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  The Training of a 
  Knight
  The Knights of the Table Round were universally regarded 
  as the finest collection of knights in the world, and were 
  composed of knights from all over the known world. 
  However, before one could join the ranks of the Round 
  Table, one first had to become a knight, no easy task in itself.
  A Page’s Life For Me?
  The first step toward knighthood was to become a page, 
  also called a valet or varlet (this is one reason the word 
  varlet is commonly used as a slander toward another knight- 
  essentially you are referring to him as a boy who needs over 
  10 years of seasoning to become a true knight).
  At age 7, a prospective knight was sent to live with a 
  governor or patron, to be introduced to life at court. Their 
  early education revolved around religion and obedience to 
  superiors, as well as education in the history of England and 
  all its kings and rulers. 
  Their duties involved waiting table and carving meat at 
  meals, working in the kitchen and stables, and generally 
  performing all manner of menial tasks.
  During their free time, pages engaged in hunting, falconry, 
  fishing, wrestling, archery, horsemanship and tilting (hitting 
  a stationary object, such as a wooden target with a spear 
  on horseback). These activities, while certainly fun and 
  engaging to an active young man, were also preparatory to 
  the tasks a knight would have to undertake in earnest later in 
  life.
  The Squire’s Tale
  At fourteen, if a page is worthy, he is elevated to the rank of 
  esquire. Here, military training begins in earnest, and almost 
  all of a squire’s exercises were performed in armor, in order 
  that he could become accustomed to its weight and carry it 
  with ease in battle.
  Horsemanship, vaulting into the saddle, running, jumping 
  ditches, climbing walls and fences, all in full battle dress are 
  performed by squires on a regular basis. Older squires are 
  assigned to assist knights during tournaments and battles, 
  carrying extra spears, tending to horses, and the like.
  During a squire’s free time his education concentrated on 
  refining the young man for his later role, and a great deal 
  of this “sensitivity training” revolved around the opposite 
  sex. When not on campaign, squires were housed in castles 
  thronging with young girls of station undergoing a similar 
  training and refinement, and squires were encouraged to 
  choose a girl as an object of their affection, and to wear 
  some small token she would give them, such as a scarf, 
  during their jousting exercises against other squires. Often 
  these court dalliances turned into wives, but this was seen as 
  a secondary benefit to the training of a young knight to fight 
  on behalf of ladies and treat them with gentleness.
  Dubbing
  A young squire’s entry into the knighthood was handled with 
  utmost solemnity. The squire would fast and pray for days, 
  take confession and mass, and clothe himself in a pure white 
  cloth. Finally, a sword was blessed by the confessional priest 
  and tied around the squire’s neck. After this was done, the 
  squire made his way to a nearby chapel.
  Waiting for the squire in the chapel would be a full-fledged 
  knight, and the squire would kneel before him, arms folded 
  over his chest. The knight would then question the squire 
  about his motives for becoming a knight, after which the 
  knight would take the squire’s oath of allegiance and name 
  him a knight.
  After this was done, the squire would remove the white 
  cloth and sword, and onlookers would assist the squire in 
  dressing as a knight: armor, spurs, gauntlets, and finally the 
  sword he had worn around his neck would be belted to his 
  waist. When this was done, the squire would kneel before 
  the presiding knight once more, who would draw his own 
  sword, and perform “the accolade”, three strokes with the 
  flat of the blade on alternating shoulders, with each stroke 
  accompanying the words “In the name of God, of Saint 
  Michael, and St. George, I make thee knight; be valiant, 
  courteous, and loyal!”
  When this was done, the presiding knight would then give 
  the squire his helmet, lance, and shield. The squire was now 
  a knight.
  The History Of 
  Arthurian Britain
  Age Of Antiquity
  In the earliest times, Britain was not inhabited by man at all, 
  but by several races of giants (one reason why giants abound 
  in Britain even after the time of Arthur) ruled by Albion, a 
  son of Poseidon, and built numerous stone circles in which 
  to perform bizarre rites of sacrifice and worship.
  After many millennia, Hercules came to the island 
  during his exploration of the world, seeking passage to the 
  mysterious west. When Albion opposed him, Hercules killed 
  him in an epic battle. After Hercules’ departure, the giants set 
  to tremendous wars with one another over who would rule 
  the island, and these wars were so long and so terrible that 
  the giants’ numbers dwindled and dwindled, and the forests 
  reclaimed the island, and the land grew wild.
  Over time, the northern part of the island became occupied 
  by the fierce men later known as the Picts and the Scots, 
  while the Western Isle was settled by the Irish, for these 
  areas had few giants, but the central area in later times called 
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  Britain was still too heavily populated by the giant folk for 
  man to inhabit.
  The Coming Of Brutus
  Brutus was the son of Silvius, who was the son of Ascanius, 
  who was the son of Aeneas. After killing his father 
  accidentally while hunting, he was forced to flee Troy, and 
  after seeking refuge in Greece, Brutus and his followers fled 
  west with his wife Imogen. Seeking guidance at a temple of 
  Diana, Brutus receives this message:
  Brutus! far to the west, in the ocean wide,
  Beyond the realm of Gaul, a land there lies,
  Seagirt it lies, where giants dwelt of old;
  Now, void, it fits thy people: thither bend
  Thy course; there shalt thou find a lasting seat;
  There to thy sons another Troy shall rise,
  And kings be born of thee, whose dreaded might
  Shall awe the world, and conquer nations bold
  -Bullfinch’s Mythology, Mythical History of England
  After a long journey west, the rag-tag band of refugees 
  landed at what is now Devonshire on an isle they called 
  Albion after the giant king who formerly ruled it. Moving 
  inland, Brutus established a capital, called Trojanova (New 
  Troy), on the site of present day London.
  After a reign of 24 years, Brutus died, leaving England 
  divided between his three sons, Locrine, Albanect, and 
  Camber.
  According to legend these events took place 
  approximately 1,000 years before the invasion of England by 
  Julius Caesar.
  The Conquest of Britain
  After conquering Gaul, Julius Caesar cast his eye across the 
  English channel to Britain, and boldly embarked across the 
  water, hoping to take the island and add it to his growing list 
  of conquests. He moved his forces up the Thames, intending 
  to take London, thereby decapitating the island nation and 
  conquering it quickly and easily.
  Caesar was not destined to conquer Britain during that 
  campaign, however, and was met with stiff resistance 
  by King Cassibellaunus. At one point he engaged Prince 
  Nennius in single combat, and Caesar’s sword became stuck 
  in the British prince’s shield. When Caesar was forced to 
  withdraw, his sword remained behind, much to the delight of 
  the Britons.
  The famed Cassibelan, who was once at point
  (O giglot fortune!) to master Caesar’s sword,
  Made Lud’s town with rejoicing fires bright,
  And Britons strut with courage.
  -William Shakespeare, Cymbeline
  However, on a second try, Caesar conquered Britain, and 
  forced the island to pay tribute to the Roman Empire, and 
  took young prince Cymbeline as ransom, to be raised in 
  Rome. When Cymbeline returned and took the throne, he 
  was a very sympathetic ruler to Rome.
  The Departure of the 
  Romans
  Although the invasion of Rome was resisted bitterly, the two 
  peoples became very close over time. And when the Empire 
  began to fall, and forces were called back from frontiers such 
  as Britain in order to protect interior parts of the Empire 
  from barbarian invasions, the Arthurian Age officially 
  begins, with a newly independent, and newly defenseless, 
  Britain at the mercy of invading Picts, Scots, and Saxons.
