, describe instead 
  how one diner praises the use of the long sword, while 
  another guest favors the morning star. The hero is asked 
  for his opinion on which weapon he considers the best 
  and why.
  To engage in the discussion, the character need sim-
  ply make the indicated skill roll and add any Charisma 
  modiﬁ ers (this is a social event, not an actual use of the 
  skill, so personality counts for a lot). A +1 bonus can be 
  awarded to players who roleplay their answer rather than 
  reaching straight for the dice. The player doesn’t have 
  to be accurate with his reply—he merely has to sound 
  convincing. “Well, the morning star is certainly a weapon 
  of note, but the sword has always been the sign of nobil-
  ity.” Hindrances should also be taken into consideration 
  (a Stubborn hero isn’t likely to let his point of view be 
  dismissed easily).
  If the player is willing, engage in friendly banter for a 
  few minutes before rolling the dice. Don’t turn it into an 
  epic debate, or the other players may grow bored.
  A success means he handles himself well, though 
  he hasn’t shown any great knowledge or insight. On 
  a raise, he enlightens the other guests with his knowl-
  edge and wit, earning him +1 Charisma for the dura-
  tion of the tournament. Failure means the character’s 
  comments are dismissed as irrelevant or superseded 
  by better arguments. A critical failure results in an 
  embarrassing gaff and a loss of –1 Charisma until the 
  adventure ends.
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  5
  RANDOM GUEST TABLE
  RANDOM GUEST TABLE
  Characters seated on the top table only engage in 
  conversation with other knights. For the other heroes, 
  secretly draw 3 cards to generate the guests to the left, 
  right, and directly opposite the hero during the banquet. 
  Shufﬂ e after each set is dealt. The value indicates the 
  type of guests and the suit their nationality. Details, such 
  as a noble’s actual status, should be determined by the 
  GM, based on among which group of guests a hero is 
  sitting and any future plot hooks he may want to develop 
  at this time.
  Value 
  Guest
  2–3 
  Squire
  4–6 
  Herald
  7–8 
  Warrior, archer, or other combat type 
  (not competing)
  9–10 
  Clergyman (low ranking ones would be 
  priests, while higher ones the Bishop of 
  Wells or his dean)
  Jack-Queen 
  Merchant (wealth depends on where he 
  is sitting)
  King–Ace 
  Nobleman (King) or 
  woman (Ace)
  Joker 
  Draw again. The guest is 
  actually a spy posing as 
  one of the other types. If a 
  second Joker is drawn, the 
  guest is an assassin (who 
  may be used in a cameo 
  event of the GM’s devising 
  to form a third part to the 
  story).
  DISCUSSION TABLE
  DISCUSSION TABLE
  d10 
  Topic of Conversation
  1 
  An argument breaks out over a 
  trivial matter (roll Intimidation or 
  Persuasion)
  2 
  Fencing (roll Fighting)
  3 
  Cards or games of chance (roll 
  Gambling)
  4 
  Military matters (roll Knowledge 
  (Battle))
  5 
  Detailed area of knowledge (roll 
  either Knowledge (History, Law, 
  or Medicine—GM’s call)
  6 
  The medical arts, such as treat-
  ment of battleﬁ eld wounds or 
  how to balance the humors (roll 
  Healing)
  7 
  Horsemanship (roll Riding)
  8 
  Religious debate (roll Knowledge 
  (Religion))
  9 
  General gossip (roll Streetwise)
  10 
  Hunting (roll Survival)
  E4. A MATTER OF HONOR
  E4. A MATTER OF HONOR
  During the banquet an argument erupts between a 
  knight and a higher status nobleman.
  The noise of conversation suddenly drops to si-
  lence as everyone turns to watch a disagreement 
  between two men. One is seated and, judging by 
  his clothing, is a nobleman of some status. The 
  other, a knight by his attire, leans over him, his 
  face ﬂ ush.
  “I want it back! Now!” shouts the knight, stabbing 
  a ﬁ nger toward the seated nobleman.
  “Or what?” smirks the noble. “Are you prepared to 
  meet me in the list to settle this?”
  The knight seems about to reply, but pauses before 
  responding. “I will end this,” he seethes. “I will 
  retain my honor. I will recover the letter, and you 
  DEATH AT A JOUST
  DEATH AT A JOUST
  5
  RANDOM GUEST TABLE
  RANDOM GUEST TABLE
  Characters seated on the top table only engage in 
  conversation with other knights. For the other heroes, 
  secretly draw 3 cards to generate the guests to the left, 
  right, and directly opposite the hero during the banquet. 
  Shufﬂ e after each set is dealt. The value indicates the 
  type of guests and the suit their nationality. Details, such 
  as a noble’s actual status, should be determined by the 
  GM, based on among which group of guests a hero is 
  sitting and any future plot hooks he may want to develop 
  at this time.
  Value 
  Guest
  2–3 
  Squire
  4–6 
  Herald
  7–8 
  Warrior, archer, or other combat type 
  (not competing)
  9–10 
  Clergyman (low ranking ones would be 
  priests, while higher ones the Bishop of 
  Wells or his dean)
  Jack-Queen 
  Merchant (wealth depends on where he 
  is sitting)
  King–Ace 
  Nobleman (King) or 
  woman (Ace)
  Joker 
  Draw again. The guest is 
  actually a spy posing as 
  one of the other types. If a 
  second Joker is drawn, the 
  guest is an assassin (who 
  may be used in a cameo 
  event of the GM’s devising 
  to form a third part to the 
  story).
  DISCUSSION TABLE
  DISCUSSION TABLE
  d10 
  Topic of Conversation
  1 
  An argument breaks out over a 
  trivial matter (roll Intimidation or 
  Persuasion)
  2 
  Fencing (roll Fighting)
  3 
  Cards or games of chance (roll 
  Gambling)
  4 
  Military matters (roll Knowledge 
  (Battle))
  5 
  Detailed area of knowledge (roll 
  either Knowledge (History, Law, 
  or Medicine—GM’s call)
  6 
  The medical arts, such as treat-
  ment of battleﬁ eld wounds or 
  how to balance the humors (roll 
  Healing)
  7 
  Horsemanship (roll Riding)
  8 
  Religious debate (roll Knowledge 
  (Religion))
  9 
  General gossip (roll Streetwise)
  10 
  Hunting (roll Survival)
  E4. A MATTER OF HONOR
  E4. A MATTER OF HONOR
  During the banquet an argument erupts between a 
  knight and a higher status nobleman.
  The noise of conversation suddenly drops to si-
  lence as everyone turns to watch a disagreement 
  between two men. One is seated and, judging by 
  his clothing, is a nobleman of some status. The 
  other, a knight by his attire, leans over him, his 
  face ﬂ ush.
  “I want it back! Now!” shouts the knight, stabbing 
  a ﬁ nger toward the seated nobleman.
  “Or what?” smirks the noble. “Are you prepared to 
  meet me in the list to settle this?”
  The knight seems about to reply, but pauses before 
  responding. “I will end this,” he seethes. “I will 
  retain my honor. I will recover the letter, and you 
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  6
  will rot in hell.” He then turns and marches away 
  at a brisk pace, leaving the banquet hall.
  “You always were a coward, and you always 
  will be! I shall save you a seat in hell!” the noble 
  shouts. “I apologize, your Lordship,” he says, ris-
  ing and bowing toward the head table, “for the 
  interruption. A dispute between old friends over 
  a matter of honor. Consider it settled.”
  Characters may ask guests seated nearby about the 
  identity of the gentlemen. With a success on a Street-
  wise roll, they learn the knight is Captain Sir Richard of 
  Flanders, recently arrived from France, while the other is 
  Baron Villers le Lac, who owns land in both France and 
  England. On a raise, they discover the knight is consid-
  ered a war hero, having served his king for many years.
  Sir Richard is nowhere to be found, though any of the 
  Earl’s staff can escort them to his pavilion. Sir Richard is 
  in his tent, frantically pacing the ﬂ oor. He shouts, “En-
  ter!” in response to any request to enter, but is unwilling 
  to discuss the matter to the heroes. Sir Richard claims 
  the argument was a personal one and one which will 
  be resolved soon. No more on the matter can be gained 
  from him at this stage.
  Baron Villers le Lac is even more dismissive of the 
  incident, laughing it up as a young knight whose sword 
  is better tuned than his bravery. He says no more on the 
  subject, either, claiming prior engagements if the swash-
  bucklers become persistent. Attempts to delay him or 
  pressure him into revealing more, result in a loss of 1 
  Charisma for the remainder of the adventure.
  LEARNING MORE: SIR RICHARD OF FLANDERS
  LEARNING MORE: SIR RICHARD OF FLANDERS
  To discover more, the characters must ask questions 
  of the wider audience. Again, this requires a Streetwise 
  roll. Each roll takes two hours and cannot be attempted 
  Cooperatively. A character who states he is concentrat-
  ing on questioning knights and nobles has a +2 bonus, 
  so long as he has the social status to gossip with such 
  folk.
  With a success, they learn that Sir Richard rose to 
  fame about a decade ago. During a border dispute 
  with Burgundy, Sir Richard’s Free Company (mercenar-
  ies) was wiped out to the last man. Only Sir Richard, 
  then having just earned his spurs, survived. He spoke 
  about the bravery of his men and how they fought on 
  regardless of their mortal wounds. He only managed 
  to escape by the skin of his teeth. His tale earned him 
  a captaincy. Since then, he has secured many victories. 
  After a decade, no one is exactly sure of the details of 
  Sir Richard’s story.
  A raise indicates there is more to this tale than meets 
  the eye. Vague rumors have been circulating noble circles 
  in France. No one is sure of the facts, but indications are 
  there was another survivor of Sir Richard’s heroic action 
  who tells of the young knight abandoning his men in 
  combat.
  LEARNING MORE: BARON VILLERS LE LAC
  LEARNING MORE: BARON VILLERS LE LAC
  Learning more about the Baron also requires a Street-
  wise roll. Again, asking among the noble guests earns a 
  +2 bonus to the roll.
  With a success, they are told the Baron is a notorious 
  rake. He spends more each year on women, wine, and 
  gambling than most men earn in a lifetime. On a raise, 
  they learn that although he has incurred huge debts, his 
  lavish gifts to the King of England ensure the debtors are 
  kept at bay.
  E5. RUNNING THE TOURNAMENT
  E5. RUNNING THE TOURNAMENT
  This section covers all the notes the GM needs to run 
  the actual tournament side of the adventure. Read the 
  section carefully before play, as this will speed things up 
  greatly during the session.
  THE EVENTS
  THE EVENTS
  There are several events of note. Each is broken down 
  into a series of bouts, contested over the length of the 
  tournament. If no heroes enter a given competition, you 
  can ignore it—there’s little point in rolling dice, just for 
  NPCs. Overall victory for a player character in any event 
  is not assured—if they want to win, they have to earn the 
  rewards.
  Rather than running through an individual hero’s 
  events while the other players get to do nothing but 
  watch (and hopefully cheer), the GM should have them 
  roll dice for the NPCs.
  THE JOUST
  THE JOUST
  The joust is fought over ﬁ ve days, culminating in the 
  Grand Final. The rules for jousting are covered on page 
  19. 
  We haven’t listed the opponents a hero could meet, 
  but rather have left that to chance. This way, whether a 
  hero gets knocked out on the ﬁ rst day or wins outright 
  is down to the luck of the draw, rather than us stack-
  ing the odds either way. On each day a hero jousts, just 
  draw a single card from the action deck and use the NPC 
  Knights rules on page 21.
  In the event your party contains two knights, they are 
  destined never to meet until the ﬁ nal. Obviously, this 
  only occurs if both progress that far. For three knights, 
  one pair, chosen at random, meet in the semi-ﬁ nals. The 
  remaining knight faces a random NPC. Remember as 
  well not to leave the other players sitting idly. Although 
  each joust match takes only a few minutes, let them par-
  ticipate by handling the NPCs in turn.
  THE MELEE (MAN-AT-ARMS)
  THE MELEE (MAN-AT-ARMS)
  The melee is fought in a square arena measuring 24” 
  to a side. In each bout there are two contestants. Like 
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  6
  will rot in hell.” He then turns and marches away 
  at a brisk pace, leaving the banquet hall.
  “You always were a coward, and you always 
  will be! I shall save you a seat in hell!” the noble 
  shouts. “I apologize, your Lordship,” he says, ris-
  ing and bowing toward the head table, “for the 
  interruption. A dispute between old friends over 
  a matter of honor. Consider it settled.”
  Characters may ask guests seated nearby about the 
  identity of the gentlemen. With a success on a Street-
  wise roll, they learn the knight is Captain Sir Richard of 
  Flanders, recently arrived from France, while the other is 
  Baron Villers le Lac, who owns land in both France and 
  England. On a raise, they discover the knight is consid-
  ered a war hero, having served his king for many years.
  Sir Richard is nowhere to be found, though any of the 
  Earl’s staff can escort them to his pavilion. Sir Richard is 
  in his tent, frantically pacing the ﬂ oor. He shouts, “En-
  ter!” in response to any request to enter, but is unwilling 
  to discuss the matter to the heroes. Sir Richard claims 
  the argument was a personal one and one which will 
  be resolved soon. No more on the matter can be gained 
  from him at this stage.
  Baron Villers le Lac is even more dismissive of the 
  incident, laughing it up as a young knight whose sword 
  is better tuned than his bravery. He says no more on the 
  subject, either, claiming prior engagements if the swash-
  bucklers become persistent. Attempts to delay him or 
  pressure him into revealing more, result in a loss of 1 
  Charisma for the remainder of the adventure.
  LEARNING MORE: SIR RICHARD OF FLANDERS
  LEARNING MORE: SIR RICHARD OF FLANDERS
  To discover more, the characters must ask questions 
  of the wider audience. Again, this requires a Streetwise 
  roll. Each roll takes two hours and cannot be attempted 
  Cooperatively. A character who states he is concentrat-
  ing on questioning knights and nobles has a +2 bonus, 
  so long as he has the social status to gossip with such 
  folk.
  With a success, they learn that Sir Richard rose to 
  fame about a decade ago. During a border dispute 
  with Burgundy, Sir Richard’s Free Company (mercenar-
  ies) was wiped out to the last man. Only Sir Richard, 
  then having just earned his spurs, survived. He spoke 
  about the bravery of his men and how they fought on 
  regardless of their mortal wounds. He only managed 
  to escape by the skin of his teeth. His tale earned him 
  a captaincy. Since then, he has secured many victories. 
  After a decade, no one is exactly sure of the details of 
  Sir Richard’s story.
  A raise indicates there is more to this tale than meets 
  the eye. Vague rumors have been circulating noble circles 
  in France. No one is sure of the facts, but indications are 
  there was another survivor of Sir Richard’s heroic action 
  who tells of the young knight abandoning his men in 
  combat.
  LEARNING MORE: BARON VILLERS LE LAC
  LEARNING MORE: BARON VILLERS LE LAC
  Learning more about the Baron also requires a Street-
  wise roll. Again, asking among the noble guests earns a 
  +2 bonus to the roll.
  With a success, they are told the Baron is a notorious 
  rake. He spends more each year on women, wine, and 
  gambling than most men earn in a lifetime. On a raise, 
  they learn that although he has incurred huge debts, his 
  lavish gifts to the King of England ensure the debtors are 
  kept at bay.
  E5. RUNNING THE TOURNAMENT
  E5. RUNNING THE TOURNAMENT
  This section covers all the notes the GM needs to run 
  the actual tournament side of the adventure. Read the 
  section carefully before play, as this will speed things up 
  greatly during the session.
  THE EVENTS
  THE EVENTS
  There are several events of note. Each is broken down 
  into a series of bouts, contested over the length of the 
  tournament. If no heroes enter a given competition, you 
  can ignore it—there’s little point in rolling dice, just for 
  NPCs. Overall victory for a player character in any event 
  is not assured—if they want to win, they have to earn the 
  rewards.
  Rather than running through an individual hero’s 
  events while the other players get to do nothing but 
  watch (and hopefully cheer), the GM should have them 
  roll dice for the NPCs.
  THE JOUST
  THE JOUST
  The joust is fought over ﬁ ve days, culminating in the 
  Grand Final. The rules for jousting are covered on page 
  19. 
  We haven’t listed the opponents a hero could meet, 
  but rather have left that to chance. This way, whether a 
  hero gets knocked out on the ﬁ rst day or wins outright 
  is down to the luck of the draw, rather than us stack-
  ing the odds either way. On each day a hero jousts, just 
  draw a single card from the action deck and use the NPC 
  Knights rules on page 21.
  In the event your party contains two knights, they are 
  destined never to meet until the ﬁ nal. Obviously, this 
  only occurs if both progress that far. For three knights, 
  one pair, chosen at random, meet in the semi-ﬁ nals. The 
  remaining knight faces a random NPC. Remember as 
  well not to leave the other players sitting idly. Although 
  each joust match takes only a few minutes, let them par-
  ticipate by handling the NPCs in turn.
  THE MELEE (MAN-AT-ARMS)
  THE MELEE (MAN-AT-ARMS)
  The melee is fought in a square arena measuring 24” 
  to a side. In each bout there are two contestants. Like 
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  7
  the joust, it follows an elimination system. A hero’s foe 
  should be played by another player.
  In order to win, the character must defeat ﬁ ve op-
  ponents over ﬁ ve days. His ﬁ rst is a typical man-at-arms 
  (page 15). His second and third are Seasoned men-at-
  arms, then a Veteran one, and ﬁ nally a Heroic warrior.
  The contests begin spaced as evenly as possible 
  around the edge of the arena. When a ﬂ ag is dropped, 
  a huge ﬁ ght breaks out. Run this as you would a regular 
  ﬁ ght. Because this is sport not war, all contestants are 
  heavily padded—all damage counts as nonlethal. The 
  winner is the last man standing.
  THE MELEE (KNIGHTS)
  THE MELEE (KNIGHTS)
  This works just as above, except only knights and 
  nobles may enter. The hero’s rivals are, in order, a Poor 
  knight, a Competent knight, another Competent knight, 
  an Elite knight, and, should he make the ﬁ nal, a Wild 
  Card Elite knight.
  ARCHERY AND THROWING
  ARCHERY AND THROWING
  All four competitions (short bow archery, long bow 
  archery, knife throwing, and axe throwing) use the same 
  simple rules.
  In addition to any heroes, there are a number of 
  non-noble entrants. Every player whose character is not 
  competing should pick up a d4, d6, d8, d10, and d12 
  to represent other contestants. Players are free to create 
  names for some of the NPCs and add in a little roleplay-
  ing as they wish.
  Some of the contestants have bonuses or penalties to 
  hit, or may even be a Wild Card. To determine which en-
  trant has what modiﬁ ers, deal each player throwing dice 
  for the NPCs a single card and check the table below. 
  The “Die” entry determines which dice stands out from 
  the crowd, while ”Modiﬁ er” lists the bonus. For instance, 
  if a player is dealt the 9 of Hearts, when he rolled his 
  d8, he’d add +2 because the shooter has the Marksman 
  Edge.
  Value 
  Die Suit 
  Modiﬁ er
  2–3 
  d4 
  Club 
  Bad Eyes Hindrance
  4–8 
  d6 
  Diamond Trademark Weapon Edge
  9–Queen d8 
  Heart 
  Marksman Edge
  King–Ace d10 Spade 
  Wild Card
  Joker 
  d12 Joker 
  TrademarkWeapon, 
   
   
   
  Marksman, and Wild Die
  Each contestant gets to launch one missile at a target 
  placed at Short Range. Each character taking part makes 
  a Shooting or Throwing roll as normal. The others 
  roll all the dice, and discard any which score less than 
  4—that participant misses and is out of the competition. 
  Remaining contestants then ﬁ re once at medium range 
  (–2). Again, those who fail to hit are kicked out. Finally, 
  missiles are ﬁ red and thrown at long range (–4). Keep 
  making attacks at long range until there is only one con-
  testant left—the winner. Should all the contestants in a 
  round fail their roll, they all receive another go.
  Example: Dave is running some NPCs. His card is 
  the 9 of Hearts, so he adds +2 to his d8. On the ﬁ rst 
  round he picks up his ﬁ ve dice and rolls them together. 
  The d4, d6, and, to the crowd’s shock, d10 all roll below 
  4. When it comes to the medium range target, Dave rolls 
  only his d8+2 and d12.
  HORSEMANSHIP
  HORSEMANSHIP
  The horsemanship event works in a similar manner 
  to the archery above, but also makes use of the Chase 
  rules.
  Every player controlling NPCs picks two dice. If he 
  takes a d12, the other must be a d4. If he goes for a d10, 
  the second die must be a d6. He may take two d8s if he 
  wishes. All participants should have a distinct counter to 
  place on the tabletop. Each round, the riders make Riding 
  rolls, and advance along the track (see below) as normal. 
  Action cards are dealt for each individual entrant.
  Lay out 20 markers on the tabletop to represent the 
  course. Use different colored markers for the 5th, 10th, 
  and 15th positions. These are obstacles the horses must 
  jump. When a rider gets to one of these positions, he 
  must make an immediate Riding roll at –2 or tumble 
  from his mount. Player characters suffer 2d6 damage for 
  falling.
  Whoever moves beyond the 20th marker ﬁ rst is the 
  winner.
  RANDOM EVENTS
  RANDOM EVENTS
  These events can be used in any event involving a 
  character to add a little excitement. Roll on the table 
  below once for each character. The GM determines 
  when the random event occurs during the tournament. 
  GMs are free to invent their own events or alter the ones 
  provided.
  d6 
  Event
  1 
  Trash Talk: As the contestants enter the arena, 
  the NPC attempts an Intimidation or Taunt roll 
  (GM’s choice) at d8. This is an acceptable tactic. 
  A hero who is affected cannot attempt his own 
  retaliatory Test of Will before the ﬁ ght begins 
  and cards are dealt. Otherwise, he may respond 
  with his own Test of Will in an attempt to rattle 
  his opponent.
  2 
  I Love You!: A spectator of the opposite sex to 
  the hero declares their undying affection. They 
  keep calling out to the hero during the duel, 
  distracting him at inopportune moments. The 
  GM receives a special benny during the event. 
  He can use this to force a hero to reroll any one 
  die roll made during the combat. Obviously, it’s 
  wise to save these for when the character rolls 
  big. If it isn’t used, it’s lost when the event ends. 
  Note that for the joust, the effects last for one 
  match.
   
  A victorious hero is presented with the oppor-
  tunity to engage in romantic activities with their 
  DEATH AT A JOUST
  DEATH AT A JOUST
  7
  the joust, it follows an elimination system. A hero’s foe 
  should be played by another player.
  In order to win, the character must defeat ﬁ ve op-
  ponents over ﬁ ve days. His ﬁ rst is a typical man-at-arms 
  (page 15). His second and third are Seasoned men-at-
  arms, then a Veteran one, and ﬁ nally a Heroic warrior.
  The contests begin spaced as evenly as possible 
  around the edge of the arena. When a ﬂ ag is dropped, 
  a huge ﬁ ght breaks out. Run this as you would a regular 
  ﬁ ght. Because this is sport not war, all contestants are 
  heavily padded—all damage counts as nonlethal. The 
  winner is the last man standing.
  THE MELEE (KNIGHTS)
  THE MELEE (KNIGHTS)
  This works just as above, except only knights and 
  nobles may enter. The hero’s rivals are, in order, a Poor 
  knight, a Competent knight, another Competent knight, 
  an Elite knight, and, should he make the ﬁ nal, a Wild 
  Card Elite knight.
  ARCHERY AND THROWING
  ARCHERY AND THROWING
  All four competitions (short bow archery, long bow 
  archery, knife throwing, and axe throwing) use the same 
  simple rules.
  In addition to any heroes, there are a number of 
  non-noble entrants. Every player whose character is not 
  competing should pick up a d4, d6, d8, d10, and d12 
  to represent other contestants. Players are free to create 
  names for some of the NPCs and add in a little roleplay-
  ing as they wish.
  Some of the contestants have bonuses or penalties to 
  hit, or may even be a Wild Card. To determine which en-
  trant has what modiﬁ ers, deal each player throwing dice 
  for the NPCs a single card and check the table below. 
  The “Die” entry determines which dice stands out from 
  the crowd, while ”Modiﬁ er” lists the bonus. For instance, 
  if a player is dealt the 9 of Hearts, when he rolled his 
  d8, he’d add +2 because the shooter has the Marksman 
  Edge.
  Value 
  Die Suit 
  Modiﬁ er
  2–3 
  d4 
  Club 
  Bad Eyes Hindrance
  4–8 
  d6 
  Diamond Trademark Weapon Edge
  9–Queen d8 
  Heart 
  Marksman Edge
  King–Ace d10 Spade 
  Wild Card
  Joker 
  d12 Joker 
  TrademarkWeapon, 
   
   
   
  Marksman, and Wild Die
  Each contestant gets to launch one missile at a target 
  placed at Short Range. Each character taking part makes 
  a Shooting or Throwing roll as normal. The others 
  roll all the dice, and discard any which score less than 
  4—that participant misses and is out of the competition. 
  Remaining contestants then ﬁ re once at medium range 
  (–2). Again, those who fail to hit are kicked out. Finally, 
  missiles are ﬁ red and thrown at long range (–4). Keep 
  making attacks at long range until there is only one con-
  testant left—the winner. Should all the contestants in a 
  round fail their roll, they all receive another go.
  Example: Dave is running some NPCs. His card is 
  the 9 of Hearts, so he adds +2 to his d8. On the ﬁ rst 
  round he picks up his ﬁ ve dice and rolls them together. 
  The d4, d6, and, to the crowd’s shock, d10 all roll below 
  4. When it comes to the medium range target, Dave rolls 
  only his d8+2 and d12.
  HORSEMANSHIP
  HORSEMANSHIP
  The horsemanship event works in a similar manner 
  to the archery above, but also makes use of the Chase 
  rules.
  Every player controlling NPCs picks two dice. If he 
  takes a d12, the other must be a d4. If he goes for a d10, 
  the second die must be a d6. He may take two d8s if he 
  wishes. All participants should have a distinct counter to 
  place on the tabletop. Each round, the riders make Riding 
  rolls, and advance along the track (see below) as normal. 
  Action cards are dealt for each individual entrant.
  Lay out 20 markers on the tabletop to represent the 
  course. Use different colored markers for the 5th, 10th, 
  and 15th positions. These are obstacles the horses must 
  jump. When a rider gets to one of these positions, he 
  must make an immediate Riding roll at –2 or tumble 
  from his mount. Player characters suffer 2d6 damage for 
  falling.
  Whoever moves beyond the 20th marker ﬁ rst is the 
  winner.
  RANDOM EVENTS
  RANDOM EVENTS
  These events can be used in any event involving a 
  character to add a little excitement. Roll on the table 
  below once for each character. The GM determines 
  when the random event occurs during the tournament. 
  GMs are free to invent their own events or alter the ones 
  provided.
  d6 
  Event
  1 
  Trash Talk: As the contestants enter the arena, 
  the NPC attempts an Intimidation or Taunt roll 
  (GM’s choice) at d8. This is an acceptable tactic. 
  A hero who is affected cannot attempt his own 
  retaliatory Test of Will before the ﬁ ght begins 
  and cards are dealt. Otherwise, he may respond 
  with his own Test of Will in an attempt to rattle 
  his opponent.
  2 
  I Love You!: A spectator of the opposite sex to 
  the hero declares their undying affection. They 
  keep calling out to the hero during the duel, 
  distracting him at inopportune moments. The 
  GM receives a special benny during the event. 
  He can use this to force a hero to reroll any one 
  die roll made during the combat. Obviously, it’s 
  wise to save these for when the character rolls 
  big. If it isn’t used, it’s lost when the event ends. 
  Note that for the joust, the effects last for one 
  match.
   