  The Birth of Merlin
  Born of an incubus and a virtuous woman, Merlin seemed 
  destined for a life of wickedness and deceit. However, his 
  mother was able to avert most of his father’s lineage through 
  the help of a priest, who baptized the child immediately after 
  his birth.
  How Merlin began his career in the magical arts we do not 
  know, however we are given a brief glimpse of his master 
  and teacher, old Blaise by Malory:
  Then Merlin took his leave of Arthur and of the two 
  kings, for to go and see his master Blaise, that dwelt in 
  Northumberland; and so he departed and came to his 
  master, that was passing glad of his coming; and there 
  he told how Arthur and the two kings had sped at the 
  great battle, and how it was ended, and told the names 
  of every king and knight of worship that was there. And 
  so Blaise wrote the battle word by word, as Merlin told 
  him, how it began, and by whom, and in likewise how it 
  was ended, and who had the worse. All the battles that 
  were done in Arthur’s days Merlin did his master Blaise 
  do write; also he did do write all the battles that every 
  worthy knight did of Arthur’s court.
  Vortigern The Usurper 
  At the time Merlin was entering into the height of his 
  power, Vortigern killed the King, Moines, and had driven 
  his brothers, Pendragon and Uther into exile. Vortigern was 
  Moines’ Seneschal, and had made a black bargain with the 
  Saxons, allowing them to entrench themselves throughout 
  Britain in return for a small piece of it which he could rule as 
  a petty fiefdom.
  Vortigern was constantly afraid the brothers, who were 
  mighty knights of great renown, would return and reclaim 
  their birthright, so he tried to build a mighty tower for his 
  defense the like of which the world had never seen. Three 
  times the tower collapsed to the ground of its own weight.
  Vortigern consulted his court astrologer, who told him that 
  only the blood of a child born without a mortal father poured 
  
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  into the foundation of the tower would make it stand. After 
  much searching, Merlin, who seemed to fit the prophecy, was 
  brought before Vortigern. 
  However, the young magician proclaimed this prophecy 
  false, and countered with one of his own. The cause for the 
  tower’s threefold collapse was that it was built over the lairs 
  of two dragons, constantly at war with one another. And 
  Merlin offered to prove his prophecy, telling Vortigern where 
  he should dig. When the workers dug where he specified, 
  two mighty dragons, one red, and one white, flew into the 
  air, continuing their battle above the ruined tower.
  Vortigern and all his subjects fled, while Merlin merrily 
  stayed, clapping and cheering the dragons on, eager to see 
  the winner. As the red dragon fell, no one had remained to 
  hear Merlin’s next prophecy, that the dragons represented the 
  brothers-in-exile Pendragon and Uther, but that one brother, 
  the red dragon, would not survive long after his return.
  While Vortigern and his men fled the dragons, they 
  were greeted by Pendragon and Uther, who had landed 
  from Brittany with a mighty army, and who quickly killed 
  the usurper and his advisors, burning them in the tower 
  Vortigern had hoped would provide him with sanctuary.
  The Brother Kings, Saxon 
  Counterattack
  Pendragon, the eldest of the two brothers, took Merlin as his 
  advisor, and Merlin first advised him to rule jointly with his 
  brother, and for the two knights to swear an oath of mutual 
  fidelity. However, the two brothers were not long to rule, as 
  the Saxons immediately launched a full scale attack, seeking 
  to snuff out the native Briton kings before they had a chance 
  to grow in power or reputation. 
  During the battle, the Saxons were repelled, but Pendragon 
  was killed, as Merlin had predicted. Uther, assuming 
  full kingship alone, nonetheless assumed the surname 
  Pendragon, forever remembering his oath to rule Britain 
  jointly with Pendragon.
  Merlin, during this time, performs one of his greatest 
  miracles, bringing the most powerful stone circle across the 
  waters from Ireland to England and forming Stonehenge. 
  This massive giant’s circle forms a magical hub for Britain, 
  strengthening the magic of the land and allowing Merlin to 
  perform magical feats never known before in the history of 
  the world. As a final solemnity, Uther buries his brother in 
  the center of the great stone circle.
  Under Merlin’s wise counsel, which included securing for 
  him the sword Excalibur from the Ladies of the Lake, Uther 
  unites the bickering British warlords under his banner, and 
  eventually drives all the Saxon, Pict, and Scot invaders north 
  of Hadrian’s Wall, making the land free and united. It should 
  have been the beginning of a golden age for Britain, but 
  fate then did something that not even mighty Merlin could 
  foresee.
  At a mighty castle in Carlisle, Merlin unveils another 
  of his great miracles, the Table Round, and advises Uther 
  to invite all the kings and barons united under him to join 
  a great fellowship and permanently unite Britain under 
  his rule. All the lords and their wives attend, and at this 
  council, Uther falls in love with Igraine, wife of the second 
  most powerful lord in attendance, Gorloise of Cornwall, 
  and makes an advance toward her, offering to make her 
  his queen. She spurns him, and when her husband learns 
  of Uther’s treachery, he immediately leaves, and begins to 
  prepare for war. Worse still, seeing that Uther is not a man to 
  be trusted, all the other warlords withdraw as well, and the 
  golden age ends before a single council is held at the Round 
  Table in the preparation for civil war. 
  King Uther  
  It befell in the days of Uther Pendragon, when he was 
  King of all England, and so reigned, that there was a 
  mighty duke in Cornwall that held war against him long 
  time. 
  -Sir Thomas Malory, Le Morte d’Arthur Book I Chapter 
  I
  The war between Uther and Cornwall provides the backdrop 
  of Arthur’s birth, and as Uther marches south to Cornwall, 
  Gorloise puts himself in the second most powerful castle in 
  Cornwall, Terrabil, and his wife in the most powerful, the 
  legendary Tintagel.
  During the battle, when Uther falls sick with love, his 
  attendant knight, Ulfius, seeks out the wizard Merlin, who 
  promises to aid Uther, changing him into the likeness of 
  Cornwall so he may have one night with Igraine. 
  A Pact with Merlin
  Sir, said Merlin, I know all your heart; so ye will be 
  sworn to me as ye be a true king anointed, to fulfill my 
  desire, ye shall have your desire. 
  Soon came Merlin unto the king, and said, Sir, ye must 
  purvey you for the nourishing of your child. As thou 
  wilt, said the king, be it. Well, said Merlin, I know a lord 
  of yours in this land, that is a passing true man and a 
  faithful, and he shall have the nourishing of your child, 
  and his name is Sir Ector…
  -Sir Thomas Malory, Le Morte d’Arthur 
  Merlin changes Uther’s form to that of the Duke of 
  Cornwall, and Uther travels the ten miles to Tintagel castle 
  where for a night, he is with Igraine.
  Cornwall, seeing what he thinks is Uther fleeing the siege 
  of Terrabil, leaves his castle with a group of men and attacks 
  Uther’s troops in an attempt to break the siege. During 
  this battle, while Uther lays with the unsuspecting Igraine, 
  Cornwall is killed.
  When it is learned that Cornwall has died during the night, 
  
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  Igraine realizes the man she slept with was not her husband, 
  however she tells no one. Soon after, Uther offers to marry 
  Igraine, and end the siege. 
  At a group wedding, Uther marries Igraine, and arranges 
  the marriages of her daughters by Gorloise like so many 
  trophy pieces to reward nobles who have been loyal to him 
  in the past. King Lot of Lothian marries Morgawse, King 
  Nentres of Garlot marries Elaine, and Morgan le Fay, who is 
  not yet of age, is sent to a nunnery. 
  Lot and Morgawse are the parents of Sir Gawain, who will 
  become one of the greatest of Arthur’s knights. 