  A victorious hero is presented with the oppor-
  tunity to engage in romantic activities with their 
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  8
  admirer after the ﬁ ght. This may be a one-night 
  stand, lead to a long love affair, or possibly 
  annoy the NPC’s husband, brother, guardian, or 
  bodyguard.
  3 
  Take a Dive: An NPC of means and inﬂ uence 
  approaches the character just before he enters 
  the arena with an offer. If the character takes a 
  dive and loses the duel, he will earn £5. Should 
  he refuse or fail to achieve this, perhaps down-
  ing his opponent with a lucky hit, he gains the 
  Minor Enemy Hindrance.
  4 
  Betting Heavy: Someone of note has a lot of 
  money resting on the character winning the 
  duel and mentions this to them as they ap-
  proach the arena. He offers the hero an incen-
  tive to win—20% of his winnings (equates to 
  £2). A victorious character is duly rewarded and 
  may have acquired a new friend.
  5 
  Sudden Squall: The weather turns foul and the 
  heavens open, albeit brieﬂ y. During this event 
  treat the lighting conditions as Dim (–1).
  6 
  A Smile and a Wink: The hero has an admirer 
  who shows his or her affection with a smile and 
  a wink. The character receives a boost to his 
  conﬁ dence. He gains one benny, which can only 
  be used during the forthcoming event. Whether 
  the admirer wants a romantic liaison or perhaps 
  has some other motive for supporting the hero 
  is left to the GM to determine.
  E6. BAD DEBTS
  E6. BAD DEBTS
  Shortly before the second round of the joust is due 
  to commence, a ruckus occurs among the crowd. From 
  their vantage point, the characters can see a portly man 
  accosting Baron Villers le Lac. Raised voices drift over the 
  jousting ﬁ eld.
  “The matter is in the hands of our lawyers now,” 
  smiles the Baron. “Do not add to your troubles by 
  daring to strike a nobleman.” He prods the other 
  man in the belly with his ﬁ nger. “Men have died in 
  that arena. Do not make me challenge you over a 
  matter of what you think is honor.”
  The other gentleman looks ﬂ ustered. “Don’t think 
  you can continue to cheat me!” he says loudly. 
  “You may have fancy legal advisers, but they can’t 
  protect you forever!” With that he storms off and 
  is quickly lost in the crowd.
  The Earl claps his hands twice to restore order 
  and summons the next pair of knights.
  The heroes already know the identity of the Baron 
  and, hopefully, some information about him. If they 
  failed to score a raise on Streetwise rolls concerning him, 
  they receive another chance after this event.
  Carswell Muxlow, the other man, is a minor merchant 
  and largely unknown in Somerset. Streetwise rolls to 
  learn more about him have a –2 penalty. On a success, 
  the characters learn his name and profession. With a 
  raise, they discover he is engaged in legal action with the 
  Baron. No one knows the details, though.
  Searching for Muxlow, the characters discover him 
  skulking around the market stalls, rapidly downing beer 
  like it is going out of fashion. He is already in a state 
  of inebriation. Unlike Sir Richard, Muxlow is only too 
  happy to discuss his feud with the Baron.
  “Swindled me, he did,” Muxlow slurs, waving 
  his tankard around wildly. “I bought back a 
  shipment of grain from that cur and he sold me 
  moldy grain! No one would buy it! Oh, I sought 
  recompense from him, but he laughed at me and 
  said if I wanted recompense I had to go through 
  the courts and prove he owed me.
  “Damn cur has fancy lawyers and has kept the 
  case going for years through legal loopholes. Ev-
  ery month I’m losing money hand over ﬁ st to my 
  bloodsucking lawyers. Damn swine owes me £50. 
  If I don’t get it soon I’m going to be bankrupt.” 
  With that, he slumps into a chair and promptly 
  falls asleep.
  Baron Villers le Lac is again dismissive to the heroes 
  if they question him over the matter. His story is slightly 
  different, claiming he offered a fair shipment and it was 
  the merchant’s fault it went off because he delayed col-
  lecting it. As far as he is concerned, his lawyers are now 
  handling the matter. Again, no further information can 
  be gained through pressuring the baron, and Charisma 
  penalties should be incurred if the adventurers try.
  E7. INHERITANCE
  E7. INHERITANCE
  An hour after the ﬁ nal duel of the day has ended, the 
  heroes hear raised voices outside their tents. Peeking out 
  reveals Baron Villers le Lac and a young nobleman they have 
  seen around the tournament but not yet spoken with.
  “It will be worth nothing! Nothing! How can you 
  do this to me?” rages the younger nobleman.
  “Dear Callion,” smiles the Baron, “you will receive 
  whatever I choose to leave you. I am under no 
  obligation to provide for you ﬁ nancially.”
  “All I’ll have is your debts! It will bankrupt my 
  family paying them back!”
  “Bah, your mother never did have good sense 
  when it came to men. She should have married 
  someone richer, not that wastrel you call your 
  father.”
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  8
  admirer after the ﬁ ght. This may be a one-night 
  stand, lead to a long love affair, or possibly 
  annoy the NPC’s husband, brother, guardian, or 
  bodyguard.
  3 
  Take a Dive: An NPC of means and inﬂ uence 
  approaches the character just before he enters 
  the arena with an offer. If the character takes a 
  dive and loses the duel, he will earn £5. Should 
  he refuse or fail to achieve this, perhaps down-
  ing his opponent with a lucky hit, he gains the 
  Minor Enemy Hindrance.
  4 
  Betting Heavy: Someone of note has a lot of 
  money resting on the character winning the 
  duel and mentions this to them as they ap-
  proach the arena. He offers the hero an incen-
  tive to win—20% of his winnings (equates to 
  £2). A victorious character is duly rewarded and 
  may have acquired a new friend.
  5 
  Sudden Squall: The weather turns foul and the 
  heavens open, albeit brieﬂ y. During this event 
  treat the lighting conditions as Dim (–1).
  6 
  A Smile and a Wink: The hero has an admirer 
  who shows his or her affection with a smile and 
  a wink. The character receives a boost to his 
  conﬁ dence. He gains one benny, which can only 
  be used during the forthcoming event. Whether 
  the admirer wants a romantic liaison or perhaps 
  has some other motive for supporting the hero 
  is left to the GM to determine.
  E6. BAD DEBTS
  E6. BAD DEBTS
  Shortly before the second round of the joust is due 
  to commence, a ruckus occurs among the crowd. From 
  their vantage point, the characters can see a portly man 
  accosting Baron Villers le Lac. Raised voices drift over the 
  jousting ﬁ eld.
  “The matter is in the hands of our lawyers now,” 
  smiles the Baron. “Do not add to your troubles by 
  daring to strike a nobleman.” He prods the other 
  man in the belly with his ﬁ nger. “Men have died in 
  that arena. Do not make me challenge you over a 
  matter of what you think is honor.”
  The other gentleman looks ﬂ ustered. “Don’t think 
  you can continue to cheat me!” he says loudly. 
  “You may have fancy legal advisers, but they can’t 
  protect you forever!” With that he storms off and 
  is quickly lost in the crowd.
  The Earl claps his hands twice to restore order 
  and summons the next pair of knights.
  The heroes already know the identity of the Baron 
  and, hopefully, some information about him. If they 
  failed to score a raise on Streetwise rolls concerning him, 
  they receive another chance after this event.
  Carswell Muxlow, the other man, is a minor merchant 
  and largely unknown in Somerset. Streetwise rolls to 
  learn more about him have a –2 penalty. On a success, 
  the characters learn his name and profession. With a 
  raise, they discover he is engaged in legal action with the 
  Baron. No one knows the details, though.
  Searching for Muxlow, the characters discover him 
  skulking around the market stalls, rapidly downing beer 
  like it is going out of fashion. He is already in a state 
  of inebriation. Unlike Sir Richard, Muxlow is only too 
  happy to discuss his feud with the Baron.
  “Swindled me, he did,” Muxlow slurs, waving 
  his tankard around wildly. “I bought back a 
  shipment of grain from that cur and he sold me 
  moldy grain! No one would buy it! Oh, I sought 
  recompense from him, but he laughed at me and 
  said if I wanted recompense I had to go through 
  the courts and prove he owed me.
  “Damn cur has fancy lawyers and has kept the 
  case going for years through legal loopholes. Ev-
  ery month I’m losing money hand over ﬁ st to my 
  bloodsucking lawyers. Damn swine owes me £50. 
  If I don’t get it soon I’m going to be bankrupt.” 
  With that, he slumps into a chair and promptly 
  falls asleep.
  Baron Villers le Lac is again dismissive to the heroes 
  if they question him over the matter. His story is slightly 
  different, claiming he offered a fair shipment and it was 
  the merchant’s fault it went off because he delayed col-
  lecting it. As far as he is concerned, his lawyers are now 
  handling the matter. Again, no further information can 
  be gained through pressuring the baron, and Charisma 
  penalties should be incurred if the adventurers try.
  E7. INHERITANCE
  E7. INHERITANCE
  An hour after the ﬁ nal duel of the day has ended, the 
  heroes hear raised voices outside their tents. Peeking out 
  reveals Baron Villers le Lac and a young nobleman they have 
  seen around the tournament but not yet spoken with.
  “It will be worth nothing! Nothing! How can you 
  do this to me?” rages the younger nobleman.
  “Dear Callion,” smiles the Baron, “you will receive 
  whatever I choose to leave you. I am under no 
  obligation to provide for you ﬁ nancially.”
  “All I’ll have is your debts! It will bankrupt my 
  family paying them back!”
  “Bah, your mother never did have good sense 
  when it came to men. She should have married 
  someone richer, not that wastrel you call your 
  father.”
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  9
  The young noble slaps the Baron hard across the 
  face and marches away. The Baron simply laughs 
  as the youth departs. “A real man would have 
  added a challenge!” he shouts. “You’re too much 
  like your father!”
  The youth is Lord Callion Hebet, Baron de Honﬂ eur, 
  and is Baron Villers le Lac’s nephew through his mother 
  (the Baron’s sister). The heroes can discover this either 
  by locating the youth and questioning him or with a suc-
  cessful Streetwise roll (+2 if they specify they focus on 
  French guests).
  Callion is in a fury, swiping at hedges in the garden 
  with his rapier, when the characters track him down (as-
  suming they do so relatively quickly). Although reluctant 
  to discuss private matters at ﬁ rst, he opens up if the ad-
  venturers are persistent but polite.
  “My name is Callion Hebet, Baron de Honﬂ eur. 
  My father is the Comte de Honﬂ eur and that man 
  you heard me talking with is my uncle. My mother 
  is his sister. My uncle has no wife, no children. He 
  made me his sole heir. 
  “Recently he has begun to spend excessive amount 
  of money on women, wine, and gambling. His 
  debts are enormous, and only his ties with the Eng-
  lish court keep him safe. At the rate he is spending 
  money, all I will inherit is a huge debt. I may be of 
  noble birth, but my father is not wealthy enough 
  to cover my uncle’s debts. The devil will bankrupt 
  us with his foolish pleasures.”
  Callion has nothing more to say on the matter and 
  politely excuses himself. He goes back to his pavilion and 
  remains there, missing the evening meal.
  As usual, Baron Villers le Lac rebuffs any attempts to 
  gather more information from him, claiming the incident 
  was a family matter and nothing to do with the heroes. 
  Charisma penalties await those who offend the noble-
  man.
  E8. A GAME OF CARDS INTERRUPTED
  E8. A GAME OF CARDS INTERRUPTED
  After the day’s events end, Baron Villers le Lac invites 
  the characters to join him in a game of cards, along with 
  a few other minor nobles and dignitaries.
  He waves his hand at any hero who wishes to discuss 
  his growing list of enemies, claiming tonight is a night 
  for cards and pleasure, not trivial matters.
  A total cad, the Baron sets the initial stake at £5. He 
  doesn’t expect the heroes to be able to meet this stake. 
  All he wants is to watch them squirm and ask him, pub-
  licly, to lower the stake to a more manageable level. A 
  character asking for a stake below £.50 suffers a –1 
  Charisma penalty for the remainder of the tourney due 
  to the Baron’s mockery (it’s overheard by several promi-
  nent nobles and merchants).
  Use the normal Gambling rules to run the game. The 
  Baron has Gambling d10 and rolls a Wild Die. He cheats 
  only if the stakes are £2 or higher.
  GMs should not feel they have to roll a few dice and 
  end the scene—several guests are open to conversation 
  during the evening’s play and could be used as hooks for 
  future adventures. Let the roleplaying continue as long 
  as the players wish.
  After the game is concluded, a lady of great beau-
  ty and obvious wealth walks across the room and 
  slaps the Baron hard across the face.
  “My son,” she snarls, “may not be the most intel-
  ligent of men, but at least he is honest!”
  “Ah,” smirks the Baron, “Lady Roxanne du Blanc-
  Coeur, I wondered when you would join the grow-
  ing army of my admirers. Won’t you join us? Your 
  son surely would.”
  The lady’s face glows red with held back anger. 
  “You bluffed my son into raising the stakes beyond 
  any reasonable amount and then you cheated. 
  Oh I know I can’t prove it, but everyone knows 
  what a cur you are! I want that promissory note 
  back before the end of the tournament or there 
  will be hell to pay.”
  Baron Villers le Lac casually leans back in his 
  chair. “My lady, if your son runs up debts your 
  family cannot meet, that is your problem. Perhaps 
  you should have raised him better, taught him the 
  value of money and responsibility. No wonder 
  your lands are in the state they are.”
  Lady Roxanne clenches her ﬁ st, turns, and strides 
  from the room. “Another relationship I do not 
  wish to discuss,” the Baron says to you, smiling. 
  “Shall we play another round?”
  Lady Roxanne is in no mood to speak to the characters 
  unless they are nobles. Even then, it is the rules of etiquette 
  which compel her to speak, not any desire to converse with 
  strangers about her family problems. She merely repeats 
  what she said before about her son being swindled by 
  Baron Villers le Lac before storming off to her pavilion.
  Questioning other guests requires a Streetwise roll, 
  again with a +2 bonus if they can corner a noble guest. 
  Success reveals that although the Lord and Lady du 
  Blanc-Coeur hold huge tracts of land, their ancestors 
  squandered a great deal of their fortune on failed busi-
  ness ventures.
  E9. THE GRAND BALL
  E9. THE GRAND BALL
  Like the welcome banquet, the grand ball is a chance 
  for the players to roleplay their characters. There are 
  DEATH AT A JOUST
  DEATH AT A JOUST
  9
  The young noble slaps the Baron hard across the 
  face and marches away. The Baron simply laughs 
  as the youth departs. “A real man would have 
  added a challenge!” he shouts. “You’re too much 
  like your father!”
  The youth is Lord Callion Hebet, Baron de Honﬂ eur, 
  and is Baron Villers le Lac’s nephew through his mother 
  (the Baron’s sister). The heroes can discover this either 
  by locating the youth and questioning him or with a suc-
  cessful Streetwise roll (+2 if they specify they focus on 
  French guests).
  Callion is in a fury, swiping at hedges in the garden 
  with his rapier, when the characters track him down (as-
  suming they do so relatively quickly). Although reluctant 
  to discuss private matters at ﬁ rst, he opens up if the ad-
  venturers are persistent but polite.
  “My name is Callion Hebet, Baron de Honﬂ eur. 
  My father is the Comte de Honﬂ eur and that man 
  you heard me talking with is my uncle. My mother 
  is his sister. My uncle has no wife, no children. He 
  made me his sole heir. 
  “Recently he has begun to spend excessive amount 
  of money on women, wine, and gambling. His 
  debts are enormous, and only his ties with the Eng-
  lish court keep him safe. At the rate he is spending 
  money, all I will inherit is a huge debt. I may be of 
  noble birth, but my father is not wealthy enough 
  to cover my uncle’s debts. The devil will bankrupt 
  us with his foolish pleasures.”
  Callion has nothing more to say on the matter and 
  politely excuses himself. He goes back to his pavilion and 
  remains there, missing the evening meal.
  As usual, Baron Villers le Lac rebuffs any attempts to 
  gather more information from him, claiming the incident 
  was a family matter and nothing to do with the heroes. 
  Charisma penalties await those who offend the noble-
  man.
  E8. A GAME OF CARDS INTERRUPTED
  E8. A GAME OF CARDS INTERRUPTED
  After the day’s events end, Baron Villers le Lac invites 
  the characters to join him in a game of cards, along with 
  a few other minor nobles and dignitaries.
  He waves his hand at any hero who wishes to discuss 
  his growing list of enemies, claiming tonight is a night 
  for cards and pleasure, not trivial matters.
  A total cad, the Baron sets the initial stake at £5. He 
  doesn’t expect the heroes to be able to meet this stake. 
  All he wants is to watch them squirm and ask him, pub-
  licly, to lower the stake to a more manageable level. A 
  character asking for a stake below £.50 suffers a –1 
  Charisma penalty for the remainder of the tourney due 
  to the Baron’s mockery (it’s overheard by several promi-
  nent nobles and merchants).
  Use the normal Gambling rules to run the game. The 
  Baron has Gambling d10 and rolls a Wild Die. He cheats 
  only if the stakes are £2 or higher.
  GMs should not feel they have to roll a few dice and 
  end the scene—several guests are open to conversation 
  during the evening’s play and could be used as hooks for 
  future adventures. Let the roleplaying continue as long 
  as the players wish.
  After the game is concluded, a lady of great beau-
  ty and obvious wealth walks across the room and 
  slaps the Baron hard across the face.
  “My son,” she snarls, “may not be the most intel-
  ligent of men, but at least he is honest!”
  “Ah,” smirks the Baron, “Lady Roxanne du Blanc-
  Coeur, I wondered when you would join the grow-
  ing army of my admirers. Won’t you join us? Your 
  son surely would.”
  The lady’s face glows red with held back anger. 
  “You bluffed my son into raising the stakes beyond 
  any reasonable amount and then you cheated. 
  Oh I know I can’t prove it, but everyone knows 
  what a cur you are! I want that promissory note 
  back before the end of the tournament or there 
  will be hell to pay.”
  Baron Villers le Lac casually leans back in his 
  chair. “My lady, if your son runs up debts your 
  family cannot meet, that is your problem. Perhaps 
  you should have raised him better, taught him the 
  value of money and responsibility. No wonder 
  your lands are in the state they are.”
  Lady Roxanne clenches her ﬁ st, turns, and strides 
  from the room. “Another relationship I do not 
  wish to discuss,” the Baron says to you, smiling. 
  “Shall we play another round?”
  Lady Roxanne is in no mood to speak to the characters 
  unless they are nobles. Even then, it is the rules of etiquette 
  which compel her to speak, not any desire to converse with 
  strangers about her family problems. She merely repeats 
  what she said before about her son being swindled by 
  Baron Villers le Lac before storming off to her pavilion.
  Questioning other guests requires a Streetwise roll, 
  again with a +2 bonus if they can corner a noble guest. 
  Success reveals that although the Lord and Lady du 
  Blanc-Coeur hold huge tracts of land, their ancestors 
  squandered a great deal of their fortune on failed busi-
  ness ventures.
  E9. THE GRAND BALL
  E9. THE GRAND BALL
  Like the welcome banquet, the grand ball is a chance 
  for the players to roleplay their characters. There are 
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  10
  10
  men and women to engage in conversation and ladies 
  aplenty to dance with (and men for female characters). 
  Random guests can be determined by using the tables 
  on page 5.
  The roleplaying side of the ball lasts as long as the 
  players want. If they don’t enjoy social roleplaying, have 
  them each invited to dance once and move on to Event 
  E10. Otherwise, take the time to pander to their desire 
  to play their characters and forget about the plot for a 
  while.
  At some point during the ball thunder echoes through 
  the sky, though it only begins to rain a little later. The 
  characters should be informed of this occurrence.
  Dancing: Check the Reaction Table if a hero asks a lady 
  to dance to determine her initial reaction. Her Charisma is 
  3 minus the roll of 1d4 (giving a range of +2 to –1).
  Assuming she responds with at least a Neutral reac-
  tion, the hero then makes an Agility roll to determine 
  how well he dances. His partner has a d6 Agility and 
  grants bonuses as per a Cooperative roll.
  With success, the pair enjoys themselves without mak-
  ing any major mistakes, and may even turn a few heads. 
  A raise wows the crowd, giving the hero +1 Charisma 
  until the adventure ends. A failure means the hero or his 
  partner embarrasses himself somehow, such as bumping 
  into other couples or stepping on toes, but not enough 
  to cause lasting problems. A critical failure leads to a ma-
  jor social faux pas (such as performing the wrong dance 
  or falling over), costing the hero (and his partner) –1 
  Charisma for the remainder of the story.
  Female characters should be asked to dance at least 
  once by a male guest. Roll Charisma as above, but do not 
  roll on the Reaction Table—how the hero reacts to the 
  gesture is down to her.
  E10. TALK OF TREASURE
  E10. TALK OF TREASURE
  While waiting for a dance partner to become avail-
  able, loading plates at the buffet table, or otherwise on 
  the periphery of the dance, one or more characters ﬁ nds 
  Baron Villers le Lac engaged in yet another argument 
  with a guest.
  A portly man is waving his arms in the air as he 
  hisses at the Baron. “Fifty percent we agreed, you 
  thieving cur! I should have known better than to 
  trust you. Even the Spaniards have some honor, 
  but no, not you.”
  “Tut tut,” replies the Baron, wagging a ﬁ nger. “I 
  took one little item and left you three chests of gold. 
  Surely that should have satisﬁ ed your greed?”
  “We agreed a fair divide. That “one item” was worth 
  more than those three chests of gold, and you know 
  it! I want my fair share of the treasure.”
  “You received fair recompense. If you have a 
  problem, take it up with my lawyers. They really 
  are very good. Now, if you’ll excuse me, I feel the 
  need to dance.” With that the Baron walks over to 
  a noblewoman and leads her to the dance ﬂ oor. 
  The portly man seethes and storms off toward the 
  arena.
  The rotund gentleman is Albert Tanner, a “fortune-hunt-
  er.” He only arrived today, so Streetwise rolls to learn more 
  about him suffer a –4 penalty. Success reveals his name and 
  occupation, but little else. With a raise, the characters learn 
  he and Baron Villers le Lac were once partners in some sort 
  of endeavor, but something went wrong.
  If stopped and questioned, Tanner doesn’t so much 
  talk to the characters but rather at them. He seems more 
  to be talking to himself.
  “That thieving rascal,” he snarls through gritted 
  teeth. “Spanish gold split ﬁ fty-ﬁ fty, he says. Bah! A 
  pox on him and all nobles! What did he do? Well, 
  I’ll tell you what he did; he left camp in the night 
  with a priceless treasure, priceless, and left me 
  with boxes of gold. Oh gold, very valuable. Bah! 
  That gem was worth more than twenty boxes of 
  gold and he knew it. A pox on him!” With that, he 
  walks off, seemingly oblivious to your presence.
  E11. MURDER MOST FOUL
  E11. MURDER MOST FOUL
  The ball ends at half past eleven due to the heavy rain. 
  Most guests go straight to their pavilions and tents (some 
  with company of the opposite sex), but a few decide to 
  take the air before bed or retire for a last drink. None of 
  the Baron’s adversaries can be found toward the latter 
  stages of the ball and, if being followed, manage to lose 
  any heroes tailing them. Baron Villers le Lac cannot be 
  found, either.
  At exactly midnight, the still night is shattered by a cry 
  of agony. A short while later, screams and shouts echo 
  through the accommodation ﬁ eld. By the time the char-
  acters reach the scene of the incident a small crowd has 
  gathered. From somewhere ahead of the heroes some-
  one cries out, “It is Baron Villers le Lac! He has been 
  stabbed! The Baron is dead!”
  Order is quickly restored by the Earl’s guards and the 
  guests are herded down to the ballroom. Through the 
  throng of half asleep and shocked guests, the characters 
  can see each of the Baron’s ﬁ ve main enemies—none 
  have tried to ﬂ ee the ﬁ eld. The Earl arrives a few min-
  utes later and asks for volunteers to help him. No one 
  steps forward (the Baron wasn’t popular with anyone at 
  the tournament and the mystery is for the characters to 
  solve, not an NPC).
  Assuming the heroes volunteer, the earl privately 
  speaks to the gathered heroes.
  “Baron Villers le Lac has been stabbed and mur-
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  10
  10
  men and women to engage in conversation and ladies 
  aplenty to dance with (and men for female characters). 
  Random guests can be determined by using the tables 
  on page 5.
  The roleplaying side of the ball lasts as long as the 
  players want. If they don’t enjoy social roleplaying, have 
  them each invited to dance once and move on to Event 
  E10. Otherwise, take the time to pander to their desire 
  to play their characters and forget about the plot for a 
  while.
  At some point during the ball thunder echoes through 
  the sky, though it only begins to rain a little later. The 
  characters should be informed of this occurrence.
  Dancing: Check the Reaction Table if a hero asks a lady 
  to dance to determine her initial reaction. Her Charisma is 
  3 minus the roll of 1d4 (giving a range of +2 to –1).
  Assuming she responds with at least a Neutral reac-
  tion, the hero then makes an Agility roll to determine 
  how well he dances. His partner has a d6 Agility and 
  grants bonuses as per a Cooperative roll.
  With success, the pair enjoys themselves without mak-
  ing any major mistakes, and may even turn a few heads. 
  A raise wows the crowd, giving the hero +1 Charisma 
  until the adventure ends. A failure means the hero or his 
  partner embarrasses himself somehow, such as bumping 
  into other couples or stepping on toes, but not enough 
  to cause lasting problems. A critical failure leads to a ma-
  jor social faux pas (such as performing the wrong dance 
  or falling over), costing the hero (and his partner) –1 
  Charisma for the remainder of the story.
  Female characters should be asked to dance at least 
  once by a male guest. Roll Charisma as above, but do not 
  roll on the Reaction Table—how the hero reacts to the 
  gesture is down to her.
  E10. TALK OF TREASURE
  E10. TALK OF TREASURE
  While waiting for a dance partner to become avail-
  able, loading plates at the buffet table, or otherwise on 
  the periphery of the dance, one or more characters ﬁ nds 
  Baron Villers le Lac engaged in yet another argument 
  with a guest.
  A portly man is waving his arms in the air as he 
  hisses at the Baron. “Fifty percent we agreed, you 
  thieving cur! I should have known better than to 
  trust you. Even the Spaniards have some honor, 
  but no, not you.”
  “Tut tut,” replies the Baron, wagging a ﬁ nger. “I 
  took one little item and left you three chests of gold. 
  Surely that should have satisﬁ ed your greed?”
  “We agreed a fair divide. That “one item” was worth 
  more than those three chests of gold, and you know 
  it! I want my fair share of the treasure.”
  “You received fair recompense. If you have a 
  problem, take it up with my lawyers. They really 
  are very good. Now, if you’ll excuse me, I feel the 
  need to dance.” With that the Baron walks over to 
  a noblewoman and leads her to the dance ﬂ oor. 
  The portly man seethes and storms off toward the 
  arena.
  The rotund gentleman is Albert Tanner, a “fortune-hunt-
  er.” He only arrived today, so Streetwise rolls to learn more 
  about him suffer a –4 penalty. Success reveals his name and 
  occupation, but little else. With a raise, the characters learn 
  he and Baron Villers le Lac were once partners in some sort 
  of endeavor, but something went wrong.
  If stopped and questioned, Tanner doesn’t so much 
  talk to the characters but rather at them. He seems more 
  to be talking to himself.
  “That thieving rascal,” he snarls through gritted 
  teeth. “Spanish gold split ﬁ fty-ﬁ fty, he says. Bah! A 
  pox on him and all nobles! What did he do? Well, 
  I’ll tell you what he did; he left camp in the night 
  with a priceless treasure, priceless, and left me 
  with boxes of gold. Oh gold, very valuable. Bah! 
  That gem was worth more than twenty boxes of 
  gold and he knew it. A pox on him!” With that, he 
  walks off, seemingly oblivious to your presence.
  E11. MURDER MOST FOUL
  E11. MURDER MOST FOUL
  The ball ends at half past eleven due to the heavy rain. 
  Most guests go straight to their pavilions and tents (some 
  with company of the opposite sex), but a few decide to 
  take the air before bed or retire for a last drink. None of 
  the Baron’s adversaries can be found toward the latter 
  stages of the ball and, if being followed, manage to lose 
  any heroes tailing them. Baron Villers le Lac cannot be 
  found, either.
  At exactly midnight, the still night is shattered by a cry 
  of agony. A short while later, screams and shouts echo 
  through the accommodation ﬁ eld. By the time the char-
  acters reach the scene of the incident a small crowd has 
  gathered. From somewhere ahead of the heroes some-
  one cries out, “It is Baron Villers le Lac! He has been 
  stabbed! The Baron is dead!”
  Order is quickly restored by the Earl’s guards and the 
  guests are herded down to the ballroom. Through the 
  throng of half asleep and shocked guests, the characters 
  can see each of the Baron’s ﬁ ve main enemies—none 
  have tried to ﬂ ee the ﬁ eld. The Earl arrives a few min-
  utes later and asks for volunteers to help him. No one 
  steps forward (the Baron wasn’t popular with anyone at 
  the tournament and the mystery is for the characters to 
  solve, not an NPC).
  Assuming the heroes volunteer, the earl privately 
  speaks to the gathered heroes.
  “Baron Villers le Lac has been stabbed and mur-
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  11
  11
  dered by an unknown assailant. The city watch in 
  Wells is too lazy to stir from their beds at this late 
  hour and is generally incompetent. They will come 
  in here and begin treating my guests like common 
  criminals. This matter requires subtlety and deco-
  rum, not an iron ﬁ st. I can secure the grounds and 
  prevent the guests from leaving, but only for two 
  days. My authority does not reach far.
  “I would like you to investigate this matter and 
  ﬁ nd the murderer before the joust ﬁ nal begins 
  tomorrow.”
  THE GAME IS AFOOT!
  THE GAME IS AFOOT!
  To solve the murder, the heroes need to locate all 
  the clues and use them to eliminate all suspects except 
  the murderer. Don’t rush the investigation, and don’t 
  just reveal clues as dry facts, especially when talking to 
  suspects. Roleplay their answers, being evasive at ﬁ rst 
  (they all have secrets), but slowly revealing more as the 
  characters apply pressure.
  CLUES IN THE PAVILION
  CLUES IN THE PAVILION
  THE BARON’S BODY
  THE BARON’S BODY
  The baron lies face up on the bed, a stab wound to 
  his chest. If he was stabbed by an intruder, the assailant 
  was either an expert ﬁ ghter or caught him by surprise. A 
  close examination of the wound reveals the dagger blade 
  was triangular.
  Baron Villers la Lac was stabbed, which logically means 
  the killer had access to a knife. Of the main suspects, only 
  Albert Tanner carries this peculiar dagger. However, Lady 
  Roxanne owns one as well, though she is not carrying it 
  after the murder and it is not in her pavilion.
  RANSACKED
  RANSACKED
  The pavilion has been turned upside down—clothes 
  and papers are strewn everywhere, tables overturned, 
  books ripped apart, and so on. Obviously the killer was 
  looking for something important.
  Checking the papers requires a Notice roll at –2 (there 
  are a lot of them). One of them, near a small wood burn-
  ing stove, is a badly scorched letter. Although burnt in 
  places, enough remains to show it was written by a Free 
  Company sergeant and details how Sir Richard deserted 
  his men and left them to die. Since the letter is still here, 
  it is a red herring. Sir Richard may be guilty of cowardice, 
  but he isn’t the murderer.
  Of all the suspects, just one was after something 
  unlikely to be carried by a noble visiting a social event. 
  Muxlow was after money, and any noble knows that 
  money is never brought to such events. If a noble has to 
  buy something, he can use promissory notes or letters 
  of credit. The others were after a letter (Sir Richard), a 
  gem (Tanner), a promissory note (Lady Roxanne), and a 
  will (Lord Callion). This effectively rules Muxlow out as 
  a suspect.
  TWO GLASSES
  TWO GLASSES
  On a small table are two glasses (made of actual glass) 
  and a bottle of expensive wine. One glass has been re-
  cently drained, but the other still contains a full measure. 
  This is long before the days of ﬁ ngerprinting, so that 
  avenue of investigation won’t work. However, the glass 
  and bottle contain clues.
  Smelling the wine from either container or swilling 
  it around the mouth reveals a strange odor. Characters 
  with Healing d6+ recognize the odor as that of a popular 
  sleeping draught.
  Part of the clue here is that the Baron or his guest 
  obviously poured the drinks. Given the nature of the 
  baron, he would be likely only to invite in someone he 
  trusted. In this case (don’t tell the heroes), the obvious 
  choices are young Callion (his nephew) or Lady Roxanne 
  (a “mere woman”). Should the characters really struggle 
  over this clue, allow them a Common Knowledge roll, 
  but only after they have been given plenty of time to 
  think the solution through for themselves.
  OTHER CLUES
  OTHER CLUES
  DIRTY CLOTHES
  DIRTY CLOTHES
  When Carswell Muxlow, Lady Roxanne, or Lord Cal-
  lion is questioned, they spot fresh mud on the bottom of 
  their clothes, more than would be present just by run-
  ning to investigate the scream. All claim they took a walk 
  earlier in the evening.
  SIR RICHARD’S LETTER
  SIR RICHARD’S LETTER
  If presented with the letter found in the Baron’s 
  pavilion, Sir Richard tries to snatch it away and throw 
  it onto a nearby ﬁ re. Treat this as a Disarm attempt 
  against the hero. With success, Sir Richard destroys the 
  evidence, claiming, “The past is the past. Let us forget it 
  and move forward.” On a failure, the knight admits his 
  sin of cowardice, but claims he has made amends many 
  times since.
  Unscrupulous characters may try to blackmail Sir 
  Richard. Unfortunately, the plan doesn’t work. He has had 
  enough of living in fear and is prepared, once the letter 
  is securely out of his grasp, to face whatever punishment 
  awaits him. He won’t pay a blackmailer a single coin.
  SLEEPING DRAUGHT
  SLEEPING DRAUGHT
  A search of the pavilions of Lady Roxanne, Tanner, and 
  Muxlow reveals bottles of laudanum. All three are miss-
  DEATH AT A JOUST
  DEATH AT A JOUST
  11
  11
  dered by an unknown assailant. The city watch in 
  Wells is too lazy to stir from their beds at this late 
  hour and is generally incompetent. They will come 
  in here and begin treating my guests like common 
  criminals. This matter requires subtlety and deco-
  rum, not an iron ﬁ st. I can secure the grounds and 
  prevent the guests from leaving, but only for two 
  days. My authority does not reach far.
  “I would like you to investigate this matter and 
  ﬁ nd the murderer before the joust ﬁ nal begins 
  tomorrow.”
  THE GAME IS AFOOT!
  THE GAME IS AFOOT!
  To solve the murder, the heroes need to locate all 
  the clues and use them to eliminate all suspects except 
  the murderer. Don’t rush the investigation, and don’t 
  just reveal clues as dry facts, especially when talking to 
  suspects. Roleplay their answers, being evasive at ﬁ rst 
  (they all have secrets), but slowly revealing more as the 
  characters apply pressure.
  CLUES IN THE PAVILION
  CLUES IN THE PAVILION
  THE BARON’S BODY
  THE BARON’S BODY
  The baron lies face up on the bed, a stab wound to 
  his chest. If he was stabbed by an intruder, the assailant 
  was either an expert ﬁ ghter or caught him by surprise. A 
  close examination of the wound reveals the dagger blade 
  was triangular.
  Baron Villers la Lac was stabbed, which logically means 
  the killer had access to a knife. Of the main suspects, only 
  Albert Tanner carries this peculiar dagger. However, Lady 
  Roxanne owns one as well, though she is not carrying it 
  after the murder and it is not in her pavilion.
  RANSACKED
  RANSACKED
  The pavilion has been turned upside down—clothes 
  and papers are strewn everywhere, tables overturned, 
  books ripped apart, and so on. Obviously the killer was 
  looking for something important.
  Checking the papers requires a Notice roll at –2 (there 
  are a lot of them). One of them, near a small wood burn-
  ing stove, is a badly scorched letter. Although burnt in 
  places, enough remains to show it was written by a Free 
  Company sergeant and details how Sir Richard deserted 
  his men and left them to die. Since the letter is still here, 
  it is a red herring. Sir Richard may be guilty of cowardice, 
  but he isn’t the murderer.
  Of all the suspects, just one was after something 
  unlikely to be carried by a noble visiting a social event. 
  Muxlow was after money, and any noble knows that 
  money is never brought to such events. If a noble has to 
  buy something, he can use promissory notes or letters 
  of credit. The others were after a letter (Sir Richard), a 
  gem (Tanner), a promissory note (Lady Roxanne), and a 
  will (Lord Callion). This effectively rules Muxlow out as 
  a suspect.
  TWO GLASSES
  TWO GLASSES
  On a small table are two glasses (made of actual glass) 
  and a bottle of expensive wine. One glass has been re-
  cently drained, but the other still contains a full measure. 
  This is long before the days of ﬁ ngerprinting, so that 
  avenue of investigation won’t work. However, the glass 
  and bottle contain clues.
  Smelling the wine from either container or swilling 
  it around the mouth reveals a strange odor. Characters 
  with Healing d6+ recognize the odor as that of a popular 
  sleeping draught.
  Part of the clue here is that the Baron or his guest 
  obviously poured the drinks. Given the nature of the 
  baron, he would be likely only to invite in someone he 
  trusted. In this case (don’t tell the heroes), the obvious 
  choices are young Callion (his nephew) or Lady Roxanne 
  (a “mere woman”). Should the characters really struggle 
  over this clue, allow them a Common Knowledge roll, 
  but only after they have been given plenty of time to 
  think the solution through for themselves.
  OTHER CLUES
  OTHER CLUES
  DIRTY CLOTHES
  DIRTY CLOTHES
  When Carswell Muxlow, Lady Roxanne, or Lord Cal-
  lion is questioned, they spot fresh mud on the bottom of 
  their clothes, more than would be present just by run-
  ning to investigate the scream. All claim they took a walk 
  earlier in the evening.
  SIR RICHARD’S LETTER
  SIR RICHARD’S LETTER
  If presented with the letter found in the Baron’s 
  pavilion, Sir Richard tries to snatch it away and throw 
  it onto a nearby ﬁ re. Treat this as a Disarm attempt 
  against the hero. With success, Sir Richard destroys the 
  evidence, claiming, “The past is the past. Let us forget it 
  and move forward.” On a failure, the knight admits his 
  sin of cowardice, but claims he has made amends many 
  times since.
  Unscrupulous characters may try to blackmail Sir 
  Richard. Unfortunately, the plan doesn’t work. He has had 
  enough of living in fear and is prepared, once the letter 
  is securely out of his grasp, to face whatever punishment 
  awaits him. He won’t pay a blackmailer a single coin.
  SLEEPING DRAUGHT
  SLEEPING DRAUGHT
  A search of the pavilions of Lady Roxanne, Tanner, and 
  Muxlow reveals bottles of laudanum. All three are miss-
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  12
  12
  ing several doses worth of the drug. When questioned, 
  each suspect has a seemingly good reason to possess the 
  drug (which isn’t illegal).
  Lady Roxanne claims she took the drug on the jour-
  ney over from France, for it calmed her seasickness and 
  allowed her to sleep on the rolling ship. Tanner admits 
  he is an addict, having “acquired the taste” in Venice. 
  Muxlow denies being an addict, and states he is only us-
  ing small doses to calm his nerves because of the strain 
  of his ﬁ nancial difﬁ culties.
  QUESTIONING OTHER GUESTS
  QUESTIONING OTHER GUESTS
  By working together and making a Cooperative 
  Streetwise roll, the characters can question the guests in 
  four hours (there are a lot of them).
  Success reveals that Sir Richard, Lady Roxanne, and 
  Lord Callion were seen arguing with the Baron shortly 
  before the end of the ball. Witnesses also come forward 
  who spotted Lord Callion, Lady Roxanne, and Muxlow in 
  the ﬁ eld between 11 o’clock and just before midnight.
  A raise reveals another clue—several witnesses heard 
  footsteps outside their pavilions shortly after the scream 
  was heard, passing by their pavilion in a direction lead-
  ing away from the Baron’s tent. Of the suspects, only 
  Lady Roxanne, Muxlow, and Lord Callion have pavilions 
  in that direction.
  Should the hero’s be stuck for clues still, a successful 
  Streetwise roll reveals one other piece of information—
  Lady Roxanne is an excellent knife woman. This should 
  only be revealed when the players are truly stuck.
  SEARCHING OTHER PAVILIONS
  SEARCHING OTHER PAVILIONS
  Searching the suspects’ pavilions reveals the sleeping 
  draught (see above), but nothing else of relevance to the 
  investigation.
  DAGGER
  DAGGER
  A search of the ﬁ eld requires a Notice roll at –4. With 
  success, the characters ﬁ nd a triangular-bladed dagger 
  in a water trough. It has a heraldic design on the hilt. 
  A Knowledge (heraldry) roll reveals it is the emblem of 
  the Blanc-Coeur family. Comparing it to Lady Roxanne’s 
  standard outside her pavilion reveals this automatically. 
  If questioned about the dagger, the noblewoman claims 
  it was stolen from her pavilion two days ago.
  Should the characters be stuck and have missed this 
  clue, someone ﬁ nds it while watering their horse and 
  brings the blade to the heroes’ attention.
  SO WHO DID IT?
  SO WHO DID IT?
  Only one person matches all the clues—Lady Rox-
  anne.
  Toward the end of the ball she approached the Baron 
  with an offer—her body in return for the promissory 
  note. Demands for the note to be returned before the 
  act failed (and the Baron hinted the note would never 
  be returned anyway), so she poured two drinks in the 
  room, spiking the wine bottle with sleeping draught at 
  the same time. The Baron drank his wine in one gulp 
  but the drug has limited effect. She then used her knife 
  to kill her nemesis, but he managed to let out a scream. 
  A search of the pavilion found no sign of the promissory 
  note (which the Baron did not bring with him).
  Realizing the murder would be detected in the morn-
  ing and unable to leave during the middle of the night 
  without arousing suspicion, she set ﬁ re to the letter im-
  plicating Sir Richard in an act of cowardice (though if the 
  knight had done it he would have made sure it burnt to 
  a crisp), before running to her pavilion.
  CONFRONTATION
  CONFRONTATION
  Lady Roxanne naturally denies any involvement in the 
  murder. She questions every piece of evidence, trying to 
  point the ﬁ nger of blame at other suspects. The heroes 
  can only force her hand by proving beyond reasonable 
  doubt that all the evidence points to her as the killer. 
  Even the evidence referring to her knife skill is damning 
  without positive proof she owns a dagger. When this oc-
  curs, she ﬂ ies into a rage and attacks.
  Lady Roxanne should be taken alive. The characters 
  have no legal rights to kill her, especially given her noble 
  status and the fact she’s a woman. Once captured, she 
  confesses everything, telling how she only did it to ensure 
  her family was not bankrupted by the dastardly Baron. 
  It’s time for the characters to congratulate each other 
  while the Earl sends Gerard to fetch the town guard.
  CONDONING MURDER
  CONDONING MURDER
  There is a chance the heroes will condone the murder 
  of the Baron and offer Lady Roxanne a deal to ensure her 
  guilt is never exposed. Lady Roxanne accepts the offer 
  but works behind the scenes to remove the heroes later, 
  fearing they will try to blackmail her. If it ever becomes 
  public knowledge they aided a murderer and covered up 
  the crime, they gain the Minor Enemy Hindrance.
  REWARDS
  REWARDS
  In addition to any prize money, Sir David receives a 
  gift of £20 if the murderer is apprehended. The other he-
  roes receive nothing—Sir David is expected to show his 
  largesse by divvying up the reward among his followers.
  THE CAST
  THE CAST
  GERARD MEUNIER
  GERARD MEUNIER
  Gerard has served the count for his entire adult life, 
  having worked his way up through the household. He’s 
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  12
  12
  ing several doses worth of the drug. When questioned, 
  each suspect has a seemingly good reason to possess the 
  drug (which isn’t illegal).
  Lady Roxanne claims she took the drug on the jour-
  ney over from France, for it calmed her seasickness and 
  allowed her to sleep on the rolling ship. Tanner admits 
  he is an addict, having “acquired the taste” in Venice. 
  Muxlow denies being an addict, and states he is only us-
  ing small doses to calm his nerves because of the strain 
  of his ﬁ nancial difﬁ culties.
  QUESTIONING OTHER GUESTS
  QUESTIONING OTHER GUESTS
  By working together and making a Cooperative 
  Streetwise roll, the characters can question the guests in 
  four hours (there are a lot of them).
  Success reveals that Sir Richard, Lady Roxanne, and 
  Lord Callion were seen arguing with the Baron shortly 
  before the end of the ball. Witnesses also come forward 
  who spotted Lord Callion, Lady Roxanne, and Muxlow in 
  the ﬁ eld between 11 o’clock and just before midnight.
  A raise reveals another clue—several witnesses heard 
  footsteps outside their pavilions shortly after the scream 
  was heard, passing by their pavilion in a direction lead-
  ing away from the Baron’s tent. Of the suspects, only 
  Lady Roxanne, Muxlow, and Lord Callion have pavilions 
  in that direction.
  Should the hero’s be stuck for clues still, a successful 
  Streetwise roll reveals one other piece of information—
  Lady Roxanne is an excellent knife woman. This should 
  only be revealed when the players are truly stuck.
  SEARCHING OTHER PAVILIONS
  SEARCHING OTHER PAVILIONS
  Searching the suspects’ pavilions reveals the sleeping 
  draught (see above), but nothing else of relevance to the 
  investigation.
  DAGGER
  DAGGER
  A search of the ﬁ eld requires a Notice roll at –4. With 
  success, the characters ﬁ nd a triangular-bladed dagger 
  in a water trough. It has a heraldic design on the hilt. 
  A Knowledge (heraldry) roll reveals it is the emblem of 
  the Blanc-Coeur family. Comparing it to Lady Roxanne’s 
  standard outside her pavilion reveals this automatically. 
  If questioned about the dagger, the noblewoman claims 
  it was stolen from her pavilion two days ago.
  Should the characters be stuck and have missed this 
  clue, someone ﬁ nds it while watering their horse and 
  brings the blade to the heroes’ attention.
  SO WHO DID IT?
  SO WHO DID IT?
  Only one person matches all the clues—Lady Rox-
  anne.
  Toward the end of the ball she approached the Baron 
  with an offer—her body in return for the promissory 
  note. Demands for the note to be returned before the 
  act failed (and the Baron hinted the note would never 
  be returned anyway), so she poured two drinks in the 
  room, spiking the wine bottle with sleeping draught at 
  the same time. The Baron drank his wine in one gulp 
  but the drug has limited effect. She then used her knife 
  to kill her nemesis, but he managed to let out a scream. 
  A search of the pavilion found no sign of the promissory 
  note (which the Baron did not bring with him).
  Realizing the murder would be detected in the morn-
  ing and unable to leave during the middle of the night 
  without arousing suspicion, she set ﬁ re to the letter im-
  plicating Sir Richard in an act of cowardice (though if the 
  knight had done it he would have made sure it burnt to 
  a crisp), before running to her pavilion.
  CONFRONTATION
  CONFRONTATION
  Lady Roxanne naturally denies any involvement in the 
  murder. She questions every piece of evidence, trying to 
  point the ﬁ nger of blame at other suspects. The heroes 
  can only force her hand by proving beyond reasonable 
  doubt that all the evidence points to her as the killer. 
  Even the evidence referring to her knife skill is damning 
  without positive proof she owns a dagger. When this oc-
  curs, she ﬂ ies into a rage and attacks.
  Lady Roxanne should be taken alive. The characters 
  have no legal rights to kill her, especially given her noble 
  status and the fact she’s a woman. Once captured, she 
  confesses everything, telling how she only did it to ensure 
  her family was not bankrupted by the dastardly Baron. 
  It’s time for the characters to congratulate each other 
  while the Earl sends Gerard to fetch the town guard.
  CONDONING MURDER
  CONDONING MURDER
  There is a chance the heroes will condone the murder 
  of the Baron and offer Lady Roxanne a deal to ensure her 
  guilt is never exposed. Lady Roxanne accepts the offer 
  but works behind the scenes to remove the heroes later, 
  fearing they will try to blackmail her. If it ever becomes 
  public knowledge they aided a murderer and covered up 
  the crime, they gain the Minor Enemy Hindrance.
  REWARDS
  REWARDS
  In addition to any prize money, Sir David receives a 
  gift of £20 if the murderer is apprehended. The other he-
  roes receive nothing—Sir David is expected to show his 
  largesse by divvying up the reward among his followers.
  THE CAST
  THE CAST
  GERARD MEUNIER
  GERARD MEUNIER
  Gerard has served the count for his entire adult life, 
  having worked his way up through the household. He’s 
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  13
  13
  fawning and sycophantic over important 
  guests and couldn’t keep a secret if his life 
  depended on it. For all his faults, Gerard is 
  attentive to his master’s needs and would 
  gladly die to protect him.
  Attributes: Agility d4, Smarts d6, Spirit 
  d6, Strength d4, Vigor d6
  Skills: Fighting d4, Knowledge (Nobility) 
  d10, Notice d6, Persuasion d6, Streetwise 
  d6
  Charisma: –1; Pace: 6; Parry: 4; Tough-
  ness: 5
  Hindrances: Big Mouth, Code of Honor, 
  Habit (Minor: sycophantic), Loyal (the 
  Count)
  Edges: Connections (Nobles)
  Gear: Dagger (Str+d4).
  THE SUSPECTS
  THE SUSPECTS
  There are ﬁ ve key suspects in the death 
  of Baron Villers le Lac. Each is detailed 
  below. GMs will note these are not high-
  powered combat thugs, despite their Wild 
  Card status. This isn’t a heavy-combat 
  adventure.
  SIR RICHARD OF FLANDERS
  SIR RICHARD OF FLANDERS
  Sir Richard is a notable knight. Ten years 
  ago, he was a lowly unit commander in a 
  Free Company, but following an incident 
  during one of England’s frequent skir-
  mishes with Burgundy, he was awarded a 
  captaincy for his reported bravery during 
  a raid. Sir Richard’s bravery, however, was 
  a sham. Overcome with fear, Richard panicked and left 
  his men to die. Convinced none survived, he concocted 
  a tale of heroic deeds against overwhelming odds.
  Unfortunately, there was a survivor. A young corporal 
  was captured by the Spanish and has only recently been 
  freed. By a quirk of fate, Baron Villers le Lac ran across 
  the corporal and learned his story. The Baron has seen 
  been blackmailing Lannion, claiming to have a letter 
  in which the corporal reveals the true tale of the then-
  lieutenant’s cowardice.
  Sir Richard has made amends for his previous error 
  in judgment. His recent career has seen him lead men 
  successfully into battle, and he has won several citations, 
  but he fears a revelation over his “glorious” past and rise 
  to fame would mean total disgrace. Desperate to save 
  his career and reputation, Richard has tracked the Baron 
  down and plans to confront him and demand the letter 
  be handed to him in return for one ﬁ nal payment.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Knowledge (Battle) 
  d6, Notice d6, Riding d8, Stealth d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 9 (3)
  Hindrances: Enemy (Minor: Baron Villers le Lac), He-
  roic, Loyal, Vengeful (Major)
  Edges: Attractive, Block, Command, Connections (Free 
  Companies), Dodge
  Gear: Plate armor (+3), full helm (+3), long sword 
  (Str+d8), dagger (Str+d4)
  ALBERT TANNER
  ALBERT TANNER
  Albert Tanner is a tomb raider. Several years ago, 
  Baron Villers le Lac hired Tanner to guide an expedition 
  in search of an ancient gold hoard. The expedition was 
  successful, and a vast treasure was recovered, among 
  which was a fabulous gem the size of a man’s ﬁ st. The 
  total amount of gold and lesser gems paled next to that 
  one, exquisite item.
  According to their deal, when the party returned to 
  France, the Baron and Tanner would divide the treasure, 
  all of it, equally. On a stormy night, the Baron and his 
  men silently departed. By the time Tanner discovered 
  their disappearance the next morning, the dogs were 
  DEATH AT A JOUST
  DEATH AT A JOUST
  13
  13
  fawning and sycophantic over important 
  guests and couldn’t keep a secret if his life 
  depended on it. For all his faults, Gerard is 
  attentive to his master’s needs and would 
  gladly die to protect him.
  Attributes: Agility d4, Smarts d6, Spirit 
  d6, Strength d4, Vigor d6
  Skills: Fighting d4, Knowledge (Nobility) 
  d10, Notice d6, Persuasion d6, Streetwise 
  d6
  Charisma: –1; Pace: 6; Parry: 4; Tough-
  ness: 5
  Hindrances: Big Mouth, Code of Honor, 
  Habit (Minor: sycophantic), Loyal (the 
  Count)
  Edges: Connections (Nobles)
  Gear: Dagger (Str+d4).
  THE SUSPECTS
  THE SUSPECTS
  There are ﬁ ve key suspects in the death 
  of Baron Villers le Lac. Each is detailed 
  below. GMs will note these are not high-
  powered combat thugs, despite their Wild 
  Card status. This isn’t a heavy-combat 
  adventure.
  SIR RICHARD OF FLANDERS
  SIR RICHARD OF FLANDERS
  Sir Richard is a notable knight. Ten years 
  ago, he was a lowly unit commander in a 
  Free Company, but following an incident 
  during one of England’s frequent skir-
  mishes with Burgundy, he was awarded a 
  captaincy for his reported bravery during 
  a raid. Sir Richard’s bravery, however, was 
  a sham. Overcome with fear, Richard panicked and left 
  his men to die. Convinced none survived, he concocted 
  a tale of heroic deeds against overwhelming odds.
  Unfortunately, there was a survivor. A young corporal 
  was captured by the Spanish and has only recently been 
  freed. By a quirk of fate, Baron Villers le Lac ran across 
  the corporal and learned his story. The Baron has seen 
  been blackmailing Lannion, claiming to have a letter 
  in which the corporal reveals the true tale of the then-
  lieutenant’s cowardice.
  Sir Richard has made amends for his previous error 
  in judgment. His recent career has seen him lead men 
  successfully into battle, and he has won several citations, 
  but he fears a revelation over his “glorious” past and rise 
  to fame would mean total disgrace. Desperate to save 
  his career and reputation, Richard has tracked the Baron 
  down and plans to confront him and demand the letter 
  be handed to him in return for one ﬁ nal payment.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Knowledge (Battle) 
  d6, Notice d6, Riding d8, Stealth d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 9 (3)
  Hindrances: Enemy (Minor: Baron Villers le Lac), He-
  roic, Loyal, Vengeful (Major)
  Edges: Attractive, Block, Command, Connections (Free 
  Companies), Dodge
  Gear: Plate armor (+3), full helm (+3), long sword 
  (Str+d8), dagger (Str+d4)
  ALBERT TANNER
  ALBERT TANNER
  Albert Tanner is a tomb raider. Several years ago, 
  Baron Villers le Lac hired Tanner to guide an expedition 
  in search of an ancient gold hoard. The expedition was 
  successful, and a vast treasure was recovered, among 
  which was a fabulous gem the size of a man’s ﬁ st. The 
  total amount of gold and lesser gems paled next to that 
  one, exquisite item.
  According to their deal, when the party returned to 
  France, the Baron and Tanner would divide the treasure, 
  all of it, equally. On a stormy night, the Baron and his 
  men silently departed. By the time Tanner discovered 
  their disappearance the next morning, the dogs were 
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  14
  14
  already far away. Tanner had been double-crossed in a 
  carefully laid plan.
  Tanner made several attempts to contact the Baron, 
  but all were curtly rebuffed. More by luck than judg-
  ment, Tanner learned of the Baron’s attendance at the 
  tournament and set sail to reclaim either the gem or, in 
  the event it has been sold, half its value.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Persuasion d8, Shooting 
  d6, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), 
  Greedy, Stubborn, Vengeful (Major)
  Edges: Command, Connections (Criminal)
  Gear: Short sword (Str+d6), triangular-bladed dagger 
  (Str+d4+1)
  CARSWELL MUXLOW
  CARSWELL MUXLOW
  Carswell Muxlow is an English merchant of little re-
  nown. One of his suppliers was a certain Baron Villers le 
  Lac, who arranged for Muxlow to receive a consignment 
  of grain. The Baron switched the consignment after it 
  was inspected and sold grain infected with ergot, a fun-
  gus known to produce hallucinations.
  Attempts to reclaim the money through legal pro-
  cesses have stalled thanks to the Baron’s expert lawyers, 
  and Muxlow is running out of money pursuing the case. 
  If he can’t convince the Baron to pay his debt, he intends 
  to gain recompense through fair means or foul.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Persua-
  sion d8, Shooting d6, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), Venge-
  ful (Major)
  Edges: Connections (Merchants)
  Gear: Dagger (Str+d4)
  LADY ROXANNE DU BLANC-COEUR
  LADY ROXANNE DU BLANC-COEUR
  Like many nobles, the lady’s son is bored. He has no 
  ambition to join the army, little skill at estate manage-
  ment, and certainly has no desire to soil his hands by 
  actually working for a living. To help pass the time he 
  gambles—heavily.
  While on a jaunt in Calais a few weeks ago, he en-
  tered a high-stakes card game. Also partaking in that 
  game was the Baron Villers le Lac. The betting grew 
  steadily heavier and heavier, until a vast fortune was wa-
  gered. The Baron won, though not through fair means. 
  Unable to prove the baron cheated or meet his debts, 
  the young nobleman had little choice but to write a 
  promissory note.
  On learning of the looming financial disaster, 
  Lady Roxanne wrote to the Baron, only to discover 
  he had set sail for England. Unwilling to reveal the 
  existence of the promissory note, she promptly set 
  sail after him, intent on ensuring the note is de-
  stroyed, believing the baron carried it among his 
  personal papers.
  Lady Roxanne acts just like a noblewoman. She never 
  reveals her skills (claiming, if questioned after hearing 
  rumors, that the stories are greatly exaggerated) or acts 
  in a manly or heroic fashion.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Nobility) d8, Notice d8, 
  Persuasion d8, Shooting d10, Streetwise d8
  Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), Venge-
  ful (Major)
  Edges: Attractive, Connections (Nobles), Improved First 
  Strike, Improved Frenzy, Improved Level Headed, Im-
  proved Sweep, Noble, Quick Draw
  Gear: Short sword (Str+d6)
  LORD CALLION HEBET,
  LORD CALLION HEBET,
  BARON DE HONFLEUR
  BARON DE HONFLEUR
  Baron de Honﬂ eur is the nephew of Baron Villers le 
  Lac on his mother’s side. With no children of his own, 
  Baron Villers la Lac adopted young Callion as his sole 
  heir several years ago. 
  However, Baron Villers le Lac has begun to spend 
  money on women, wine, and gambling at an alarming 
  rate. The young nobleman has tried in vain to convince 
  his uncle to give him part of his inheritance now, before 
  it is all spent. His uncle simply responded that Callion 
  would receive whatever was left after life was enjoyed to 
  the full, even if that meant inheriting his uncle’s growing 
  debts.
  Fury has brewed in Callion for many months. Agents 
  continue to send reports of his uncle’s lavish spending, 
  indicating the debts are mounting and will soon force 
  the Baron to sell his land—Callion’s inheritance—to 
  meet them. Callion cannot, will not, accept being left 
  with a debt he did not incur and intends to make sure 
  there is something left for him to inherit.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Gambling d6, Knowledge (Battle) 
  d4, Notice d6, Riding d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Enemy (Minor: Baron Villers le Lac), Mean, 
  Vengeful (Major)
  Edges: Block, Connections (Nobles), First Strike, Frenzy, 
  Noble
  Gear: Rapier (Str+d4, +1 Parry)
  KNIGHTS
  KNIGHTS
  Shields are not carried in the joust. In this event, the 
  ﬁ rst Parry score is used. The second value is for the me-
  lee. Jousting plate and helms are discussed on page 17.
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  14
  14
  already far away. Tanner had been double-crossed in a 
  carefully laid plan.
  Tanner made several attempts to contact the Baron, 
  but all were curtly rebuffed. More by luck than judg-
  ment, Tanner learned of the Baron’s attendance at the 
  tournament and set sail to reclaim either the gem or, in 
  the event it has been sold, half its value.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Persuasion d8, Shooting 
  d6, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), 
  Greedy, Stubborn, Vengeful (Major)
  Edges: Command, Connections (Criminal)
  Gear: Short sword (Str+d6), triangular-bladed dagger 
  (Str+d4+1)
  CARSWELL MUXLOW
  CARSWELL MUXLOW
  Carswell Muxlow is an English merchant of little re-
  nown. One of his suppliers was a certain Baron Villers le 
  Lac, who arranged for Muxlow to receive a consignment 
  of grain. The Baron switched the consignment after it 
  was inspected and sold grain infected with ergot, a fun-
  gus known to produce hallucinations.
  Attempts to reclaim the money through legal pro-
  cesses have stalled thanks to the Baron’s expert lawyers, 
  and Muxlow is running out of money pursuing the case. 
  If he can’t convince the Baron to pay his debt, he intends 
  to gain recompense through fair means or foul.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Persua-
  sion d8, Shooting d6, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), Venge-
  ful (Major)
  Edges: Connections (Merchants)
  Gear: Dagger (Str+d4)
  LADY ROXANNE DU BLANC-COEUR
  LADY ROXANNE DU BLANC-COEUR
  Like many nobles, the lady’s son is bored. He has no 
  ambition to join the army, little skill at estate manage-
  ment, and certainly has no desire to soil his hands by 
  actually working for a living. To help pass the time he 
  gambles—heavily.
  While on a jaunt in Calais a few weeks ago, he en-
  tered a high-stakes card game. Also partaking in that 
  game was the Baron Villers le Lac. The betting grew 
  steadily heavier and heavier, until a vast fortune was wa-
  gered. The Baron won, though not through fair means. 
  Unable to prove the baron cheated or meet his debts, 
  the young nobleman had little choice but to write a 
  promissory note.
  On learning of the looming financial disaster, 
  Lady Roxanne wrote to the Baron, only to discover 
  he had set sail for England. Unwilling to reveal the 
  existence of the promissory note, she promptly set 
  sail after him, intent on ensuring the note is de-
  stroyed, believing the baron carried it among his 
  personal papers.
  Lady Roxanne acts just like a noblewoman. She never 
  reveals her skills (claiming, if questioned after hearing 
  rumors, that the stories are greatly exaggerated) or acts 
  in a manly or heroic fashion.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Nobility) d8, Notice d8, 
  Persuasion d8, Shooting d10, Streetwise d8
  Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Enemy (Minor: Baron Villers le Lac), Venge-
  ful (Major)
  Edges: Attractive, Connections (Nobles), Improved First 
  Strike, Improved Frenzy, Improved Level Headed, Im-
  proved Sweep, Noble, Quick Draw
  Gear: Short sword (Str+d6)
  LORD CALLION HEBET,
  LORD CALLION HEBET,
  BARON DE HONFLEUR
  BARON DE HONFLEUR
  Baron de Honﬂ eur is the nephew of Baron Villers le 
  Lac on his mother’s side. With no children of his own, 
  Baron Villers la Lac adopted young Callion as his sole 
  heir several years ago. 
  However, Baron Villers le Lac has begun to spend 
  money on women, wine, and gambling at an alarming 
  rate. The young nobleman has tried in vain to convince 
  his uncle to give him part of his inheritance now, before 
  it is all spent. His uncle simply responded that Callion 
  would receive whatever was left after life was enjoyed to 
  the full, even if that meant inheriting his uncle’s growing 
  debts.
  Fury has brewed in Callion for many months. Agents 
  continue to send reports of his uncle’s lavish spending, 
  indicating the debts are mounting and will soon force 
  the Baron to sell his land—Callion’s inheritance—to 
  meet them. Callion cannot, will not, accept being left 
  with a debt he did not incur and intends to make sure 
  there is something left for him to inherit.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Gambling d6, Knowledge (Battle) 
  d4, Notice d6, Riding d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Enemy (Minor: Baron Villers le Lac), Mean, 
  Vengeful (Major)
  Edges: Block, Connections (Nobles), First Strike, Frenzy, 
  Noble
  Gear: Rapier (Str+d4, +1 Parry)
  KNIGHTS
  KNIGHTS
  Shields are not carried in the joust. In this event, the 
  ﬁ rst Parry score is used. The second value is for the me-
  lee. Jousting plate and helms are discussed on page 17.
  