  In this way, Uther ends the war with Gorloise and brings 
  peace anew to Britain, however, his reign will find no peace 
  between rebellion, sickness, and new barbarian invasions.
  The Death of Uther
  Then within two years King Uther fell sick of a great 
  malady. 
  -Sir Thomas Malory, Le Morte d’Arthur Book I Chapter 
  IV
  When Uther falls sick in Arthur’s second year, the barbarians 
  attack again, moving swiftly from the north. Merlin advises 
  Uther that he must take the field, even though he is too sick 
  to ride, so Uther is carried out to St. Albans, where his army 
  has a final confrontation with the barbarian host. Sir Ulfius 
  and Sir Brastias are especially heroic and pivotal figures in 
  the battle, which sees the defeat of the barbarians.
  After the battle, Uther becomes even more sick, unable to 
  speak, but Merlin calls all the barons loyal to Uther before 
  him, and, after declaring Arthur heir to the throne of Britain, 
  Uther dies, and is mourned by all his subjects.
  Between Uther and 
  Arthur
  For many a petty king ere Arthur came
  Ruled in this isle and, ever waging war
  Each upon the other, wasted all the land;
  And still from time to time the heathen host
   Swarm’d over-seas and harried what was left.
  And so there grew great tracts of wilderness, Wherein 
  the beast was ever more and more,
  But man was less and less… 
  -Alfred Lord Tennyson, Idylls of the King 
  After the death of Uther, a new dark age descends upon 
  Britain, with each petty warlord styling himself a king, 
  numerous barbarian incursions, and the rise of monsters and 
  wild beasts with no fear of mankind. Merlin, having seen 
  what is to come, begins to prepare for the ascent of Arthur, 
  having seen that vast lands and fortunes were given to Sir 
  Ector prior to Uther’s death, having assigned Ulfius and 
  Brastias to the court of Ector to ensure the boy’s safety, and 
  lastly, preparing the sword Excalibur a new resting place, 
  where it would remain until the boy was ready to become the 
  king.
  The Sword in the Stone
  And when matins and the first mass was done, there 
  was seen in the churchyard, against the high altar, a 
  great stone four square, like unto a marble stone; and 
  in midst thereof was like an anvil of steel a foot on high, 
  and therein stuck a fair sword naked by the point, and 
  letters there were written in gold about the sword that 
  said thus: Whoso pulleth out this sword of this stone and 
  anvil, is rightwise king born of all England.  
  -Sir Thomas Malory, Le Morte d’Arthur
  Around this stone, by the decree of the Archbishop of 
  Canterbury, forms a great tournament and joust, held at New 
  Year’s, at which ten knights will win the right to attempt 
  the sword. The Archbishop hopes that this will cause 
  some common ground to be forged between the quarreling 
  warlords.
  So upon New Year’s Day, when the service was done, the 
  barons unto the field, some to joust and some to tourney, 
  and so it happened that Sir Ector, that had great 
  livelihood about London, rode unto the jousts, and with 
  him rode Sir Kay his son, and young Arthur that was his 
  nourished brother; and Sir Kay was made knight at All 
  Hallowmass afore. So as they rode to the joustsward, 
  Sir Kay lost his sword, for he had left it at his father’s 
  lodging, and so he prayed young Arthur for to ride for 
  his sword. I will well, said Arthur, and rode fast after the 
  sword, and when he came home, the lady and all were 
  out to see the jousting. Then was Arthur wroth, and said 
  to himself, I will ride to the churchyard, and take the 
  sword with me that sticketh in the stone, for my brother 
  Sir Kay shall not be without a sword this day.
  -Sir Thomas Malory, Le Morte d’Arthur
  After Arthur draws the sword, he is told to reinsert it into 
  the stone, and an ever-increasing line of petty barons and 
  warlords attempt to draw it from the stone, to no avail. 
  Finally, Merlin invites the most powerful Barons to witness 
  Arthur draw the sword flanked by Sir Ulfius and Sir Brastias, 
  the two greatest living knights who served under Uther. 
  Unable to finally deny that the sword has chosen a low-born 
  boy, the robber barons go to war with the fledgling king and 
  his small group of knights.
  The Archbishop of Canterbury holds a small coronation on 
  the eve of war, at which Arthur names Sir Kay Seneschal, Sir 
  Baudwin Constable, Sir Ulfius Chamberlain, and Sir Brastias 
  Warden of the Northlands.
  
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  Guinevere; The Round 
  Table
  It is well your bounty and noblesse should not be 
  without a wife. Now is there any that ye love more than 
  another? Yea, said King Arthur, I love Guinevere the 
  king’s daughter, Leodegrance of the land of Cameliard, 
  the which holdeth in his house the Table Round that ye 
  told he had of my father Uther.
  -Sir Thomas Malory, Le Morte d’Arthur, Book III, 
  Chapter I
  After uniting his realm, Arthur’s Dukes begin requesting 
  he take a wife, so the realm might have an heir. Arthur 
  still loves Guinevere, and asks Leodegrance for her hand. 
  Leodegrance is pleased, but concerned he will be unable 
  to provide a dowry for such a richly endowed King.  
  Leodegrance then decides he will give Arthur the Round 
  Table willed to him upon Uther’s death, and his 100 greatest 
  knights. Since the table will hold 150 knights, a cry goes out 
  through the kingdom for the noblest knights of the realm, 
  and men come from near and far, drawn by a table where all 
  are equal.
  As a special present to his nephew, Gawaine, Arthur 
  knights him moments before he is wed to Guinevere.
  Merlin declares that thirteen seats, called sieges, are for 
  the most holy knights, as these seats represent the apostles 
  and Christ. The thirteenth, the siege perilous, represents 
  Judas, and will kill any who sits in it save one. 
  The Passing of Merlin
  And so, soon after, the lady and Merlin departed, and 
  by the way Merlin showed her many wonders, and came 
  into Cornwall. And always Merlin lay about the lady to 
  have her maidenhood, and she was ever passing weary 
  of him, and fain would have been delivered of him, for 
  she was afeard of him because he was a devil’s son, and 
  she could not beskift him by no mean. And so on a time 
  it happed that Merlin showed to her in a rock whereas 
  was a great wonder, and wrought by enchantment, that 
  went under a great stone. So by her subtle working she 
  made Merlin to go under that stone to let her wit of the 
  marvels there; but she wrought so there for him that he 
  came never out for all the craft he could do. And so she 
  departed and left Merlin.
  -Sir Thomas Malory, Le Morte d’Arthur
  Merlin becomes enamored of a Lady of the Lake, Nimue. 
  He dotes on her, travels the world with her, and teaches her 
  all his secrets and magic arts. Then, in Cornwall, she traps 
  Merlin under a magic rock, and leaves him to die. Before 
  he leaves for his last journey with Nimue, Merlin imparts a 
  great number of prophecies on Arthur to guide him through 
  the coming days alone.
  The Grail Quest
  The Holy Grail was the cup Christ used at the last supper to 
  drink his wine. As Christ lay dying on the Cross, Joseph of 
  Arimathea, the man also responsible wrapping Christ in the 
  Shroud of Turin, used the cup to catch some of his blood. 
  Following Christ’s death, Joseph journeyed to Britain, 
  founding Glastonbury Tor, the first Christian monastery 
  in Britain. However, he did not come to Britain as a 
  proselytizer, he came to hide the greatest treasure in the 
  world, the San Greal, the Holy Grail. 