  DEATH AT A JOUST
  DEATH AT A JOUST
  15
  15
  POOR KNIGHT
  POOR KNIGHT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Knowledge (Battle) 
  d6, Notice d6, Riding d6, Taunt d6
  Charisma: +2; Pace: 6; Parry: 5/6; Toughness: 8 (2)
  Hindrances: Arrogant or Code of Honor
  Edges: Noble
  Gear: Chain hauberk (+2), bascinet (+3), small shield 
  (+1 Parry), long sword (Str+d8), dagger (Str+d4), riding 
  horse (+1 Fighting in joust), jousting lance (d8+d6)
  Basic Ransom: £17.50
  COMPETENT KNIGHT
  COMPETENT KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Battle) 
  d8, Notice d6, Riding d8, Taunt d8
  Charisma: +2; Pace: 6; Parry: 6/7; Toughness: 9 (3)
  Hindrances: Arrogant or Code of Honor
  Edges: Combat Reﬂ exes, Level Headed, Noble
  Gear: Plate corselet & arms (+3), full helm (+3), me-
  dium shield (+1 Parry), long sword (Str+d8), dagger 
  (Str+d4), riding horse (+1 Fighting in joust), jousting 
  lance (d8+d6)
  Basic Ransom: £22.25
  ELITE KNIGHT
  ELITE KNIGHT
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Intimidation d8, Knowledge (Bat-
  tle) d10, Notice d6, Riding d10, Taunt d8
  Charisma: +2; Pace: 6; Parry: 7/9; Toughness: 10 (3)
  Hindrances: Arrogant or Code of Honor
  Edges: Combat Reﬂ exes, Frenzy, Improved Level Head-
  ed, Noble
  Gear: Plate armor (+3), full helm (+3), large shield 
  (+2 Parry), long sword (Str+d8), dagger (Str+d4), war 
  horse, jousting lance (d10+d6+2)
  Basic Ransom: £65.75
  CHAMPION KNIGHT
  CHAMPION KNIGHT
  Attributes: Agility d10, Smarts d8, Spirit d10, Strength 
  d12, Vigor d12
  Skills: Fighting d12, Intimidation d10, Knowledge (Bat-
  tle) d12, Notice d6, Riding d12, Taunt d10
  Charisma: +2; Pace: 6; Parry: 8/10; Toughness: 12 
  (4)
  Hindrances: Arrogant or Code of Honor
  Edges: Ace (applies to Riding rolls), Combat Reﬂ exes, 
  Improved Frenzy, Improved Level Headed, Noble
  Gear: Jousting plate (+4), plate legs (+3), jousting helm 
  (+3), large shield (+2 Parry), long sword (Str+d8), dag-
  ger (Str+d4), war horse, jousting lance (d10+d6)
  Basic Ransom: £67.75
  TYPICAL MAN-AT-ARMS
  TYPICAL MAN-AT-ARMS
  These represent the guards serving any nobleman, 
  including those who watch over Sir David’s manor. The 
  Rank modiﬁ cations should be applied to match the aver-
  age party Rank when ﬁ ghting against these men.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6, Stealth 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 8 (2)
  Hindrances: Loyal
  Edges: —
  Gear: Scale hauberk (+2), bascinet (+3), long sword 
  (Str+d8), or halberd (Str+d8, Reach 1, 2 hands), dagger 
  (Str+d4)
  Seasoned: Combat Reﬂ exes, Fighting d8 (Parry 6)
  Veteran: Block (Parry 7), Frenzy, Spirit d8
  Heroic: Fighting d10 (Parry 8)
  Legendary: Improved Frenzy, Vigor d10 (Toughness 9 
  (2))
  Basic Ransom: £6.25
  DEATH AT A JOUST
  DEATH AT A JOUST
  15
  15
  POOR KNIGHT
  POOR KNIGHT
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Knowledge (Battle) 
  d6, Notice d6, Riding d6, Taunt d6
  Charisma: +2; Pace: 6; Parry: 5/6; Toughness: 8 (2)
  Hindrances: Arrogant or Code of Honor
  Edges: Noble
  Gear: Chain hauberk (+2), bascinet (+3), small shield 
  (+1 Parry), long sword (Str+d8), dagger (Str+d4), riding 
  horse (+1 Fighting in joust), jousting lance (d8+d6)
  Basic Ransom: £17.50
  COMPETENT KNIGHT
  COMPETENT KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Battle) 
  d8, Notice d6, Riding d8, Taunt d8
  Charisma: +2; Pace: 6; Parry: 6/7; Toughness: 9 (3)
  Hindrances: Arrogant or Code of Honor
  Edges: Combat Reﬂ exes, Level Headed, Noble
  Gear: Plate corselet & arms (+3), full helm (+3), me-
  dium shield (+1 Parry), long sword (Str+d8), dagger 
  (Str+d4), riding horse (+1 Fighting in joust), jousting 
  lance (d8+d6)
  Basic Ransom: £22.25
  ELITE KNIGHT
  ELITE KNIGHT
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Intimidation d8, Knowledge (Bat-
  tle) d10, Notice d6, Riding d10, Taunt d8
  Charisma: +2; Pace: 6; Parry: 7/9; Toughness: 10 (3)
  Hindrances: Arrogant or Code of Honor
  Edges: Combat Reﬂ exes, Frenzy, Improved Level Head-
  ed, Noble
  Gear: Plate armor (+3), full helm (+3), large shield 
  (+2 Parry), long sword (Str+d8), dagger (Str+d4), war 
  horse, jousting lance (d10+d6+2)
  Basic Ransom: £65.75
  CHAMPION KNIGHT
  CHAMPION KNIGHT
  Attributes: Agility d10, Smarts d8, Spirit d10, Strength 
  d12, Vigor d12
  Skills: Fighting d12, Intimidation d10, Knowledge (Bat-
  tle) d12, Notice d6, Riding d12, Taunt d10
  Charisma: +2; Pace: 6; Parry: 8/10; Toughness: 12 
  (4)
  Hindrances: Arrogant or Code of Honor
  Edges: Ace (applies to Riding rolls), Combat Reﬂ exes, 
  Improved Frenzy, Improved Level Headed, Noble
  Gear: Jousting plate (+4), plate legs (+3), jousting helm 
  (+3), large shield (+2 Parry), long sword (Str+d8), dag-
  ger (Str+d4), war horse, jousting lance (d10+d6)
  Basic Ransom: £67.75
  TYPICAL MAN-AT-ARMS
  TYPICAL MAN-AT-ARMS
  These represent the guards serving any nobleman, 
  including those who watch over Sir David’s manor. The 
  Rank modiﬁ cations should be applied to match the aver-
  age party Rank when ﬁ ghting against these men.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6, Stealth 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 8 (2)
  Hindrances: Loyal
  Edges: —
  Gear: Scale hauberk (+2), bascinet (+3), long sword 
  (Str+d8), or halberd (Str+d8, Reach 1, 2 hands), dagger 
  (Str+d4)
  Seasoned: Combat Reﬂ exes, Fighting d8 (Parry 6)
  Veteran: Block (Parry 7), Frenzy, Spirit d8
  Heroic: Fighting d10 (Parry 8)
  Legendary: Improved Frenzy, Vigor d10 (Toughness 9 
  (2))
  Basic Ransom: £6.25
  