  Journeying north, Joseph builds a castle, and hides 
  both the grail and the most terrible weapon, the Lance of 
  Longinus, which pierced the side of Christ, a weapon that 
  must never be used. Joseph’s descendants, the so-called 
  “Fisher Kings” carry out this task faithfully for generations.
  However, a rash knight named Balin, after a series of 
  misadventures, uses the Lance to strike the Fisher King, 
  giving him a wound that will not heal, striking all the people 
  in the Fisher King’s kingdom dead, and turning it and the 
  surrounding kingdoms into the Wasteland. Because of this 
  transgression, the Grail, the only way of returning life to the 
  Wasteland also disappears.
  Arthur’s best knights search endlessly for the Grail, whose 
  disappearance plunges Arthur’s entire realm into an ever-
  increasing cycle of discord and despair.
  Lancelot and Guinevere: 
  Betrayal 
  “O Lancelot get thee hence to thine own land,
  For if thou tarry we shall meet again,
  And if we meet again some evil chance
  Will make the smouldering scandal break and blaze
  Before the people and our lord the King.”
  And Lancelot ever promised, but remain’d,
  And still they met and met.
  -Alfred Lord Tennyson, Idylls of the King
  Foretold by Merlin, this betrayal of God, country, and King, 
  serves as the final blow that topples Arthur’s already tilting 
  reign. When the betrayal is revealed, Arthur sends Agravaine 
  leading a dozen knights to arrest Lancelot, who conducts a 
  daring escape, killing Agravaine and most of the knights sent 
  to arrest him. 
  Pursued by the king and his men, Lancelot flees to France, 
  accompanied by several knights of the Round Table, where 
  Arthur lays siege to his castle, a dark, bloody affair that sees 
  the death of Sir Gawaine, along with countless other knights 
  of the Round Table on both sides.
  Guinevere, in shame, retreats to the abbey of Amesbury, 
  where she becomes a nun, there to live out the rest of her 
  days.
  This moment of weakness, with all the realm in disarray, 
  provides Mordred with his chance to strike for the crown. 
  
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  Dark Alliances
  “Tell thou the King and all his liars that I
  Have founded my Round Table in the North,
  And whatsoever his own knights have sworn
  My knights have sworn to counter it- and say
  My tower is full of harlots, like his court,
  But mine are worthier, seeing they profess
  To be none other than themselves- and say
  My knights are all adulterers like his own,
  But mine are truer, seeing they profess
  To be none other: and say his hour is come,
  The heathen are upon him, his long lance
  Broken, and his Excalibur a straw.”
  -Alfred Lord Tennyson, Idylls of the King
  Mordred sets up his own Round Table in the north of 
  Arthur’s realm, allying with Morgan le Fey to create the 
  “Black Table”, his own twisted vision of Arthur’s court. He 
  takes with him many of the Round Table’s younger knights, 
  disillusioned by the fall of Lancelot and Guinevere. Worse, 
  he makes a deal with the barbarian hordes driven back 
  behind Hadrian’s wall to divide Britain after Arthur’s death.
  The Passing of Arthur
  “I found Him in the shining of the stars,
  I mark’d Him in the flowering of His fields,
  But in His ways with men I find Him not.
  I waged His wars, but now I pass and die. 
  …
  For I, being simple, thought to work His will,
  And have but stricken with the sword in vain,
  And all whereon I lean’d in wife and friend
  Is traitor to my peace, and all my realm
  Reels back into the beast, and is no more.
  My God, thou hast forgotten me in my death!
  Nay- God my Christ- I pass but shall not die.”
  -Alfred Lord Tennyson, Idylls of the King
  Arthur’s final battle with Mordred. Although sick of heart, 
  and feeling abandoned by all he loved: Guinevere, Lancelot, 
  and God, Arthur fights bravely in the end, slaying Mordred 
  and preventing England from falling into his hands. Arthur 
  and his knights also break the back of the barbarian horde 
  one last time, giving England a final respite from the looting 
  and burning of the heathen horde.
  As he lies dying, Arthur casts Excalibur into the sea, and is 
  borne away on a barge to the isle of Avalon. The last Quest 
  Knights take the Grail to Jerusalem.
  After Arthur’s death, Constantine, a lord of Cornwall takes 
  up the throne of England.
  Eras of the 
  Arthurian Age
  For practical purposes, most Arthurian campaigns will take 
  place in one of three “eras”. Each of these eras has distinct 
  qualities, and campaigns set in different eras will have 
  different encounters, and a different tone. In the campaigns 
  section that follows, each campaign model will note the era 
  in which it is set.
  Note that it is also possible to run a campaign that moves 
  from one era to the next, possibly even stretching through all 
  three for a truly long campaign. However, knights come and 
  go in Malory’s telling of the Arthurian legend, so the best 
  way to experience the depth and richness of the story, while 
  maintaining a high level of detail (a suitably large number of 
  quests and campaigns within each era), it is recommended 
  that campaigns take place within one era, with new, younger 
  knights coming to the fore.
  For instance, Ulfius, a knight who had also served under 
  King Uther, and Pellinore, are two of the most powerful 
  knights of Arthur’s early campaigns during his rise to power. 
  However, Ulfius fades from the tales (presumably dying of 
  old age), and Pellinore is killed by Gawain. These knights 
  are replaced at the height of Arthur’s reign by more familiar 
  knights such as Lancelot, Tristram, and Gawain.
  Rise of Arthur
  Upon achieving the sword Excalibur from the stone, Arthur, 
  a mere boy, is immediately set upon by rebellious lords. 
  These petty rulers have either cooperated with the Saxon 
  horde, or managed to ruthlessly carve out petty baronies 
  in spite of them. Either way, they are not lightly going to 
  bow down to a boy proclaimed king by a wizard. Britain 
  divides into two camps mere days after Arthur is crowned. 
  No sooner does the Archbishop of Canterbury set the crown 
  on the young King’s head than an attack is launched by five 
  petty lords, led by King Lot of Lothian. When this battle is 
  won, even more lords flock to the rebel cause, and a full-
  scale civil war erupts, with eleven rebel lords, led by King 
  Lot. So great are the forces against him, that Arthur seeks 
  help from France, in the form of the brother Kings, Ban and 
  Bors, themselves under siege by King Claudas. They agree 
  to help Arthur put down his insurrection, if he will aid them 
  in return (more detail on these events, and many others, may 
  be found in the Campaigns section).Campaigning in the Rise 
  of Arthur era will be tense and action-packed. Adventures 
  will involve reclaiming wild areas of Britain taken over 
  by giants, putting down rebellious lords, and expelling 
  murderous, bloodthirsty barbarian hordes from England. 
  However, some of the trappings of Arthurian legend 
  are not yet present, however, which may disappoint some 
  players. There is no Round Table, which was left to King 
  Leodegrance (who does not take place in the rebellion, nor 
  does he help Arthur, having his own problems to deal with 
  which are addressed in the Campaigns section). There is no 
  
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  Guinevere (she’s also with Leodegrance, being his daughter). 
  Even Camelot is not seen in this era, where Arthur is an 
  almost “vagabond King”, holding court at Carlion (when 
  fighting the eleven Lords), Carlisle (when fighting the 
  northern barbarians), and occasionally in London, Arthur is 
  constantly on the move, putting out brushfire after brushfire 
  that threatens to engulf his realm.
  One Brief Shining Moment
  Arthur’s realm officially begins, in many ways, with 
  his marriage to Guinevere, which coincides with the 
  introduction of many of the standard trappings of Arthurian 
  legend. The Round Table comes with Guinevere as dowry, 
  and the marriage takes place in Camelot as the first official 
  function held in the grand capital of Arthur’s realm. This era 
  also sees older, less familiar knights, such as Ulfius, Brastias, 
  and Pellinore replaced by figures central to many Arthurian 
  legends, such as Lancelot, Gawaine, Percival, and Galahad. 
  One of the chief conflicts of this time occurs when the 
  Roman Emperor Augustus seeks tribute from the fledgling 
  realm he has only recently abandoned. This launches Arthur 
  into a full-scale war with Gaul and Rome that ends this era 
  with Arthur crowned High Emperor by the Pope.
  Dream’s End
  Like an apple, rotten at the core, but still appearing healthy 
  and wholesome on the outside, the end of Arthur’s realm 
  happens gradually, and few in Camelot see it coming. The 
  appearance of the Grail during this period offers a brief 
  respite, and a chance at redemption, but the younger knights 
  of the Round Table are arrogant, hot-headed, violent, and 
  much more likely to follow the lead of young Mordred 
  than their king. The affair with Lancelot and Guinevere is 
  ongoing through this period, and is discovered by many of 
  Arthur’s knights before he himself finally becomes aware of 
  it. 
  The end is bloody and messy, with Lancelot slaying 
  a dozen knights sent to arrest him, including Gawain’s 
  younger brother Agravaine, leading him to swear a blood 
  oath to kill Lancelot. Lancelot flees first to Joyous Garde, a 
  castle given to him by Arthur, and then to Benwick, where 
  he is named King, along with numerous Round Table knights 
  who side with him over Arthur. 
  When Arthur launches his campaign to lay siege to 
  Lancelot, Mordred stays behind, and gains the support of 
  Morgan le Fey, Arthur’s half-sister and longtime enemy, and 
  also the barbarians, and sets up his own court, with his own 
  Black Table, to which many of Arthur’s younger knights 
  flock. This leads to the final confrontation at Salisbury Plain, 
  where both Arthur and Mordred are killed.
  Gazetteer of 
  Arthurian Britain
  Amesbury
  The nunnery to which Guinevere retired after Arthur’s death. 
  Cairnpapple Hill (major 
  henge)
  This site consists of a small stone circle at the top of a hill. 
  There is an opening at the center of this small henge leading 
  down into the hill, which has been slowly excavated over 
  the years by the druids and turned into a massive network of 
  cairn graves for the local adherents of the Old Faith. No one 
  knows how many graves this hill contains except the druids 
  who guard and maintain the site.
  Camelot 
  For barefoot on the keystone, which was lined
  And rippled like an ever-fleeting wave,
  The Lady of the Lake stood: all her dress
  Wept from her sides as water flowing away;
  But like the cross her great and goodly arms
  Stretched under the cornice and upheld:
  And drops of water fell from either hand;
  And down from one a sword was hung, from one
  A censer, either word with wind and storm;
  And o’er her breast floated the sacred fish;
  And in the space to left of her, and right,
  Were Arthur’s wars in weird devices done,
  New things and old co-twisted, as if Time
  Were nothing, so inveterately, that men 
  Were giddy gazing there; and over all
  High on the top were those three Queens, the friends
  Of Arthur, who should help him at his need.
  Then those with Gareth for so long a space 
  Stared at the figures, that at last it seemed
  The dragon- boughts and elvish emblemings
  Began to move, seethe, twine and curl: they called
  To Gareth, ‘Lord, the gateway is alive’.
  -Alfred Lord Tennyson, Idylls of the King
  Arthur’s final capitol, first established after his marriage 
  to Guinevere at the beginning of the “One Brief Shining 
  Moment” era. In fact, one of the first official functions 
  performed here is the marriage of Arthur and Guinevere, at 
  St. David’s Cathedral, which is not far from Arthur’s palatial 
  castle. The location of this final capitol serves to cement 
  Arthur’s power in many ways, giving him easy access to 
  druidic, ley line, and priestly power sources. 
  
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  Canterbury
  Site of a magnificent cathedral, this city is old even in 
  Arthur’s time, having been founded by the Romans (who 
  called the city Durovernum). The Archbishop of Canterbury 
  is one of Arthur’s closest, and most important advisors. 
  Note that the inclusion of an Archbishop of Canterbury is an 
  anachronism, as there was no Archbishopric at Canterbury in 
  historical Arthurian England. 
  Carlion (Or Caerleon)
  An important city, and Arthur’s first capitol, this will be the 
  home base of Arthur’s reign during the War of Ascension. 
  There is a cathedral here, headed by the Archbishop Saint 
  Dubricius who will serve Arthur as an advisor during 
  his wars with the rebellious lords. There is also a Roman 
  amphitheater in this city that is used as an early incarnation 
  of the Round Table. Arthur holds war councils here with his 
  knights and senior advisors. 
  Carlisle
  Another of Arthur’s early capitols, though not as important 
  as Carlion. Carlisle is primarily used as a staging ground for 
  Arthur’s Twelve Battles against the Saxons, the final stage of 
  his wars to cement his control over Britain.
  Devil’s Arrows (Minor 
  Henge)
  Rather than a circular arrangement, these standing stones 
  consist of five massive stones in a straight line. The name 
  comes from a legend that Satan attempted to fire the stones 
  at a nearby settlement, but missed. Others hold this account 
  to be a tale of a giant attack, with the stones later being 
  erected and invested with power by powerful druids after 
  slaying the giants.
  Dover
  Dover is a major port, even in Arthur’s day, and is a key 
  gateway to the continent. During his war with Rome, Arthur 
  embarks his troops here. He also departs here when chasing 
  Lancelot to France, and returns to this port city when coming 
  home to face Mordred in his last battle.
  Durham
  Durham is framed by the River Wear on three sides, like a 
  frame for the absolutely magnificent cathedral, one of the 
  most impressive major cathedrals in the world. 
  Druid’s Circle (major 
  henge)
  This henge consists of two stone circles, ten stones in the 
  inner ring, and fifteen stones in the outer ring. Worshippers 
  of the Old Faith are cremated at the center of this site upon 
  their death, a practice virulently opposed by the local priests 
  of the One God. In the recent past, the two sides have even 
  come to blows over the practice, but for now, the druids are 
  able to hold their own, due to the immense power they have 
  at their disposal near the stones. The priests have therefore 
  taken to attempting to convert the locals, convincing them 
  that this practice of the Old Faith is barbarous, with limited 
  success. 
  Gors Fawr (major henge)
  This site is one of the oldest stone circles on the isle. 
  Adherents to the Old Faith have been buried here for 
  generations, and this site is literally covered with cairns, 
  barrows, and burial mounds, all of which are tended by the 
  large, powerful group of druids who maintain this bastion of 
  the Old Faith.
  High Bridestones (major 
  henge)
  This complex stone circle actually has a companion henge 
  a short distance known as the low bridestones. A small 
  bog separates the two complexes, and a rather large group 
  of druids tend to both sites. This group is rather secretive, 
  and encourages outsiders (those not of the Old Faith) to 
  stay away. Given the somewhat desolate nature of the 
  surroundings, this isn’t hard for them to accomplish. 
  London
  Even in Arthurian times, London was a thriving metropolis, 
  a center of wealth and influence. Founded by the Romans 
  as Londinius, the Thames River, which the city straddles, 
  makes it an important entryway of trade goods to and from 
  the island.  Despite the wealth and strategic importance of 
  the city, Arthur never makes it his capitol, preferring instead 
  power centers that increase the might of his magically 
  inclined advisors, of which the Boy King has many. 
  Merry Maidens (minor 
  henge)
  According to legend this minor stone circle was originally 
  a group of nineteen nymphs dancing to the music of satyrs 
  who were turned to stone. In keeping with the legend, two 
  nearby standing stones are known as the pipers.