  This section looks at some setting rules appropri-
  ate not just for Daring Tales of Chivalry, but also for 
  medieval and fantasy games in general. It’s important to 
  note, though, that this does not constitute an in-depth 
  medieval “toolkit,” nor is it intended to be a Pendragon 
  RPG conversion.
  ADVENTURING GEAR
  ADVENTURING GEAR
  Most of the standard Savage Worlds gear is perfectly 
  usable in Daring Tales of Chivalry or another medieval 
  setting. Notable changes, however, are discussed below.
  MONEY
  MONEY
  The base unit of currency is the English pound (£). 
  Each pound is divided into 20 shillings, and each shilling 
  into 12 pennies (making 240p in a pound). However, for 
  ease of play, we use a decimal system, where each shilling 
  equates to £0.05. Pennies are dropped from the game.
  To convert from regular Savage Worlds costs to 
  pounds, divide all costs by 100, retaining fractions. For 
  instance, a long sword is normally $300, so that’s £3. A 
  dagger would go from $25 to £0.25.
  Starting Money: Heroes begin with £5, unless modi-
  ﬁ ed by edges. Characters with the Rich Edge begin with 
  £15, and earn £100 per year. Very Rich heroes have £15 
  initial funds and an annual income of £500. This is after 
  all expenses.
  Wages: Other heroes earn regular money, as well. 
  In our pre-generated group, it’s assumed these monies 
  come from the knight’s annual income and are already 
  subtracted from his annual earnings. All amounts are 
  after basic costs (such as repairing or replacing clothes).
  Archer: £3.50; Herald: £10; Man-at-Arms: £5 (merce-
  naries can earn as much as £36 a year, but must provide 
  all their own equipment and food); Squire: £1.10. Monks 
  and nuns don’t get any money—God provides for them 
  (as do peasants who give charitably).
  Largesse: As well as paying their wages, a nobleman 
  is expected to share any spoils of war with followers who 
  assisted him. In general, the nobleman retains half the 
  award for himself, and shares the rest out among his men 
  (and women) as he sees ﬁ t. Alternately, he can let them 
  decide how to divide their half of the treasure, thus sav-
  ing him the effort and possible repercussions if someone 
  feels shortchanged.
  ARMOR
  ARMOR
  All medieval armor from Savage Worlds is suitable for 
  Daring Tales of Chivalry. In addition, there is a new type of 
  armor for those interested in touring the jousting circuit.
  Bascinet: One of the most common helms from the 
  14th century, the bascinet is a tall, conical helmet which 
  extends from below the chin and rises to a conical point. 
  It leaves only the face open to attack. By adding a visor, 
  the bascinet becomes (in game terms) an enclosed steel 
  helmet.
  Jousting Plate: An advancement on regular plate 
  armor, jousting armor brings with it extra plates for the 
  chest, speciﬁ cally shaped guards to protect the neck, and 
  reinforcement for the jousting arm and shoulder.
  Jousting Helm: The visor of a jousting helm is con-
  structed such that a knight can only see his foe clearly 
  when leant forward. When he straightens just before 
  impact, his eyes are fully protected from ﬂ ying splinters. 
  If a roll on the Injury Table results in a Blinded result, the 
  attack instead causes no speciﬁ c injury.
  Scale: Favored by men-at-arms, scale armor compris-
  es a stiff leather coat covered in metal scales. It weighs 
  more than chain mail, but costs considerably less.
  WEAPONS
  WEAPONS
  The following melee weapons are not found in the 
  medieval period: katana, rapier, and pike. Medieval war-
  riors or hunters rarely used throwing spears, but there is 
  no preclusion in our setting rules.
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  16
  16
  This section looks at some setting rules appropri-
  ate not just for Daring Tales of Chivalry, but also for 
  medieval and fantasy games in general. It’s important to 
  note, though, that this does not constitute an in-depth 
  medieval “toolkit,” nor is it intended to be a Pendragon 
  RPG conversion.
  ADVENTURING GEAR
  ADVENTURING GEAR
  Most of the standard Savage Worlds gear is perfectly 
  usable in Daring Tales of Chivalry or another medieval 
  setting. Notable changes, however, are discussed below.
  MONEY
  MONEY
  The base unit of currency is the English pound (£). 
  Each pound is divided into 20 shillings, and each shilling 
  into 12 pennies (making 240p in a pound). However, for 
  ease of play, we use a decimal system, where each shilling 
  equates to £0.05. Pennies are dropped from the game.
  To convert from regular Savage Worlds costs to 
  pounds, divide all costs by 100, retaining fractions. For 
  instance, a long sword is normally $300, so that’s £3. A 
  dagger would go from $25 to £0.25.
  Starting Money: Heroes begin with £5, unless modi-
  ﬁ ed by edges. Characters with the Rich Edge begin with 
  £15, and earn £100 per year. Very Rich heroes have £15 
  initial funds and an annual income of £500. This is after 
  all expenses.
  Wages: Other heroes earn regular money, as well. 
  In our pre-generated group, it’s assumed these monies 
  come from the knight’s annual income and are already 
  subtracted from his annual earnings. All amounts are 
  after basic costs (such as repairing or replacing clothes).
  Archer: £3.50; Herald: £10; Man-at-Arms: £5 (merce-
  naries can earn as much as £36 a year, but must provide 
  all their own equipment and food); Squire: £1.10. Monks 
  and nuns don’t get any money—God provides for them 
  (as do peasants who give charitably).
  Largesse: As well as paying their wages, a nobleman 
  is expected to share any spoils of war with followers who 
  assisted him. In general, the nobleman retains half the 
  award for himself, and shares the rest out among his men 
  (and women) as he sees ﬁ t. Alternately, he can let them 
  decide how to divide their half of the treasure, thus sav-
  ing him the effort and possible repercussions if someone 
  feels shortchanged.
  ARMOR
  ARMOR
  All medieval armor from Savage Worlds is suitable for 
  Daring Tales of Chivalry. In addition, there is a new type of 
  armor for those interested in touring the jousting circuit.
  Bascinet: One of the most common helms from the 
  14th century, the bascinet is a tall, conical helmet which 
  extends from below the chin and rises to a conical point. 
  It leaves only the face open to attack. By adding a visor, 
  the bascinet becomes (in game terms) an enclosed steel 
  helmet.
  Jousting Plate: An advancement on regular plate 
  armor, jousting armor brings with it extra plates for the 
  chest, speciﬁ cally shaped guards to protect the neck, and 
  reinforcement for the jousting arm and shoulder.
  Jousting Helm: The visor of a jousting helm is con-
  structed such that a knight can only see his foe clearly 
  when leant forward. When he straightens just before 
  impact, his eyes are fully protected from ﬂ ying splinters. 
  If a roll on the Injury Table results in a Blinded result, the 
  attack instead causes no speciﬁ c injury.
  Scale: Favored by men-at-arms, scale armor compris-
  es a stiff leather coat covered in metal scales. It weighs 
  more than chain mail, but costs considerably less.
  WEAPONS
  WEAPONS
  The following melee weapons are not found in the 
  medieval period: katana, rapier, and pike. Medieval war-
  riors or hunters rarely used throwing spears, but there is 
  no preclusion in our setting rules.
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  16
  16
  
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  17
  17
  MUNDANE
  MUNDANE
  Horses: Riding horses are known as chargers, while 
  warhorses are destriers.
  Pavilion: A pavilion is a circular tent with a conical 
  roof. It is designed to sleep two. One, usually a knight, 
  has the larger portion of the interior. A bed, table, chairs, 
  and a chest can all ﬁ t inside, and basic furnishings are 
  included in the cost. The smaller section is for a squire, 
  and contains a basic wooden cot. Blankets and bedrolls 
  are not included in the price.
  Tent: A simple square tent with a pitched roof 
  designed to sleep four in comfort and six in cramped 
  conditions. At jousts, knights often stable their horse in a 
  tent, out of any inclement weather.
  ARMOR
  ARMOR
  Type 
  Armor Weight 
  Cost Notes
  Jousting plate +4 
  40 
  £7.50 Covers torso   
   
   
   
   
  and arms
  Scale hauberk +2 
  30 
  £2 
  Covers torso,  
   
   
   
   
  arms, legs
  Helm
  Bascinet 
  +3 
  4 
  £1 
  75% vs. head  
   
   
   
   
  shot
  Jousting helm +3 
  10 
  £2 
  Cover heads;  
   
   
   
   
  see notes
  MUNDANE GEAR
  MUNDANE GEAR
  This isn’t a full shopping list (such things are hard to 
  come by), but instead gives a good overview of prices for 
  gaming purposes. As before, most prices can be acquired 
  by taking the Savage Worlds prices and dividing by 100.
  Item 
  Cost 
  Weight
  Animals
  Cow 
  £0.50 
  —
  Horse, riding 
  £10 
  —
  Horse, war 
  £50 
  —
  Mule or pony 
  £0.50 
  —
  Ox 
  £1.10 
  —
  Pig 
  £0.10 
  —
  Sheep 
  £0.03 
  —
  Clothing
  Fur additions 
  +£1 
  —
  Gentry outﬁ t 
  £1 
  —
  Noble outﬁ t 
  £10 
  —
  Peasant garb (good) 
  £0.40 
  —
  Peasant garb (poor) 
  £0.20 
  —
  Food
  Ale, good, per 3 gallons 
  £0.10 
  27
  Ale, poor, per 3 gallons 
  £0.05 
  27
  Cheese, per 4 pounds 
  £0.01 
  4
  Dried fruit 
  £0.02 
  1
  Feast, per guest, noble 
  £0.05 
  —
  Feast, per guest, common £0.01 
  —
  Saffron 
  £0.60 
  1
  Spices, per pounds 
  £0.10 
  1
  Wine, good, per gallon 
  £0.10 
  10
  Wine, poor, per gallon 
  £0.10 
  10
  Housing
  Pavilion 
  £3 
  50
  Tent 
  £0.50 
  15
  General
  Armorer’s tools 
  £13.80 
  40
  Blanket 
  £0.25 
  4
  Candles (4) 
  £0.05 
  1
  Mason’s tools 
  £0.10 
  5
  Spade/shovel 
  £0.05 
  5
  HERALDRY 101
  HERALDRY 101
  In the heat of battle, it can be very difﬁ cult for knights 
  to distinguish friend from foe. Likewise, when encoun-
  tering a knight on the open road, it helps if you can 
  tell an ally from an enemy before you get into combat 
  range. To help nobles distinguish each other, heraldry 
  was invented. Heraldry is both an art and a science, and 
  books on the subject run to many hundreds of pages. 
  Presented here is a very basic overview. Players control-
  ling knights are encouraged to simply have a go, and 
  choose something that looks good, not something which 
  would please a modern-day herald of arms.
  The image of the knight on page 13 shows a basic 
  heraldic design. The shield design has a sable chevron 
  on an argent ﬁ eld and an or (gold) ﬂ eur-de-lys in the 
  upper right corner.
  COLORS
  COLORS
  Heraldic designs make use of two “metals,” or (gold) 
  and argent (silver), and ﬁ ve base “colors,” azure (blue), 
  gules (red), sable (black), vert (green), and purpure 
  (purple).
  BASIC PARTITIONS
  BASIC PARTITIONS
  Heraldic shields, whether actual shields or banners, 
  are divided by lines to produce a variety of patterns 
  known as ﬁ elds. The area encompassed by a partition is 
  called the ﬁ eld. Some lines are non-existent, in that the 
  ﬁ elds meet with no visible deﬁ ning line. In other cases, 
  the line can be wide enough to count as a separate ﬁ eld 
  (as in the modern ﬂ ag of Scotland). Partitions don’t have 
  to be straight either—they can be wavy, jagged, squared 
  like battlements, saw-toothed, or dovetailed.
  Per fess: Divided in half horizontally.
  Per pale: Divided in half vertically.
  Per cross: Divided into four quarters by horizontal and 
  vertical lines.
  Per chevron: A triangle dominates the lower half of the 
  shield.
  Per bend: Divided in half by a diagonal line from top left 
  to bottom right (from the viewer’s point of view)
  Per bend sinister: As above, except the line is from top 
  right to bottom left.
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  17
  17
  MUNDANE
  MUNDANE
  Horses: Riding horses are known as chargers, while 
  warhorses are destriers.
  Pavilion: A pavilion is a circular tent with a conical 
  roof. It is designed to sleep two. One, usually a knight, 
  has the larger portion of the interior. A bed, table, chairs, 
  and a chest can all ﬁ t inside, and basic furnishings are 
  included in the cost. The smaller section is for a squire, 
  and contains a basic wooden cot. Blankets and bedrolls 
  are not included in the price.
  Tent: A simple square tent with a pitched roof 
  designed to sleep four in comfort and six in cramped 
  conditions. At jousts, knights often stable their horse in a 
  tent, out of any inclement weather.
  ARMOR
  ARMOR
  Type 
  Armor Weight 
  Cost Notes
  Jousting plate +4 
  40 
  £7.50 Covers torso   
   