  Nine Stones Close (major 
  henge)
  A circle of nine massive stones, this site is also known as 
  the “grey ladies” by the local folk. The druids who tend to 
  the site dislike this name, preferring to refer to the site by its 
  “proper” title. The legends that revolve around this site are 
  many, including that the druids who tend to the stones can 
  make them dance, some say at noon, others at midnight, and 
  that the stones can be used as a gate to the land of the Fey. 
  The druids who tend the site will say nothing about these 
  rumors. 
  
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  Ring of Brogdar (major 
  henge)
  Also known as the giant’s ring, because legend has it the 
  site was originally built by giants, this massive ring of sixty 
  stones is maintained and protected by one of the largest sects 
  of druids in the world. These powerful priests of the Old 
  Faith carry tremendous authority in the Orkney Isles, and are 
  ardent supporters of the King of the isles.
  Sea Henge (major henge)
  A wooden circle of posts, this henge rests on a beach, and 
  is completely submerged at high tide. Due to the magical 
  power invested in the site, the wood remains pristine and 
  unaffected despite the action of the waves. There is a 
  wooden altar at the center of the ring for sacrifices to the 
  sea gods of the Old Faith. Sacrifices are left on the altar and 
  carried away by the tides.
  Stonehenge (major 
  henge)
  The greatest, most powerful henge in the world, and thereby 
  the greatest source of druidic power, Stonehenge was erected 
  by Merlin at the behest of Uther, to form a suitable burial 
  ground for Uther’s brother-king Pendragon. In addition to 
  raising this magnificent monument to his brother, Uther 
  took his name, thereby fulfilling Merlin’s prophecy that the 
  brothers would rule together.
  Temple Wood (major 
  henge)
  This circle of thirteen stones is surrounded by a dense forest, 
  hence the name. Like many other sites, worshippers of the 
  Old Faith are cremated at the center of this stone circle. 
  Children who die of natural causes are buried in the center. 
  The priests of the One God are attempting to convince the 
  populace of the folly and godlessness of these practices.
  Tintagel
  A castle formerly belonging to Gorloise, and the place 
  where Arthur is conceived. This castle is massive, and 
  nigh impenetrable, which necessitated Merlin’s magic to 
  penetrate. Oddly, Arthur neglects this massive castle, and so 
  do his enemies, allowing it to fall into disrepair. A giant takes 
  up residence here, and terrorizes the countryside. 
  Trushel Stone (major 
  henge)
  This site consists of a single standing stone, a massive 
  obelisk over twenty feet tall. The obelisk marks the grave of 
  the giant who once ruled these islands. This giant was killed 
  by the druids who have watched over the people who live 
  there ever since.
  Woodhenge (major henge)
  Unusual for henges, this is not a stone circle, but rather a 
  wood circle, with wooden posts staked into the ground. 
  The site consists of six rows of wooden posts sunk into the 
  ground. At the center of the complex is the body of a three-
  year-old child, who according to the druids who tend the site 
  died of natural causes as the site was being finished, and was 
  buried there at the request of her mother, an adherent to the 
  Old Faith. Charges by local adherents of the One God that 
  the child was sacrificed are hotly contested and the source of 
  much tension between the two groups.
  York
  A large city, York has a major ley line passing right through 
  the city. As a result of this, more mages make their home 
  here than any other place in Arthurian Britain, and a 
  fledgling mage may be able to find a teacher here. Both 
  Merlin and his mentor Blaise have been seen here, much 
  to the dismay of the locals, who consider the sight of such 
  bewitched folk bad luck. Perhaps in an attempt to stave off 
  the “devil’s children” who seem to gravitate to the city, York 
  also is home to almost two-dozen churches and monasteries. 
  Like many of the isle’s large important cities, York was 
  founded by the Romans.
  Brief Gazetteer of 
  the Known World
  Amazonia
  Famed warrior women, located somewhere in Africa. During 
  Arthur’s war with Rome, these women served Roman 
  Emperor Lucius. Their Queen is named Radigund. 
  Anjou
  A French province conquered by the British usurper King 
  Vortigern and given to the Saxon Hengist to rule for him. 
  When Arthur achieved the crown he gave this land to Sir 
  Kay.
  Atlantis
  Although this land sank beneath the waves long before 
  Arthur’s time, it is rumored that Merlin came from this 
  strange, distant land. 
  Avalon
  Island of unknown location where Arthur is taken after 
  his death. It is also known as the Isle of Apples. It is quite 
  possible that this island does not exist in the physical realm 
  at all and is in fact part of the Otherworld. Some tales 
  suggest that Avalon is simply another name for Paradise, 
  the Garden of Eden, which still exists but is denied mankind 
  after Adam and Eve. Tennyson refers to the “island valley of 
  Avilion”, implying that the land the island is made of is quite 
  
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  large. Despite the fact that she is Arthur’s enemy while alive, 
  Morgan le Fey is said to rule this island with nine Celtic 
  priestess-queens able to turn into animals, heal the incurable, 
  and see the future. Some authors have even associated this 
  land with America. Each game master should decide how 
  he wants to handle Avalon, in keeping with the tone and 
  mysticism of his campaign.
  Baghdad
  A Caliph named Baruch rules this center of Islamic learning 
  and culture in Arthur’s day. This Caliph is served by the 
  finest Saracen knights, and will be a serious threat to any 
  Arthurian Crusaders who venture to the Holy Land (as 
  Galahad did). Note that Islamic culture and religion, as well 
  as the Caliphate of Baghdad are anachronisms that would not 
  exist during the time of the “real” Arthur.
  Benwick
  French kingdom ruled by Ban and Bors, the brother kings. 
  These kings fight a long and bitter struggle against their 
  uncle Claudas. They aid Arthur in his War of Ascension, 
  after which Arthur sends the majority of his forces to aid the 
  brothers. With Arthur’s aid, this rebellion is put down for 
  a time, however as soon as Arthur’s troops leave, Claudas 
  strikes again, managing to kill Ban and his wife, who set 
  their son adrift in a basket, where he is raised by a Lady of 
  the Lake who takes pity on him. This boy is Lancelot. Bors’ 
  son, who is also named Bors, joins the Round Table, and 
  is one of the Grail Knights (along with Lancelot, Galahad, 
  Percival, and Gawain). When Arthur battles with Rome, 
  Claudas sides with Roman Emperor Lucius, but manages 
  to survive the defeat of the Roman forces with his kingdom 
  intact. Finally, Claudas imprisons Guinevere, attempting to 
  hold her for ransom. Arthur invades and conquers Benwick, 
  killing Claudas. Benwick is then given to Lancelot to rule. 
  After Lancelot’s affair with Guinevere is discovered he 
  retreats here, along with several of the Round Table knights, 
  whom he makes high officers in the realm of Benwick. 
  Arthur lays siege to Lancelot, but their battle is cut short 
  when Mordred sizes Guinevere and prepares to marry her, 
  naming himself King.
  Brittany
  Area on the French coastline traditionally inhabited by 
  Britons. During Arthur’s day, this land was ruled by King 
  Hoel, who was distantly related to Arthur and was a staunch 
  ally in his many campaigns, especially the war with Rome. 
  During the time when Vortigern the Usurper had ruled 
  England, the young escaped princes, Uther and Pendragon 
  were raised here in exile by Budicius, Hoel’s father
  Bulgaria
  Netor and Madan ruled this Eastern European kingdom in 
  Arthur’s time. (Game masters running historical campaigns 
  should note that this kingdom did not exist during Arthur’s 
  day and is thus an anachronism).
  Constantinople
  Capital of the Eastern Roman Empire, also called the 
  Byzantine Empire. Leo I ruled this Empire in Arthur’s day, 
  and he was distantly related to Lot of Lothian. His empress 
  was a lover of Percival, and gave him a magical stone that 
  rendered him invisible to giants.  
  Denmark
  Saxon kingdom ruled by King Aescil. Mordred allies with 
  this king, who sends barbarian troops to fight alongside 
  Mordred in his attempt to seize the crown.
  Ethiopia
  This African Kingdom is ruled by Prester John, a holy man 
  of tremendous power. Although too distant to be involved in 
  Arthur’s wars, he considers Arthur an ally and is a source of 
  aid to knights adventuring in Africa. 
  Fairyland
  Oberon and Titania, King and Queen of the Fey Folk rule 
  this kingdom in the Otherworld. During his youth, Arthur 
  adventures here, along with Kay, on behalf of Oberon’s 
  daughter Gloriana. Sprites, pixies, dryads, elves, goblins, and 
  giants (with a nobility of 80 or higher) are all able to travel 
  to Fairyland, and all these creatures except giants are born 
  there. Sprites, pixies, and dryads are all loyal subjects of 
  King Oberon, as are the elves, but Fairyland is in a constant 
  state of war against the goblin and giant forces, who seek 
  to conquer Fairyland as a base from which to attack the 
  material world.
  Gaul
  Pharamond rules this land, which is conquered by Roman 
  Emperor Lucius as part of his war with Arthur.
  Greenland
  Amangons rules this island, which is eventually conquered 
  by Arthur.
  Grocland
  An island chain ruled by giants that led north to a great 
  mountain range that surrounded the top of the world. This 
  mountain range surrounded a strange kingdom composed 
  of four inland seas. Arthur conquered the islands, but after 
  an expedition of four thousand men failed to return from 
  the lands beyond the mountains, he abandoned any hope of 
  exploring those lands.
  
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  Holy Roman Empire
  This vast kingdom is ruled by Emperor Lucius. After 
  abandoning Britain to the Saxons, he now requires tribute 
  from Arthur, whose refusal leads the two empires to engage 
  in a bloody clash that engulfs all of Arthurian Europe in a 
  sort medieval World War. After Arthur’s victory, the Pope 
  crowns him Emperor of all Europe. 
  Hungary
  King Ditus rules this kingdom, north of Bulgaria on the 
  border of Russia until he aids Lucius when Rome attacks 
  Britain. During the Roman campaign Ditus is killed, and is 
  replaced by his son Sagremor (who was already a Knight 
  of Round Table). Gawain married Sagremor’s sister. The 
  presence of Hungary in Arthurian legend is an anachronism.
  Iceland
  Malvasius and his queen, the daughter of the King of Russia 
  rule this island kingdom. After Arthur’s Roman campaign, he 
  decides to add this kingdom to his Empire. However, rather 
  than fight him, the king agrees to serve Arthur, and provides 
  him his son, Escol, to serve Arthur as a Knight of the Round 
  Table to prove his loyalty.
  Ireland
  This island is ruled by King Anguish, whose daughter, 
  Isolde, is the object of Tristan’s affection. Arthur eventually 
  adds Ireland to his empire.
  Norway
  King Odbrict rules this land and is an ally of Arthur. He dies 
  in Arthur’s final battles against Mordred.
  Russia
  Baraton rules this distant land of ice and snow in Arthur’s 
  time. 
  Spain
  Alaric II, a barbarian of the Visigoth tribe rules this realm. 
  An enemy of the Romans, and the Saxons, and under assault 
  by the Saracens, he is too busy to interfere in Arthur’s 
  affairs. However, Christian knights will find few friends 
  here.
  Who’s Who in 
  Arthurian England
  Accolon, Sir 
  The Consort of Morgan le Fay.  Accolon is a young, 
  honorable knight, though a touch on the roguish side.  He 
  genuinely cares for Morgan, and is too naïve to see her 
  wickedness. Once he realizes she intends to kill Arthur and 
  place him on the throne, he wants nothing to do with the 
  enchantress.
  Sir Accolon: British Middle Class (Knight 15) CR 15; 
  medium humanoid; HD 15d12+45; hp 153; Init +6 (+2 
  Dex, +4 Misc); Spd Walk 20’; AC 25, touch 11, flatfooted 
  24, Base Atk +15/+10/+5; Atk +22 melee (1d8+6 19-20/x2, 
  +3 masterwork longsword), +22 melee (1d10+7 20/x3, +3 
  masterwork heavy lance); Full Atk +22/+17/+12 melee 
  (1d8+6 19-20/x2, +3 masterwork longsword), +22/+17/+12 
  melee (1d10+7 20/x3, +3 masterwork heavy lance); SA: 
  Armor Tolerance +7, Aura of Knighthood, Code of Chivalry, 
  Dispense Justice, Fealty, Knight’s Warhorse, Mounted 
  Combat +4, Power Charge 2/day, Stuck in the middle with 
  you, Take the Reins, Unhorse; Vision: Normal; Nobility: 47; 
  AL: Code of Chivalry, Oath of Fealty (King Arthur); SV: 
  Fort +12, Ref +7, Will +5; Str 16, Dex 14, Con 16, Int 9, Wis 
  10, Cha 10.
  Skills and Feats:  Climb +6, Handle Animal +13, 
  Intimidate +11, Ride +15, Bluff +2, Diplomacy +4, Disguise 
  +2, Gather Information +2; Animal Affinity, Cleave, 
  Heritage of Nobility, Improved Initiative, Mounted Combat, 
  Power Attack, Ride By Attack, Spirited Charge, Trample, 
  Weapon Focus (Lance, Longsword).
  Possessions:  Barding (Chain Shirt/+1/Masterwork), 
  Longsword (+3/Noble/Masterwork), Full Plate (+2/
  Masterwork), Lance (Heavy/+3/Noble/Masterwork), Shield 
  (Heavy/Steel/+2/Masterwork), Warhorse (Heavy/Courser/
  Mixed-breed).
  Role: Accolon is the muscle-bound henchman. He will 
  support Morgan in her scheming, never realizing the evil she 
  does.
  Arthur, King 
  Arthur reigned for approximately 42 years; being crowned 
  King at 14, High King of all England, Wales, and Cornwall 
  at 18, and High Emperor of all Europe after his campaign 
  against the Romans. Defeated in battle only once, by his 
  bastard son Mordred, the only real loss suffered by the Boy 
  King was when the two people he loved best in the world, 
  Lancelot and Guinevere, betrayed him, which sent his 
  Empire crashing down into ruin, and Britain “reeling back 
  into the beast”.