   
   
   
  and arms
  Scale hauberk +2 
  30 
  £2 
  Covers torso,  
   
   
   
   
  arms, legs
  Helm
  Bascinet 
  +3 
  4 
  £1 
  75% vs. head  
   
   
   
   
  shot
  Jousting helm +3 
  10 
  £2 
  Cover heads;  
   
   
   
   
  see notes
  MUNDANE GEAR
  MUNDANE GEAR
  This isn’t a full shopping list (such things are hard to 
  come by), but instead gives a good overview of prices for 
  gaming purposes. As before, most prices can be acquired 
  by taking the Savage Worlds prices and dividing by 100.
  Item 
  Cost 
  Weight
  Animals
  Cow 
  £0.50 
  —
  Horse, riding 
  £10 
  —
  Horse, war 
  £50 
  —
  Mule or pony 
  £0.50 
  —
  Ox 
  £1.10 
  —
  Pig 
  £0.10 
  —
  Sheep 
  £0.03 
  —
  Clothing
  Fur additions 
  +£1 
  —
  Gentry outﬁ t 
  £1 
  —
  Noble outﬁ t 
  £10 
  —
  Peasant garb (good) 
  £0.40 
  —
  Peasant garb (poor) 
  £0.20 
  —
  Food
  Ale, good, per 3 gallons 
  £0.10 
  27
  Ale, poor, per 3 gallons 
  £0.05 
  27
  Cheese, per 4 pounds 
  £0.01 
  4
  Dried fruit 
  £0.02 
  1
  Feast, per guest, noble 
  £0.05 
  —
  Feast, per guest, common £0.01 
  —
  Saffron 
  £0.60 
  1
  Spices, per pounds 
  £0.10 
  1
  Wine, good, per gallon 
  £0.10 
  10
  Wine, poor, per gallon 
  £0.10 
  10
  Housing
  Pavilion 
  £3 
  50
  Tent 
  £0.50 
  15
  General
  Armorer’s tools 
  £13.80 
  40
  Blanket 
  £0.25 
  4
  Candles (4) 
  £0.05 
  1
  Mason’s tools 
  £0.10 
  5
  Spade/shovel 
  £0.05 
  5
  HERALDRY 101
  HERALDRY 101
  In the heat of battle, it can be very difﬁ cult for knights 
  to distinguish friend from foe. Likewise, when encoun-
  tering a knight on the open road, it helps if you can 
  tell an ally from an enemy before you get into combat 
  range. To help nobles distinguish each other, heraldry 
  was invented. Heraldry is both an art and a science, and 
  books on the subject run to many hundreds of pages. 
  Presented here is a very basic overview. Players control-
  ling knights are encouraged to simply have a go, and 
  choose something that looks good, not something which 
  would please a modern-day herald of arms.
  The image of the knight on page 13 shows a basic 
  heraldic design. The shield design has a sable chevron 
  on an argent ﬁ eld and an or (gold) ﬂ eur-de-lys in the 
  upper right corner.
  COLORS
  COLORS
  Heraldic designs make use of two “metals,” or (gold) 
  and argent (silver), and ﬁ ve base “colors,” azure (blue), 
  gules (red), sable (black), vert (green), and purpure 
  (purple).
  BASIC PARTITIONS
  BASIC PARTITIONS
  Heraldic shields, whether actual shields or banners, 
  are divided by lines to produce a variety of patterns 
  known as ﬁ elds. The area encompassed by a partition is 
  called the ﬁ eld. Some lines are non-existent, in that the 
  ﬁ elds meet with no visible deﬁ ning line. In other cases, 
  the line can be wide enough to count as a separate ﬁ eld 
  (as in the modern ﬂ ag of Scotland). Partitions don’t have 
  to be straight either—they can be wavy, jagged, squared 
  like battlements, saw-toothed, or dovetailed.
  Per fess: Divided in half horizontally.
  Per pale: Divided in half vertically.
  Per cross: Divided into four quarters by horizontal and 
  vertical lines.
  Per chevron: A triangle dominates the lower half of the 
  shield.
  Per bend: Divided in half by a diagonal line from top left 
  to bottom right (from the viewer’s point of view)
  Per bend sinister: As above, except the line is from top 
  right to bottom left.
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  18
  18
  Per saltire: Divided into four by two diagonal lines.
  Per pall: Divided into three with a Y-shape. The arms of 
  the “Y” extend from the top corners to the center, where-
  upon the vertical line runs to the bottom of the shield.
  Per pall, reversed: An inverted Y-shape dividing the 
  shield into three ﬁ elds.
  CHARGES
  CHARGES
  A charge is a heraldic emblem placed on the shield. Such 
  devices can be placed anywhere on the shield, even over 
  partition lines. Virtually any animal, bird, ﬁ sh, geometric 
  shape, cross, crown, tree, plant, weapon, or castle or tower 
  design can be used. Hands and arms have also been used, 
  though other body parts, such as the feet, are much rarer.
  Charges are typically drawn vertical, though animals 
  and ﬁ sh may be horizontal (a bear on all fours, for in-
  stance). Beasts are never shown in the act of dying, nor 
  are towers or trees toppled in a heraldic design.
  GAINING AUDIENCES
  GAINING AUDIENCES
  All men like to feel important, but in the medieval 
  scheme of things, very few are treated that way. When a 
  character wishes to see an important person of higher 
  status, he must request an audience, either in person or 
  through his herald. The petition for audience is made to 
  the lord’s chamberlain, not the noble, personally. This 
  requires a Persuasion roll at –4. The following modiﬁ ers 
  apply. All modiﬁ ers are cumulative.
  Bonus 
  Reason
  +X 
  Petitioner’s Charisma
  –4 
  Petitioner arrives at night or requests an 
  audience in a strange manner (e.g. in the local 
  cathedral, not the lord’s manor)
  –2 
  Someone more important than the petitioner 
  is awaiting an audience
  –2 
  Petitioner is a commoner
  –1 
  The lord’s court is crowded with other 
  petitioners
  +1 
  Petitioner is wounded
  +1 
  Petitioner is a Noble, but lower status than the 
  lord
  +1 
  Petitioner was invited to attend the lord
  +1 
  Petitioner is an ambassador from a social 
  inferior
  +1 
  Petitioner’s character Rank is Seasoned or 
  Veteran
  +2 
  Petitioner is an ambassador from a social 
  superior
  +2 
  Petitioner is a vassal of the lord
  +2 
  Petitioner’s character Rank is Heroic or 
  Legendary
  +4 
  Petitioner outranks the lord socially
  Raise: The petitioner jumps the queue and sees the 
  lord immediately.
  Success: The petitioner is invited to attend the lord 
  after minimal delay.
  Failure: The hero is kept waiting for 1d4 hours.
  Critical Failure: The petitioner is forgotten. After 
  four hours he must make another roll from scratch.
  Example: Sir David of Winchester wishes an audi-
  ence with the Earl of Essex. Sir David’s modiﬁ ers are 
  +2 (his Charisma) and +1 (a lower-ranked noble). 
  Unfortunately, a baron is also waiting, which gives the 
  knight a –2 penalty. His ﬁ nal roll is made at –3. Sir Da-
  vid is likely to waiting around for some hours, unless 
  his herald works his magic.
  TOURNAMENTS
  TOURNAMENTS
  Tournaments are big business, for both the knights 
  who compete and the market stall holders who see a 
  sudden boom in customer numbers. The tournament 
  circuit runs across England and France (well, the bits the 
  English control, anyway) during the spring and summer, 
  except when there is a war taking place. Following the 
  circuit is a great campaign basis, as it allows the heroes 
  to travel, meaning they can have adventures on the way, 
  earn some money, and keep seeing old friends and foes, 
  thus making the campaign seem more alive.
  With that in mind, the GM is likely to want to create 
  tournaments. Here’s a fast, furious, and fun system!
  SPONSOR
  SPONSOR
  Tournaments are expensive things to run, so only 
  the landed nobles tend to host them. There’s nothing 
  to stop a player character holding one on his land, of 
  course. To determine an NPC host’s title, roll a d20 and 
  consult the table below. Modiﬁ ers are applied in the 
  next section.
  d20 
  Title 
  Mod
  1 
  Knight or Banneret 
  –2
  2–8 
  Baron 
  –1
  9–10 
  Bishop 
  0
  11–16 
  Count/Earl 
  +1
  17–18 
  Duke 
  +2
  19 
  Prince 
  +4
  20 
  King 
  +6
  EVENTS
  EVENTS
  A tourney needs a minimum of one event if it is to 
  draw a crowd (and participants). Roll a d20 and apply 
  any modiﬁ er from the table above. The type of joust 
  describes its competitive level, and can help the GM 
  determine how far aﬁ eld knights have traveled from to 
  participate. He is not beholden to the result—if he wants 
  a visiting French knight at a village fair, then one arrives. 
  It is also used in the next section.
  The Cost column is for player characters who want 
  to be a tourney host and relates to the equivalent ex-
  travagance. The more extravagant the tourney, the more 
  events are held, and the greater the attendance. It does 
  not include the cost of prizes.
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  18
  18
  Per saltire: Divided into four by two diagonal lines.
  Per pall: Divided into three with a Y-shape. The arms of 
  the “Y” extend from the top corners to the center, where-
  upon the vertical line runs to the bottom of the shield.
  Per pall, reversed: An inverted Y-shape dividing the 
  shield into three ﬁ elds.
  CHARGES
  CHARGES
  A charge is a heraldic emblem placed on the shield. Such 
  devices can be placed anywhere on the shield, even over 
  partition lines. Virtually any animal, bird, ﬁ sh, geometric 
  shape, cross, crown, tree, plant, weapon, or castle or tower 
  design can be used. Hands and arms have also been used, 
  though other body parts, such as the feet, are much rarer.
  Charges are typically drawn vertical, though animals 
  and ﬁ sh may be horizontal (a bear on all fours, for in-
  stance). Beasts are never shown in the act of dying, nor 
  are towers or trees toppled in a heraldic design.
  GAINING AUDIENCES
  GAINING AUDIENCES
  All men like to feel important, but in the medieval 
  scheme of things, very few are treated that way. When a 
  character wishes to see an important person of higher 
  status, he must request an audience, either in person or 
  through his herald. The petition for audience is made to 
  the lord’s chamberlain, not the noble, personally. This 
  requires a Persuasion roll at –4. The following modiﬁ ers 
  apply. All modiﬁ ers are cumulative.
  Bonus 
  Reason
  +X 
  Petitioner’s Charisma
  –4 
  Petitioner arrives at night or requests an 
  audience in a strange manner (e.g. in the local 
  cathedral, not the lord’s manor)
  –2 
  Someone more important than the petitioner 
  is awaiting an audience
  –2 
  Petitioner is a commoner
  –1 
  The lord’s court is crowded with other 
  petitioners
  +1 
  Petitioner is wounded
  +1 
  Petitioner is a Noble, but lower status than the 
  lord
  +1 
  Petitioner was invited to attend the lord
  +1 
  Petitioner is an ambassador from a social 
  inferior
  +1 
  Petitioner’s character Rank is Seasoned or 
  Veteran
  +2 
  Petitioner is an ambassador from a social 
  superior
  +2 
  Petitioner is a vassal of the lord
  +2 
  Petitioner’s character Rank is Heroic or 
  Legendary
  +4 
  Petitioner outranks the lord socially
  Raise: The petitioner jumps the queue and sees the 
  lord immediately.
  Success: The petitioner is invited to attend the lord 
  after minimal delay.
  Failure: The hero is kept waiting for 1d4 hours.
  Critical Failure: The petitioner is forgotten. After 
  four hours he must make another roll from scratch.
  Example: Sir David of Winchester wishes an audi-
  ence with the Earl of Essex. Sir David’s modiﬁ ers are 
  +2 (his Charisma) and +1 (a lower-ranked noble). 
  Unfortunately, a baron is also waiting, which gives the 
  knight a –2 penalty. His ﬁ nal roll is made at –3. Sir Da-
  vid is likely to waiting around for some hours, unless 
  his herald works his magic.
  TOURNAMENTS
  TOURNAMENTS
  Tournaments are big business, for both the knights 
  who compete and the market stall holders who see a 
  sudden boom in customer numbers. The tournament 
  circuit runs across England and France (well, the bits the 
  English control, anyway) during the spring and summer, 
  except when there is a war taking place. Following the 
  circuit is a great campaign basis, as it allows the heroes 
  to travel, meaning they can have adventures on the way, 
  earn some money, and keep seeing old friends and foes, 
  thus making the campaign seem more alive.
  With that in mind, the GM is likely to want to create 
  tournaments. Here’s a fast, furious, and fun system!
  SPONSOR
  SPONSOR
  Tournaments are expensive things to run, so only 
  the landed nobles tend to host them. There’s nothing 
  to stop a player character holding one on his land, of 
  course. To determine an NPC host’s title, roll a d20 and 
  consult the table below. Modiﬁ ers are applied in the 
  next section.
  d20 
  Title 
  Mod
  1 
  Knight or Banneret 
  –2
  2–8 
  Baron 
  –1
  9–10 
  Bishop 
  0
  11–16 
  Count/Earl 
  +1
  17–18 
  Duke 
  +2
  19 
  Prince 
  +4
  20 
  King 
  +6
  EVENTS
  EVENTS
  A tourney needs a minimum of one event if it is to 
  draw a crowd (and participants). Roll a d20 and apply 
  any modiﬁ er from the table above. The type of joust 
  describes its competitive level, and can help the GM 
  determine how far aﬁ eld knights have traveled from to 
  participate. He is not beholden to the result—if he wants 
  a visiting French knight at a village fair, then one arrives. 
  It is also used in the next section.
  The Cost column is for player characters who want 
  to be a tourney host and relates to the equivalent ex-
  travagance. The more extravagant the tourney, the more 
  events are held, and the greater the attendance. It does 
  not include the cost of prizes.
  
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  19
  19
  d20 
  Type 
  Typical Events* 
  Cost
  1 or less Village fair 
  Joust only (8 knights) 
  £10
  2–5 
  Local town 
  Joust (16 knights), melee** 
  £15
  6–9 
  Local city 
  Joust (32 knights),  
  £25
   
   
  melee, grand melee 
  10–15 
  Countywide Joust (32 knights), melee,  
  £50
   
   
  grand melee, 
   
   
  axe/knife throwing
  16–17 
  Regional 
  Joust (32 knights), melee,  
  £100
   
   
  grand melee, axe/knife throwing, 
   
   
  archery (short bow only) 
  18–19 
  Countrywide Joust (32 knights), melee,  
  £200
   
   
  grand melee, axe/knife throwing, 
   
   
  archery, horsemanship
  20+ 
  International Joust (64 knights), melee,  
  £500
   
   
  grand melee, axe/knife throwing, 
   
   
  archery, horsemanship 
  * These are the minimum number of events which must 
  take place. For each extra event a player character host 
  wishes to sponsor, he must pay +£10.
  ** Two events are run—one for knights and one for men-at-arms.
  PRIZES
  PRIZES
  Knights don’t take part in tourneys just for the adora-
  tion of the peasants, chance to hobnob with equals or 
  betters, and maybe attract the eye of a beautiful (and 
  rich) young lady. No, they attend for the prize money. 
  Prizes vary in value depending on the size of the tourna-
  ment. Heroes wishing to sponsor a tourney must be able 
  to provide the prizes below. 
  Type 
  Joust Melee* Throwing** Archery*** Horse
  Village 
  £5 
  — 
  — 
  — 
  —
  Town 
  £10 
  £1 
  — 
  — 
  —
  City 
  £20 
  £3 
  — 
  — 
  —
  County 
  £25 
  £5 
  £1 
  — 
  —
  Regional 
  £30 
  £10 
  £2 
  £1 
  —
  Country 
  £40 
  £15 
  £4 
  £5 
  £2
  International £50 
  £20 
  £7 
  £10 
  £5
  * The prize is halved for the men-at-arms melee
  ** Two events—short and long bow—each with a sepa-
  rate prize.
  *** Two events—knife and axe—each with a separate prize.
  JOUSTING RULES
  JOUSTING RULES
  As well as being a public display of wealth by the 
  hosting noble, a tournament is a chance for knights to 
  knock each other off their horses, gain fame and wealth 
  (and sometimes ladies), and, in times of peace, to main-
  tain their skill at arms. These displays of horsemanship 
  are known as jousts, and are governed by strict rules. 
  Knights are valuable assets, and although death is always 
  a risk, the rules exist to ensure most suffer only broken 
  bones and wounded pride. Jousts can also be used by 
  knights to settle disputes, though battering each other 
  into submission was usually the standard way of sorting 
  out problems.
  BASIC TOURNEY JOUSTING
  BASIC TOURNEY JOUSTING
  Tourney jousting is about unhorsing your opponent, 
  not ramming a lance through his body. As such, joust-
  ing lances are designed to fragment on impact, dispers-
  ing the energy. Accidents do happen, but they are just 
  that—freak, unpredictable events. To run the actual joust 
  combat, a player character must have a horse. Armor is 
  actually optional, but only a fool would joust without 
  it. Most knights wear their heaviest armor to avoid any 
  chance of injury. Jousting lances cost £0.10 each and 
  shatter easily.
  The type of joust used in this adventure is a standard 
  elimination. Riders are drawn by random lot to face each 
  other, with the winner going forward to the next round. 
  In the event there are not enough knights to form an 
  equal number of pairs to a power of two, the ones with 
  the highest social rank or who are renowned tournament 
  champions receive a free pass.
  For instance, in a joust with 18 riders, there would 
  be nine pairs. However, 18 is not a power of two, but 
  16 is (2x2x2x2). The two knights of greatest renown or 
  status take a free pass. In this particular example, the 16 
  knights are whittled down to eight, and then down to 
  four. When these four have jousted, the ﬁ nal pair each 
  faces one of the nobles who received a bye to determine 
  who earns a place in the grand ﬁ nal. No, it isn’t a fair 
  system, but the sport was invented by the rich and pow-
  erful, and naturally it favors them.
  RULES OF THE JOUST
  RULES OF THE JOUST
  1. Only noblemen or knights may joust. Females are 
  never permitted to joust, regardless of their social sta-
  tus or pedigree.
  2. Each participant must own his own horse and equip-
  ment, as in some contests the horse or equipment 
  may be lost after battle.
  3. The start of each match is signaled by the raising of 
  the host’s ﬂ ag over the center of the barrier. Knights 
  ride on the right-hand side of the barrier.
  4. If a knight falls, then only the squire may help him. 
  When the lance is broken, only the squire may hand the 
  lance to the knight. And only the squire may talk to the 
  knight when preparing the horse for the next charge.
  MATCHES
  MATCHES
  Each match consists of three runs. Between each run 
  there is a 10-minute delay. This allows time for armor 
  dents to be straightened out, and, more importantly, a 
  single Healing roll.
  SCORING
  SCORING
  A successful hit to the torso in which the lance shat-
  ters earns one point. A head shot (–4 penalty) and a bro-
  ken lance earns two points. Unseating a rider, no matter 
  where he is struck gives the attacker 3 points.
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  19
  19
  d20 
  Type 
  Typical Events* 
  Cost
  1 or less Village fair 
  Joust only (8 knights) 
  £10
  2–5 
  Local town 
  Joust (16 knights), melee** 
  £15
  6–9 
  Local city 
  Joust (32 knights),  
  £25
   
   
  melee, grand melee 
  10–15 
  Countywide Joust (32 knights), melee,  
  £50
   
   
  grand melee, 
   
   
  axe/knife throwing
  16–17 
  Regional 
  Joust (32 knights), melee,  
  £100
   
   
  grand melee, axe/knife throwing, 
   
   
  archery (short bow only) 
  18–19 
  Countrywide Joust (32 knights), melee,  
  £200
   
   
  grand melee, axe/knife throwing, 
   
   
  archery, horsemanship
  20+ 
  International Joust (64 knights), melee,  
  £500
   
   
  grand melee, axe/knife throwing, 
   
   
  archery, horsemanship 
  * These are the minimum number of events which must 
  take place. For each extra event a player character host 
  wishes to sponsor, he must pay +£10.
  ** Two events are run—one for knights and one for men-at-arms.
  PRIZES
  PRIZES
  Knights don’t take part in tourneys just for the adora-
  tion of the peasants, chance to hobnob with equals or 
  betters, and maybe attract the eye of a beautiful (and 
  rich) young lady. No, they attend for the prize money. 
  Prizes vary in value depending on the size of the tourna-
  ment. Heroes wishing to sponsor a tourney must be able 
  to provide the prizes below. 
  Type 
  Joust Melee* Throwing** Archery*** Horse
  Village 
  £5 
  — 
  — 
  — 
  —
  Town 
  £10 
  £1 
  — 
  — 
  —
  City 
  £20 
  £3 
  — 
  — 
  —
  County 
  £25 
  £5 
  £1 
  — 
  —
  Regional 
  £30 
  £10 
  £2 
  £1 
  —
  Country 
  £40 
  £15 
  £4 
  £5 
  £2
  International £50 
  £20 
  £7 
  £10 
  £5
  * The prize is halved for the men-at-arms melee
  ** Two events—short and long bow—each with a sepa-
  rate prize.
  *** Two events—knife and axe—each with a separate prize.
  JOUSTING RULES
  JOUSTING RULES
  As well as being a public display of wealth by the 
  hosting noble, a tournament is a chance for knights to 
  knock each other off their horses, gain fame and wealth 
  (and sometimes ladies), and, in times of peace, to main-
  tain their skill at arms. These displays of horsemanship 
  are known as jousts, and are governed by strict rules. 
  Knights are valuable assets, and although death is always 
  a risk, the rules exist to ensure most suffer only broken 
  bones and wounded pride. Jousts can also be used by 
  knights to settle disputes, though battering each other 
  into submission was usually the standard way of sorting 
  out problems.
  BASIC TOURNEY JOUSTING
  BASIC TOURNEY JOUSTING
  Tourney jousting is about unhorsing your opponent, 
  not ramming a lance through his body. As such, joust-
  ing lances are designed to fragment on impact, dispers-
  ing the energy. Accidents do happen, but they are just 
  that—freak, unpredictable events. To run the actual joust 
  combat, a player character must have a horse. Armor is 
  actually optional, but only a fool would joust without 
  it. Most knights wear their heaviest armor to avoid any 
  chance of injury. Jousting lances cost £0.10 each and 
  shatter easily.
  The type of joust used in this adventure is a standard 
  elimination. Riders are drawn by random lot to face each 
  other, with the winner going forward to the next round. 
  In the event there are not enough knights to form an 
  equal number of pairs to a power of two, the ones with 
  the highest social rank or who are renowned tournament 
  champions receive a free pass.
  For instance, in a joust with 18 riders, there would 
  be nine pairs. However, 18 is not a power of two, but 
  16 is (2x2x2x2). The two knights of greatest renown or 
  status take a free pass. In this particular example, the 16 
  knights are whittled down to eight, and then down to 
  four. When these four have jousted, the ﬁ nal pair each 
  faces one of the nobles who received a bye to determine 
  who earns a place in the grand ﬁ nal. No, it isn’t a fair 
  system, but the sport was invented by the rich and pow-
  erful, and naturally it favors them.
  RULES OF THE JOUST
  RULES OF THE JOUST
  1. Only noblemen or knights may joust. Females are 
  never permitted to joust, regardless of their social sta-
  tus or pedigree.
  2. Each participant must own his own horse and equip-
  ment, as in some contests the horse or equipment 
  may be lost after battle.
  3. The start of each match is signaled by the raising of 
  the host’s ﬂ ag over the center of the barrier. Knights 
  ride on the right-hand side of the barrier.
  4. If a knight falls, then only the squire may help him. 
  When the lance is broken, only the squire may hand the 
  lance to the knight. And only the squire may talk to the 
  knight when preparing the horse for the next charge.
  MATCHES
  MATCHES
  Each match consists of three runs. Between each run 
  there is a 10-minute delay. This allows time for armor 
  dents to be straightened out, and, more importantly, a 
  single Healing roll.
  SCORING
  SCORING
  A successful hit to the torso in which the lance shat-
  ters earns one point. A head shot (–4 penalty) and a bro-
  ken lance earns two points. Unseating a rider, no matter 
  where he is struck gives the attacker 3 points.
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  20
  20
  The match winner is the knight who scores the most 
  points. In the event of a tie, a knight who has unseated 
  his opponent more times than he has been unseated 
  wins. Should they still tie, then the knight with the most 
  head shots wins. In the event they are still equal, both 
  knights face a sudden-death decider. A further tie results 
  in both knights being eliminated from the competition.
  At the end of a match, a night who has unseated his 
  opponent more times than he has been unseated may 
  claim his rival’s horse as a prize. It is traditional to allow 
  the rival to buy back his mount at the full market price.
  INITIATIVE
  INITIATIVE
  Jousts are deliberately set up so both knights strike 
  within a fraction of a second. As such, you don’t use ac-
  tion cards to determine initiative. You still need to deal 
  them, however, as Jokers carry their usual beneﬁ ts. Both 
  participants roll to hit simultaneously.
  ATTACKS
  ATTACKS
  Although the attacks are simultaneous, a knight has a 
  variety of options at his disposal. Each participant should 
  secretly select one of the options below by placing a d6 
  face up to match the option number behind a cupped 
  hand. When both are ready, reveal the dice simultane-
  ously.
  1. Braced: The knight braces himself for a hit, but in do-
  ing so loses accuracy for his own attack. He gains +2 
  to Riding rolls to remain mounted, but suffers a –2 
  penalty on his attack.
  2. Aggressive: This is essentially a Wild Attack. The knight 
  has +2 to Fighting rolls and damage, but suffers a –2 
  penalty to his Parry.
  3. Standard: No modiﬁ ers apply.
  4. Head Shot: The knight is trying to earn more points. 
  His attack roll is made at –4, but he inﬂ icts +4 dam-
  age (and thus also has a greater chance of unseating 
  his opponent). If his opponent has his eyes ﬁ xed (see 
  below), he also risks killing him.
  5. Eyes Fixed: Just before impact, knights tend to look 
  away from their opponent. This lessens the chance 
  of a wooden splinter piercing the helmet’s visor and 
  causing lethal injury. Many knights, including King 
  Henry II of France (1519–1559), died from a result 
  of such injuries. A knight who keeps his eyes ﬁ xed on 
  his target gains +1 to his Fighting roll, but if he takes 
  a head shot the damage is considered lethal.
  6. Deﬂ ective: The knight turns his body at the last sec-
  ond, hoping his opponent’s lance will glance off his 
  shoulder. He has +1 Parry but –1 to Fighting.
  Horse Type: Two types of horses are permitted in 
  jousts—warmblood chargers and coldbood destriers. In 
  game terms, these are riding and warhorses, respectively. 
  Using a riding horse grants +1 Fighting, as the beast is 
  more agile. A warhorse gives the rider +2 damage due to 
  its massive strength.
  Fighting Roll: Both attackers then roll their Fighting or 
  Riding die (plus Wild Die if applicable) as appropriate, 
  applying all modiﬁ ers.
  DAMAGE
  DAMAGE
  Damage for a jousting lance is the rider’s Str+d6 with 
  no AP. Damage is treated as nonlethal, but the dice can 
  still Ace (remember those accidents we mentioned?). 
  Results from the Injury Table still apply, but are only tem-
  porary until all the wounds are healed. Unless you take a 
  Called Shot, you automatically hit the knight’s torso.
  If the victim is at least Shaken, the attacker’s lance 
  shatters. This is important, as a broken lance earns points. 
  Otherwise, the hit is a glancing blow and no points are 
  tallied unless the target falls from his horse.
  Knights do not get the Charging bonus of +4 damage. 
  Even though their horses are galloping, the lists are too 
  short to allow them to reach top speed. Again, this is 
  another safety consideration.
  FALLING OFF
  FALLING OFF
  When a jouster is struck, he must make a Riding roll 
  or fall from his mount. This replaces the usual rule that 
  he must be Shaken or wounded ﬁ rst. Falling from a horse 
  causes 2d6 damage. If both opponents fall in the same 
  round, both may remount, and each scores 3 points.
  FORFEITING THE MATCH
  FORFEITING THE MATCH
  A knight may elect to withdraw from the match at any 
  time. Typically this is done when facing an important 
  nobleman, as causing him injury, or killing him, limits 
  one’s social aspirations. Some nobles disguise their iden-
  tity under a pseudonym or lesser title in order they may 
  joust and actually face opponents.
  Any knight who takes more than 10 minutes between 
  runs is automatically disqualiﬁ ed.
  Striking a horse, deliberately or by accident, results in 
  instant disqualiﬁ cation.
  CHALLENGES
  CHALLENGES
  Jousts also serve as a way of airing grievances, seek-
  ing satisfaction of honor, or even gaining a small favor. A 
  noble may challenge any other noble. However, a social 
  superior does not have to accept a challenge, and his 
  reputation is not tarnished for refusing—one cannot 
  expect the king to joust with a knight, for instance. Like-
  wise, asking for something the challenged knight cannot 
  give (the throne of England, for example), results in the 
  challenger becoming a laughing stock. The challenger 
  must publicly state the reason for the challenge.
  Typical challenges are grudge matches, to win back a 
  lost possession, or even the seemingly trivial request of 
  a kiss from a noble’s daughter (or wife, if the hero has 
  the nerve to ask). Challenges are not the same as duels 
  in later periods—they are never fought to the death. In-
  stead, the challenged knight sets the terms. At minimum, 
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  20
  20
  The match winner is the knight who scores the most 
  points. In the event of a tie, a knight who has unseated 
  his opponent more times than he has been unseated 
  wins. Should they still tie, then the knight with the most 
  head shots wins. In the event they are still equal, both 
  knights face a sudden-death decider. A further tie results 
  in both knights being eliminated from the competition.
  At the end of a match, a night who has unseated his 
  opponent more times than he has been unseated may 
  claim his rival’s horse as a prize. It is traditional to allow 
  the rival to buy back his mount at the full market price.
  INITIATIVE
  INITIATIVE
  Jousts are deliberately set up so both knights strike 
  within a fraction of a second. As such, you don’t use ac-
  tion cards to determine initiative. You still need to deal 
  them, however, as Jokers carry their usual beneﬁ ts. Both 
  participants roll to hit simultaneously.
  ATTACKS
  ATTACKS
  Although the attacks are simultaneous, a knight has a 
  variety of options at his disposal. Each participant should 
  secretly select one of the options below by placing a d6 
  face up to match the option number behind a cupped 
  hand. When both are ready, reveal the dice simultane-
  ously.
  1. Braced: The knight braces himself for a hit, but in do-
  ing so loses accuracy for his own attack. He gains +2 
  to Riding rolls to remain mounted, but suffers a –2 
  penalty on his attack.
  2. Aggressive: This is essentially a Wild Attack. The knight 
  has +2 to Fighting rolls and damage, but suffers a –2 
  penalty to his Parry.
  3. Standard: No modiﬁ ers apply.
  4. Head Shot: The knight is trying to earn more points. 
  His attack roll is made at –4, but he inﬂ icts +4 dam-
  age (and thus also has a greater chance of unseating 
  his opponent). If his opponent has his eyes ﬁ xed (see 
  below), he also risks killing him.
  5. Eyes Fixed: Just before impact, knights tend to look 
  away from their opponent. This lessens the chance 
  of a wooden splinter piercing the helmet’s visor and 
  causing lethal injury. Many knights, including King 
  Henry II of France (1519–1559), died from a result 
  of such injuries. A knight who keeps his eyes ﬁ xed on 
  his target gains +1 to his Fighting roll, but if he takes 
  a head shot the damage is considered lethal.
  6. Deﬂ ective: The knight turns his body at the last sec-
  ond, hoping his opponent’s lance will glance off his 
  shoulder. He has +1 Parry but –1 to Fighting.
  Horse Type: Two types of horses are permitted in 
  jousts—warmblood chargers and coldbood destriers. In 
  game terms, these are riding and warhorses, respectively. 
  Using a riding horse grants +1 Fighting, as the beast is 
  more agile. A warhorse gives the rider +2 damage due to 
  its massive strength.
  Fighting Roll: Both attackers then roll their Fighting or 
  Riding die (plus Wild Die if applicable) as appropriate, 
  applying all modiﬁ ers.
  DAMAGE
  DAMAGE
  Damage for a jousting lance is the rider’s Str+d6 with 
  no AP. Damage is treated as nonlethal, but the dice can 
  still Ace (remember those accidents we mentioned?). 
  Results from the Injury Table still apply, but are only tem-
  porary until all the wounds are healed. Unless you take a 
  Called Shot, you automatically hit the knight’s torso.
  If the victim is at least Shaken, the attacker’s lance 
  shatters. This is important, as a broken lance earns points. 
  Otherwise, the hit is a glancing blow and no points are 
  tallied unless the target falls from his horse.
  Knights do not get the Charging bonus of +4 damage. 
  Even though their horses are galloping, the lists are too 
  short to allow them to reach top speed. Again, this is 
  another safety consideration.
  FALLING OFF
  FALLING OFF
  When a jouster is struck, he must make a Riding roll 
  or fall from his mount. This replaces the usual rule that 
  he must be Shaken or wounded ﬁ rst. Falling from a horse 
  causes 2d6 damage. If both opponents fall in the same 
  round, both may remount, and each scores 3 points.
  FORFEITING THE MATCH
  FORFEITING THE MATCH
  A knight may elect to withdraw from the match at any 
  time. Typically this is done when facing an important 
  nobleman, as causing him injury, or killing him, limits 
  one’s social aspirations. Some nobles disguise their iden-
  tity under a pseudonym or lesser title in order they may 
  joust and actually face opponents.
  Any knight who takes more than 10 minutes between 
  runs is automatically disqualiﬁ ed.
  Striking a horse, deliberately or by accident, results in 
  instant disqualiﬁ cation.
  CHALLENGES
  CHALLENGES
  Jousts also serve as a way of airing grievances, seek-
  ing satisfaction of honor, or even gaining a small favor. A 
  noble may challenge any other noble. However, a social 
  superior does not have to accept a challenge, and his 
  reputation is not tarnished for refusing—one cannot 
  expect the king to joust with a knight, for instance. Like-
  wise, asking for something the challenged knight cannot 
  give (the throne of England, for example), results in the 
  challenger becoming a laughing stock. The challenger 
  must publicly state the reason for the challenge.
  Typical challenges are grudge matches, to win back a 
  lost possession, or even the seemingly trivial request of 
  a kiss from a noble’s daughter (or wife, if the hero has 
  the nerve to ask). Challenges are not the same as duels 
  in later periods—they are never fought to the death. In-
  stead, the challenged knight sets the terms. At minimum, 
  
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  21
  21
  this is a one run match on the lists. However, he may take 
  it a step further.
  In a challenge, match, there is an option to continue 
  “until submission.” Jousts are fought until one person 
  falls off his horse. The unseated hero must then ﬁ ght 
  on foot using his melee weapons. He may not remount. 
  The winner is prohibited from using a lance against a 
  dismounted opponent, so he too must switch to a melee 
  weapon. The victor of the jousting segment is allowed to 
  use his horse as a weapon, if he so wishes. Again, strik-
  ing the horse forfeits the challenge immediately. Should 
  both knights be unhorsed, melee combat determines the 
  winner.
  Note that once the melee begins, all damage is lethal. 
  A knight who fails to submit when unseated risks death.
  ALTERNATE JOUST TYPES
  ALTERNATE JOUST TYPES
  These two options require more work from the GM, 
  but the systems can be more rewarding, especially for 
  player knights. To ensure no players are left idle, those 
  with non-knights take control of the NPCs.
  FULL ELIMINATION
  FULL ELIMINATION
  The contest we’ve described doesn’t take into account 
  how NPCs perform. A character simply faces a ﬁ xed level 
  of foe in each round he progresses. Rather than assume 
  this, the GM has the option of creating a full list of knights 
  (with names and titles if he so chooses). It’s a lot more 
  work, but more rewarding. The GM will also have a good 
  list of knights he can keep reusing in other tourneys, giv-
  ing the heroes a chance to make friends and enemies.
  Assume a joust has 32 knights, including any player char-
  acters, unless the GM wants to create a larger event. Note 
  down the numbers 1 to 32 and add in any player knights 
  next to whatever number you want. The further they are 
  apart, the less chance two characters will meet in the early 
  stages (assuming both win their matches, of course).
  NPC KNIGHTS
  NPC KNIGHTS
  Next, grab the action deck and start dealing cards face 
  up for each NPC position. The table below shows the NPCs 
  quality, and is based on the highest character Rank of a 
  player knight in the joust. Cross-reference the card’s value 
  against the Rank to get each NPCs type and note the entry 
  by the number. A (WC) entry means the knight is a Wild 
  Card. Stats for these knights can be found on page 15.
  Remember, this is a purely random system. A GM 
  designing a tournament from scratch may always seed 
  the ﬁ eld with whatever quality of knights and social titles 
  he wishes. If he wants to have a prince in disguise as a 
  lowly baron so he can joust without folk withdrawing 
  automatically when drawn to face him, then that’s cool.
  Note: This system can also be used even if you’re not 
  planning to detail every single knight. When a hero gets 
  to joust, draw one card to determine his opponent.
  Value 
  Novice 
  Seasoned 
  Deuce 
  Poor 
  Poor
  3–10 
  Poor 
  Poor
  Jack–Queen Competent 
  Competent
  King 
  Competent 
  Elite
  Ace 
  Elite 
  Elite
  Joker 
  Competent (WC) Competent (WC)
  Value  
  Veteran 
  Heroic 
  Legendary
  Deuce  
  Poor 
  Poor 
  Poor
  3–10  
  Competent 
  Competent 
  Competent
  Jack–Queen  Competent 
  Elite 
  Elite
  King  
  Elite 
  Elite 
  Champion
  Ace  
  Champion 
  Champion 
  Champion (WC)
  Joker  
  Elite (WC) 
  Elite (WC) 
  Champion (WC)
  Since all joust participants are noblemen, they all 
  wield titles. The card’s suit determines the NPC’s social 
  rank, as shown below.
  Suit 
  Title 
  Royalty
  Club/Diamond Knight 
  Count or Earl†
  Heart 
  Banneret Duke
  Spade 
  Baron 
  Prince or King
  Joker 
  Special‡
  †The English have earls.
  ‡Draw a second card and use that suit. If a second 
  Joker is drawn, the “knight” is actually a very senior 
  nobleman in disguise! Draw a third card to determine 
  the title he is masquerading under and check the Royalty 
  column.
  RUNNING A MATCH
  RUNNING A MATCH
  When two NPCs face each other, pick two players to 
  control them. One takes the roll of Knight A and the other 
  Knight B. The match takes the form of a mini card game. 
  Deal each player 3 cards. Extra cards are dealt depending 
  on the NPC’s skill level.
  Skill Level 
  Bonus Cards
  Poor 
  —
  Competent 
  1
  Elite 
  2
  Champion 
  3
  Wild Card 
  +1
  During each of the three runs, each player gets to play 
  one of his cards. Poor knights have no real options open 
  to them, while Champion Wild Cards have far more op-
  tions at their disposal. Still, any knight can have a bad 
  day in the lists. Both cards should be placed face down 
  on the table, and turned simultaneously. The cards’ 
  value determines how many points are scored, as shown 
  below. Whoever has the most points at the end of the 
  match, wins as normal.
  CARD B 
  CARD B 
  Card A 
  Deuce 
  3–10 
  Jack–Queen
  Deuce 
  0A/0B 
  0A/1B 
  0A/2B
  3–10 
  1A/0B 
  1A/1B 
  0A/1B
  Jack–Ace 
  2A/0B 
  1A/0B 
  1A/1B
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  21
  21
  this is a one run match on the lists. However, he may take 
  it a step further.
  In a challenge, match, there is an option to continue 
  “until submission.” Jousts are fought until one person 
  falls off his horse. The unseated hero must then ﬁ ght 
  on foot using his melee weapons. He may not remount. 
  The winner is prohibited from using a lance against a 
  dismounted opponent, so he too must switch to a melee 
  weapon. The victor of the jousting segment is allowed to 
  use his horse as a weapon, if he so wishes. Again, strik-
  ing the horse forfeits the challenge immediately. Should 
  both knights be unhorsed, melee combat determines the 
  winner.
  Note that once the melee begins, all damage is lethal. 
  A knight who fails to submit when unseated risks death.
  ALTERNATE JOUST TYPES
  ALTERNATE JOUST TYPES
  These two options require more work from the GM, 
  but the systems can be more rewarding, especially for 
  player knights. To ensure no players are left idle, those 
  with non-knights take control of the NPCs.
  FULL ELIMINATION
  FULL ELIMINATION
  The contest we’ve described doesn’t take into account 
  how NPCs perform. A character simply faces a ﬁ xed level 
  of foe in each round he progresses. Rather than assume 
  this, the GM has the option of creating a full list of knights 
  (with names and titles if he so chooses). It’s a lot more 
  work, but more rewarding. The GM will also have a good 
  list of knights he can keep reusing in other tourneys, giv-
  ing the heroes a chance to make friends and enemies.
  Assume a joust has 32 knights, including any player char-
  acters, unless the GM wants to create a larger event. Note 
  down the numbers 1 to 32 and add in any player knights 
  next to whatever number you want. The further they are 
  apart, the less chance two characters will meet in the early 
  stages (assuming both win their matches, of course).
  NPC KNIGHTS
  NPC KNIGHTS
  Next, grab the action deck and start dealing cards face 
  up for each NPC position. The table below shows the NPCs 
  quality, and is based on the highest character Rank of a 
  player knight in the joust. Cross-reference the card’s value 
  against the Rank to get each NPCs type and note the entry 
  by the number. A (WC) entry means the knight is a Wild 
  Card. Stats for these knights can be found on page 15.
  Remember, this is a purely random system. A GM 
  designing a tournament from scratch may always seed 
  the ﬁ eld with whatever quality of knights and social titles 
  he wishes. If he wants to have a prince in disguise as a 
  lowly baron so he can joust without folk withdrawing 
  automatically when drawn to face him, then that’s cool.
  Note: This system can also be used even if you’re not 
  planning to detail every single knight. When a hero gets 
  to joust, draw one card to determine his opponent.
  Value 
  Novice 
  Seasoned 
  Deuce 
  Poor 
  Poor
  3–10 
  Poor 
  Poor
  Jack–Queen Competent 
  Competent
  King 
  Competent 
  Elite
  Ace 
  Elite 
  Elite
  Joker 
  Competent (WC) Competent (WC)
  Value  
  Veteran 
  Heroic 
  Legendary
  Deuce  
  Poor 
  Poor 
  Poor
  3–10  
  Competent 
  Competent 
  Competent
  Jack–Queen  Competent 
  Elite 
  Elite
  King  
  Elite 
  Elite 
  Champion
  Ace  
  Champion 
  Champion 
  Champion (WC)
  Joker  
  Elite (WC) 
  Elite (WC) 
  Champion (WC)
  Since all joust participants are noblemen, they all 
  wield titles. The card’s suit determines the NPC’s social 
  rank, as shown below.
  Suit 
  Title 
  Royalty
  Club/Diamond Knight 
  Count or Earl†
  Heart 
  Banneret Duke
  Spade 
  Baron 
  Prince or King
  Joker 
  Special‡
  †The English have earls.
  ‡Draw a second card and use that suit. If a second 
  Joker is drawn, the “knight” is actually a very senior 
  nobleman in disguise! Draw a third card to determine 
  the title he is masquerading under and check the Royalty 
  column.
  RUNNING A MATCH
  RUNNING A MATCH
  When two NPCs face each other, pick two players to 
  control them. One takes the roll of Knight A and the other 
  Knight B. The match takes the form of a mini card game. 
  Deal each player 3 cards. Extra cards are dealt depending 
  on the NPC’s skill level.
  Skill Level 
  Bonus Cards
  Poor 
  —
  Competent 
  1
  Elite 
  2
  Champion 
  3
  Wild Card 
  +1
  During each of the three runs, each player gets to play 
  one of his cards. Poor knights have no real options open 
  to them, while Champion Wild Cards have far more op-
  tions at their disposal. Still, any knight can have a bad 
  day in the lists. Both cards should be placed face down 
  on the table, and turned simultaneously. The cards’ 
  value determines how many points are scored, as shown 
  below. Whoever has the most points at the end of the 
  match, wins as normal.
  CARD B 
  CARD B 
  Card A 
  Deuce 
  3–10 
  Jack–Queen
  Deuce 
  0A/0B 
  0A/1B 
  0A/2B
  3–10 
  1A/0B 
  1A/1B 
  0A/1B
  Jack–Ace 
  2A/0B 
  1A/0B 
  1A/1B
  
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  22
  22
  King–Ace 
  2A/0B 
  2A/0B 
  2A/1B
  Joker 
  3A/0B 
  3A/1B 
  3A/2B
  Card A 
  King-Ace 
  Joker
  Deuce 
  0A/2B 
  0A/3B
  3–10 
  1A/2B 
  2A/2B 
  Jack–Ace 
  1A/2B 
  2A/2B
  King–Ace 
  2A/2B 
  2A/3B
  Joker 
  3A/2B 
  3A/3B
  LEAGUE MATCHES
  LEAGUE MATCHES
  Rather than ﬁ ghting an elimination contest, the ﬁ eld 
  may engage in a points scoring joust. In this event, the 
  knights are divided into leagues. For the purposes of 
  gaming, assume there are always eight leagues contain-
  ing four knights (a total of 32 combatants). Every knight 
  then faces each other knight in his league in a single-
  run.
  Rather than the highest scorer simply winning the 
  match, he simply records his points. All points a knight 
  earns in his matches are tallied together to give a grand 
  score.
  Once each knight has faced all rivals in his league, 
  the top two scorers from each league progress to the 
  next round—a total of 16 knights. The others are elimi-
  nated from the competition. The winners are randomly 
  divided into new leagues of four knights apiece and their 
  points reduced to zero. They face each other in a two-
  run match.
  The top two scorers again advance, this time form-
  ing two leagues of four knights, and again all points are 
  stripped. This time they make three runs at each other.
  However, after this stage, only the top two knights 
  advance. They ﬁ ght in the grand ﬁ nal and face each other 
  ﬁ ve times, with the highest scorer being declared cham-
  pion.
  This system requires a lot more bookkeeping from 
  the GM—every single match in a character’s league must 
  be fought, as total points are important. Since rolling so 
  many dice is going to be extremely dull, use the card sys-
  tem above. The base number of cards drawn, however, is 
  the number of runs in each match.
  THE GRAND MELEE
  THE GRAND MELEE
  Another option for tournaments is to run a grand 
  melee. Knights and their entourages are pitted against 
  each other on a huge ﬁ eld. Rather than ﬁ ghting in paired 
  teams, every knight takes the ﬁ eld simultaneously. Often, 
  nobles make agreements, form teams, and agree to di-
  vide any winnings. This gives them not only a greater 
  chance of victory, but less chance of becoming a captive.
  To ensure fairness (and because this is a game), all 
  teams must comprise at least four men (a “typical” gam-
  ing group), but are limited in size to double that of the 
  smallest team. So, if the smallest team has 4 men, the 
  largest may contain no more than 8.
  No jousting is permitted during a grand melee, but 
  knights may carry shields. Note as well that all damage 
  is considered nonlethal unless a character states openly 
  that he wishes to use lethal force—the aim of the grand 
  melee is to take prisoners and ransom them back, not 
  slaughter them wholesale (that’s what war is for). For 
  ease, the usual penalty for using a lethal weapon to 
  deliver nonlethal damage is waived—everyone has the 
  penalty, and it’ll only slow down the combat.
  CAPTIVES
  CAPTIVES
  A defeated foe, unless slain, is considered a captive. 
  Squires rush onto the ﬁ eld to haul captives back to their 
  camp. After the battle, captives are ransomed back. The 
  value of a captive is equal to whatever horse, armor, 
  shield, and weapons he carried into battle. Because NPC 
  men-at-arms all share the same value, they are simply 
  traded for each other and no money changes hands. The 
  same applies to NPC knights of exact equal ability.
  Certain characters carry with them a bonus prize. This 
  is detailed below.
  Title/Ability 
  Ransom
  Banneret 
  +£4
  Baron 
  +£8
  Count/Earl 
  +£32
  Duke 
  +£64
  Prince 
  +£128
  King 
  +£256
  Wild Card 
  +£32
  These aren’t real world historical values, but are in-
  stead used to prevent the heroes from becoming very 
  rich very quickly. It also means they can afford to lose a 
  few grand melee contests and not be forced to sell their 
  estates to pay their ransom.
  RUNNING THE MELEE
  RUNNING THE MELEE
  There are two ways of running a grand melee. Tra-
  ditionally there is a major event, so the rules use the 
  tabletop system, not an abstract one. In both cases, any 
  casualties should be placed by the controlling player so 
  ransom values can be easily calculated afterward.
  Teamwork: The ﬁ rst is for the various factions to 
  form teams. This way, the players get to run their own 
  characters and a share of the NPCs. Each character plays 
  a knight and a number of men-at-arms equal to one less 
  than the number of player characters. Since the pre-
  generated heroes include a knight, that player takes one 
  more man-at-arms. Determine the NPC knights’ quality 
  by using the card draw method on page 21. The GM runs 
  an equal sized force of knights and men-at-arms.
  Any ransom value must be divided equally between 
  all the teams on the characters’ side. So, if there are 
  four players, there are four teams each side. If the ﬁ nal 
  ransom value was £50, for example, the party receives 
  £12.50 as its share.
  Open Field: Option two involves no teams—it’s a 
  free for all! All the players without a knight character 
  DARING TALES OF CHIVALRY #02
  DARING TALES OF CHIVALRY #02
  22
  22
  King–Ace 
  2A/0B 
  2A/0B 
  2A/1B
  Joker 
  3A/0B 
  3A/1B 
  3A/2B
  Card A 
  King-Ace 
  Joker
  Deuce 
  0A/2B 
  0A/3B
  3–10 
  1A/2B 
  2A/2B 
  Jack–Ace 
  1A/2B 
  2A/2B
  King–Ace 
  2A/2B 
  2A/3B
  Joker 
  3A/2B 
  3A/3B
  LEAGUE MATCHES
  LEAGUE MATCHES
  Rather than ﬁ ghting an elimination contest, the ﬁ eld 
  may engage in a points scoring joust. In this event, the 
  knights are divided into leagues. For the purposes of 
  gaming, assume there are always eight leagues contain-
  ing four knights (a total of 32 combatants). Every knight 
  then faces each other knight in his league in a single-
  run.
  Rather than the highest scorer simply winning the 
  match, he simply records his points. All points a knight 
  earns in his matches are tallied together to give a grand 
  score.
  Once each knight has faced all rivals in his league, 
  the top two scorers from each league progress to the 
  next round—a total of 16 knights. The others are elimi-
  nated from the competition. The winners are randomly 
  divided into new leagues of four knights apiece and their 
  points reduced to zero. They face each other in a two-
  run match.
  The top two scorers again advance, this time form-
  ing two leagues of four knights, and again all points are 
  stripped. This time they make three runs at each other.
  However, after this stage, only the top two knights 
  advance. They ﬁ ght in the grand ﬁ nal and face each other 
  ﬁ ve times, with the highest scorer being declared cham-
  pion.
  This system requires a lot more bookkeeping from 
  the GM—every single match in a character’s league must 
  be fought, as total points are important. Since rolling so 
  many dice is going to be extremely dull, use the card sys-
  tem above. The base number of cards drawn, however, is 
  the number of runs in each match.
  THE GRAND MELEE
  THE GRAND MELEE
  Another option for tournaments is to run a grand 
  melee. Knights and their entourages are pitted against 
  each other on a huge ﬁ eld. Rather than ﬁ ghting in paired 
  teams, every knight takes the ﬁ eld simultaneously. Often, 
  nobles make agreements, form teams, and agree to di-
  vide any winnings. This gives them not only a greater 
  chance of victory, but less chance of becoming a captive.
  To ensure fairness (and because this is a game), all 
  teams must comprise at least four men (a “typical” gam-
  ing group), but are limited in size to double that of the 
  smallest team. So, if the smallest team has 4 men, the 
  largest may contain no more than 8.
  No jousting is permitted during a grand melee, but 
  knights may carry shields. Note as well that all damage 
  is considered nonlethal unless a character states openly 
  that he wishes to use lethal force—the aim of the grand 
  melee is to take prisoners and ransom them back, not 
  slaughter them wholesale (that’s what war is for). For 
  ease, the usual penalty for using a lethal weapon to 
  deliver nonlethal damage is waived—everyone has the 
  penalty, and it’ll only slow down the combat.
  CAPTIVES
  CAPTIVES
  A defeated foe, unless slain, is considered a captive. 
  Squires rush onto the ﬁ eld to haul captives back to their 
  camp. After the battle, captives are ransomed back. The 
  value of a captive is equal to whatever horse, armor, 
  shield, and weapons he carried into battle. Because NPC 
  men-at-arms all share the same value, they are simply 
  traded for each other and no money changes hands. The 
  same applies to NPC knights of exact equal ability.
  Certain characters carry with them a bonus prize. This 
  is detailed below.
  Title/Ability 
  Ransom
  Banneret 
  +£4
  Baron 
  +£8
  Count/Earl 
  +£32
  Duke 
  +£64
  Prince 
  +£128
  King 
  +£256
  Wild Card 
  +£32
  These aren’t real world historical values, but are in-
  stead used to prevent the heroes from becoming very 
  rich very quickly. It also means they can afford to lose a 
  few grand melee contests and not be forced to sell their 
  estates to pay their ransom.
  RUNNING THE MELEE
  RUNNING THE MELEE
  There are two ways of running a grand melee. Tra-
  ditionally there is a major event, so the rules use the 
  tabletop system, not an abstract one. In both cases, any 
  casualties should be placed by the controlling player so 
  ransom values can be easily calculated afterward.
  Teamwork: The ﬁ rst is for the various factions to 
  form teams. This way, the players get to run their own 
  characters and a share of the NPCs. Each character plays 
  a knight and a number of men-at-arms equal to one less 
  than the number of player characters. Since the pre-
  generated heroes include a knight, that player takes one 
  more man-at-arms. Determine the NPC knights’ quality 
  by using the card draw method on page 21. The GM runs 
  an equal sized force of knights and men-at-arms.
  Any ransom value must be divided equally between 
  all the teams on the characters’ side. So, if there are 
  four players, there are four teams each side. If the ﬁ nal 
  ransom value was £50, for example, the party receives 
  £12.50 as its share.
  Open Field: Option two involves no teams—it’s a 
  free for all! All the players without a knight character 
  
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  23
  23
  relinquish control of their characters for the grand me-
  lee. Each player controls one NPC knight (determined as 
  above) and ﬁ ve men-at-arms. The player character knight 
  instead receives ﬁ ve standard men-at-arms for his reti-
  nue. Knights and squads of men-at-arms receive separate 
  action cards. Thus, each character receives at least two 
  action cards per round.
  In order to ensure players don’t favor their player 
  character knight colleague, they get an incentive to ﬁ ght 
  fairly and as hard as they can. The player’s character 
  gains 10% of the ransom money raised by the knight he 
  is controlling if he wins the grand melee.
  ADVANCED HEROES
  ADVANCED HEROES
  As the game progresses, so the characters will grow 
  in power. Eventually, they’ll trounce any army designed 
  using the above rules with ease. In order to level the 
  playing ﬁ eld, as the heroes grow in Rank, so the quality 
  of the men-at-arms they face increases. Use the appropri-
  ate entry on page 23.
  THE TRULY GRAND MELEE
  THE TRULY GRAND MELEE
  If you want to have a truly huge grand melee to con-
  clude a tournament, then use the Mass Battles rules as 
  the starting point. Because of the way the system works, 
  there should be two sides in the grand melee. 
  BATTLE SKILL
  BATTLE SKILL
  Unless the GM has already got a complete list of 
  knights drawn up, determine the Knowledge (Battle) 
  skill and Spirit of the highest ranked knight by draw-
  ing three cards and comparing the highest to the table 
  below.
  Next, draw three more cards to determine the Battle 
  skill and Spirit of the allied commander. If the Battle skill 
  die is equal to or lower than a player character knight, 
  the hero is given the option of commanding the army. He 
  may refuse or accept as he wishes.
  Value 
  Battle Skill/Spirit
  Deuce 
  d6
  3–10 
  d8
  Jack –Queen 
  d10
  King–Ace 
  d12
  Joker 
  d12 & Wild Die
  TOKENS
  TOKENS
  Grand melees are set up so they are roughly equal (no 
  spectators want to see an immediate rout), but there will 
  always be discrepancies in the size of the armies. Draw 
  a single card from the action deck. The suit determines 
  how many tokens each side has.
  Suit 
  Players’ Team 
  Opposition
  Club 
  8 
  10
  Diamond 
  9 
  10
  Heart 
  10 
  9
  Spade 
  10 
  8
  TAKING CAPTIVES
  TAKING CAPTIVES
  Since the battle is handled abstractly, so is the method 
  by which a hero gains a prisoner to ransom. A character 
  who scores a raise on his Characters in Mass Battles roll 
  gains a man-at-arms captive. With two raises, he captures 
  a knight. If the GM wants more variation in the nobility, 
  and the chance of the adventurers snaring a richer prize, 
  he should draw a single card and check the knight’s so-
  cial rank as per page 22.
  If the player’s team causes the enemy to rout, each 
  character may make an immediate Fighting roll as if 
  they were ﬁ ghting a round in the battle. However, in the 
  panicked retreat, there is a greater chance of grabbing a 
  hostage. A success nets the hero one man-at-arms, a raise 
  two men-at-arms, and two raises a knight.
  Unlike the regular rules, this prize money is not di-
  vided among other teams—the value the characters get 
  to keep depends on how well their side did overall. This 
  is shown below.
  Heroes Side 
  Percentage Kept
  Routed 
  10%
  Lost by 3+ tokens 
  25%
  Lost by 1 or 2 tokens 
  50%
  Won by 3 tokens or less 
  75%
  Won by 4 tokens or more 100%
  GETTING CAPTURED
  GETTING CAPTURED
  Heroes also have a chance of getting captured in the 
  grand melee and being held for ransom. As soon as a 
  hero is Incapacitated, he’s captured. Don’t bother rolling 
  on the Incapacitation Table. If his side loses the battle 
  because of a rout, he must make an Agility or Riding roll 
  (his choice). Failure means he is captured.
  APPENDIX: SETTING RULES
  APPENDIX: SETTING RULES
  23
  23
  relinquish control of their characters for the grand me-
  lee. Each player controls one NPC knight (determined as 
  above) and ﬁ ve men-at-arms. The player character knight 
  instead receives ﬁ ve standard men-at-arms for his reti-
  nue. Knights and squads of men-at-arms receive separate 
  action cards. Thus, each character receives at least two 
  action cards per round.
  In order to ensure players don’t favor their player 
  character knight colleague, they get an incentive to ﬁ ght 
  fairly and as hard as they can. The player’s character 
  gains 10% of the ransom money raised by the knight he 
  is controlling if he wins the grand melee.
  ADVANCED HEROES
  ADVANCED HEROES
  As the game progresses, so the characters will grow 
  in power. Eventually, they’ll trounce any army designed 
  using the above rules with ease. In order to level the 
  playing ﬁ eld, as the heroes grow in Rank, so the quality 
  of the men-at-arms they face increases. Use the appropri-
  ate entry on page 23.
  THE TRULY GRAND MELEE
  THE TRULY GRAND MELEE
  If you want to have a truly huge grand melee to con-
  clude a tournament, then use the Mass Battles rules as 
  the starting point. Because of the way the system works, 
  there should be two sides in the grand melee. 
  BATTLE SKILL
  BATTLE SKILL
  Unless the GM has already got a complete list of 
  knights drawn up, determine the Knowledge (Battle) 
  skill and Spirit of the highest ranked knight by draw-
  ing three cards and comparing the highest to the table 
  below.
  Next, draw three more cards to determine the Battle 
  skill and Spirit of the allied commander. If the Battle skill 
  die is equal to or lower than a player character knight, 
  the hero is given the option of commanding the army. He 
  may refuse or accept as he wishes.
  Value 
  Battle Skill/Spirit
  Deuce 
  d6
  3–10 
  d8
  Jack –Queen 
  d10
  King–Ace 
  d12
  Joker 
  d12 & Wild Die
  TOKENS
  TOKENS
  Grand melees are set up so they are roughly equal (no 
  spectators want to see an immediate rout), but there will 
  always be discrepancies in the size of the armies. Draw 
  a single card from the action deck. The suit determines 
  how many tokens each side has.
  Suit 
  Players’ Team 
  Opposition
  Club 
  8 
  10
  Diamond 
  9 
  10
  Heart 
  10 
  9
  Spade 
  10 
  8
  TAKING CAPTIVES
  TAKING CAPTIVES
  Since the battle is handled abstractly, so is the method 
  by which a hero gains a prisoner to ransom. A character 
  who scores a raise on his Characters in Mass Battles roll 
  gains a man-at-arms captive. With two raises, he captures 
  a knight. If the GM wants more variation in the nobility, 
  and the chance of the adventurers snaring a richer prize, 
  he should draw a single card and check the knight’s so-
  cial rank as per page 22.
  If the player’s team causes the enemy to rout, each 
  character may make an immediate Fighting roll as if 
  they were ﬁ ghting a round in the battle. However, in the 
  panicked retreat, there is a greater chance of grabbing a 
  hostage. A success nets the hero one man-at-arms, a raise 
  two men-at-arms, and two raises a knight.
  Unlike the regular rules, this prize money is not di-
  vided among other teams—the value the characters get 
  to keep depends on how well their side did overall. This 
  is shown below.
  Heroes Side 
  Percentage Kept
  Routed 
  10%
  Lost by 3+ tokens 
  25%
  Lost by 1 or 2 tokens 
  50%
  Won by 3 tokens or less 
  75%
  Won by 4 tokens or more 100%
  GETTING CAPTURED
  GETTING CAPTURED
  Heroes also have a chance of getting captured in the 
  grand melee and being held for ransom. As soon as a 
  hero is Incapacitated, he’s captured. Don’t bother rolling 
  on the Incapacitation Table. If his side loses the battle 
  because of a rout, he must make an Agility or Riding roll 
  (his choice). Failure means he is captured.
  
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  TRIPLE ACE GAMES INVITES YOU 
  TRIPLE ACE GAMES INVITES YOU 
  TO RIDE THE PULP TRAIN!
  TO RIDE THE PULP TRAIN!
  Daring Tales of Adventure are a series 
  of Savage Worlds adventures in the best 
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  Each episode is packed full of action—ﬁ ght 
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  more exciting and truer to the source than 
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  For more information and to download our 
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  action quicker visit our website.
  © 2008 Triple Ace Games. Daring Tales 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.  © 2008. All Rights Reserved.
  www.tripleacegames.com/DaringTales.php
  
  © 2008 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.  © 2008. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
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  Sir David and his illustrious 
  band of heroic ﬁ ghters enter 
  the city of Wells. It seems the 
  whole county of Somerset has 
  come out to greet the Knights 
  and Men-at-Arms who are 
  soon to meet each other on 
  the tournament ﬁ eld.
  However, unknown to the 
  heroes is that someone is 
  going to be murdered! 
  Murder at the Joust is the second Daring Tales of 
  Chivalry adventure from Triple Ace Games. Grab 
  your sword and lance plus the free preprogrammed 
  characters from the Triple Ace Games website and get 
  into the action!
  ON TOURNAMENT DAY
  ON TOURNAMENT DAY
  A MURDER MOST FOUL!
  A MURDER MOST FOUL!
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of Chivalry/Savage Worlds - Daring Tales of Chivalry 02 - Death at the Joust.pdf