  So great bards of him will sing
  Hereafter, and dark sayings from of old
  Ranging and ringing thro’ the minds of men,
  And echo’d by old folk beside their fires
  For comfort when their wage-work is done
  -Alfred Lord Tennyson, Idylls of the King
  King Arthur:  British Lesser Nobility 25th Level (Knight 
  5/Noble 20) CR 25; medium humanoid; HD 5d12+20d8+75; 
  HP 235; Init +2; Spd 30 ft. (20 ft. in armor); AC 32, Touch 
  12, Flat-Footed 30 (+13 Full Plate, +7 Shield, +2 Dexterity); 
  
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  Base Atk +19/+14/+9/+4; Atk +28 melee (1d8+8/19-20 
  damage Excalibur); Full Atk +28/+23/+18/+13 melee 
  (1d8+8/19-20 Excalibur) or +32 melee (3d10+10 Ron 
  with Spirited Charge); FS 5 ft by 5 ft; Reach 5 ft; SA Fate 
  (to rule a united Britain) Destiny (to be betrayed by the 
  two he loves best in the world); SQ Mounted Combat +2, 
  Code of Chivalry, Aura of Knighthood, Armor Tolerance 
  +2, Knight’s Warhorse, Dispense Justice, Aura of Nobility, 
  Noblesse Oblige, Divine Grace, Quest +6, Aura of Courage, 
  Divine Wrath 3/day, Divine Right, Aura of Majesty, Papal 
  Intercession, Divine Intercession, Land and the Lord are 
  One, Spell Resistance 25 (from Priwen), DR 15/noble 
  weapon (scabbard of Excalibur); Nobility 85; AL: Noblesse 
  Oblige, Code of Chivalry; SV Fort +21, Ref +17, Will +23; 
  Str 16, Dex 14, Con 16, Int 18, Wis 18, Cha 24.
  Skills and Feats: Ride +30, Handle Animal +30, 
  Knowledge (nobility and royalty) +32, Intimidate +34, 
  Jump +10, Diplomacy +33, Bluff +28, Sense Motive +27, 
  Knowledge (history) +26; Heritage of Nobility, Predestined, 
  Mounted Combat, Ride-by Attack, Spirited Charge, 
  Leadership, Faith, Weapon Focus (longsword), Power 
  Attack, Cleave, Combat Reflexes, Negotiator. Quick Draw, 
  Weapon Focus (lance)
  Possessions: Knight’s Mantle Full Plate +5 (8 DR 
  bypassed by ignoble weapon), Priwen, Excalibur, Ron, 
  Scabbard of Excalibur, Heavy Warhorse (Noble, Pure Breed)
  Role: Arthur is ambitious, noble, and honest, almost to a 
  fault. He is determined to be a better king than his father, and 
  confident in his divine right to rule. When a problem presents 
  itself, Arthur tends to trust his instincts, seizing a solution 
  rather than debating, acting rather than thinking. While these 
  qualities serve him well, especially on the battlefield, they 
  are also his only true weaknesses as a leader.
  Arthur is the noble’s noble. He will serve as a patron 
  and giver of quests, rewarding those who serve him well, 
  crushing those who do not.
  Balin le Savage 
  The Knight of Two Swords
  Balan’s brother; smote the Dolorous Stroke, creating the 
  Wasteland and necessitating the Grail Quest; banished from 
  Arthur’s court for killing the Lady of the Lake who repaired 
  Excalibur for Arthur after a disastrous battle with King 
  Pellinore. 
  Balin le Savage: British Lesser Nobility (Barbarian 
  4/Fighter 8/Knight 5); CR 17; medium humanoid; HD 
  9d12+8d10+51; hp 153; Init +2 (Dex +2); Spd 40 ft (30 ft in 
  armor); AC 26, Touch 17, Flat-Footed 24 (+4 breastplate, +5 
  ring, +2 Dex); Base Atk: +17/+12/+7; Atk: +29/+29/+24/+19 
  melee one weapon (1d10+13/17-20 +3 speed bastard sword) 
  or +25/+25/+20/+15 + 25/+25/+20/+15 (1d10+10/17-20 +3 
  speed bastard sword) or +27 + +27 mounted (2d10+10/17-
  20 +3 speed bastard sword); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ Armor Tolerance +2, Aura of Knighthood, Bred to the 
  saddle, Code of Chivalry, Dispense Justice, Fast movement, 
  Fealty, Illiteracy, Knight’s Warhorse, Mounted Combat +2, 
  Rage 2/day, Trap sense +1, Uncanny dodge; Nobility 20; 
  AL: Code of Chivalry, Oath of Fealty (King Arthur); SV Fort 
  +17, Ref +6, Will +3; Str 24 (18), Dex 19 (15), Con 16, Int 
  9, Wis 8, Cha 10.
  Skills and Feats: Handle Animal +0 (+2 when handling 
  horses) (0), Intimidate +13 (12), Ride +16 (12), Survival 
  +3 (4); Cleave, Exotic Weapon Proficiency (bastard sword), 
  Great Cleave, Greater Two-Weapon Fighting, Greater 
  Weapon Focus (bastard sword), Improved Critical, Improved 
  Two-Weapon Fighting, Mounted Combat, Power Attack, 
  Ride-by Attack, Spirited Charge, Two-Weapon Fighting, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword).
  Possessions: belt of giant strength +6, gloves of dexterity 
  +4, ring of protection +5, 2 +3 speed bastard sword, +4 
  breastplate, heavy warhorse (steed/strong).
  Role: Balin is a basically good and honorable man with 
  a tragically dangerous temper. Ultimately this temper will 
  damage the very realm of Britain and necessitate the Grail 
  Quest.
  Balin le Savage (raging): HD 9d12+8d10+85; hp 187; 
  Init +2 (Dex +2); AC 24, Touch 15, Flat-Footed 22 (+4 
  breastplate, +5 ring, +2 Dex, -2 rage penalty); Base Atk: 
  +17/+12/+7; Atk: +31/+31/+26/+21 melee one weapon 
  (1d10+15/17-20 +3 speed bastard sword) or +27/+27/+22/
  +17 + +27/+27/+22/+17 (1d10+12/17-20 +3 speed bastard 
  sword) or +29 + +29 mounted (2d10+12/17-20 +3 speed 
  bastard sword); SV Fort +17, Ref +6, Will +5; Str 28 (12), 
  Dex 19 (15), Con 20, Int 9, Wis 8, Cha 10.
  Blaise
  Blaise was Merlin’s teacher and mentor. Rumored to reside 
  in the city of York, in a veritable maze of books and scrolls.
  Blaise: British Middle Class (Expert 10 / Hedge Mage 10); 
  CR 19; medium humanoid; HD 20d6; hp 94; Init +0; Spd 30 
  ft. AC 10, Touch 10, Flat-Footed 10; Base Atk +11/+6/+1; 
  Full Atk +14/+9/+4 melee (1d6+2 +3 quarterstaff); FS 5 
  ft. by 5 ft.; Reach 5 ft; SQ Dream reader, Lesser prophecy, 
  Prophecy, Stuck in the middle with you, Summon familiar, 
  Superstition; Fate: ; Destiny: ; Nobility 61; SV Fort +6, Ref 
  +6, Will +16; Str 9, Dex 10, Con 10, Int 20, Wis 14, Cha 15 
  Languages: Arabic, British, French, German, Irish, Latin, 
  Scottish, Spanish 
  Skills and Feats: Concentration +17 (17), Diplomacy 
  +26 (17), Gather Information +24 (17), Intimidate +2 
  (+12 against illiterates) (0), Knowledge (Arcana) +22 
  (17), Knowledge (Architecture and engineering) +15 (7), 
  Knowledge (Geography) +25 (15), Knowledge (History) 
  +31 (23), Knowledge (Local) +31 (23), Knowledge (Nature) 
  +20 (15), Knowledge (Nobility and royalty) +28 (20), 
  Knowledge (religion) +21 (16), Perform (Oratory) +7 (2), 
  Prophecy +29 (12), Speak Language 7, Spellcraft +24 
  (17); Second Sight, Skill Focus (Knowledge (Architecture 
  and engineering), Knowledge (Geography), Knowledge 
  (History), Knowledge (Local), Knowledge (Nobility and 
  
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  royalty), Prophecy), Spell Focus (Divination)
  Possessions: +3 quarterstaff, handy haversack
  Spells: Caster level 10, Hedge Mage spell points to cast 
  (0/1/2/3/4/6);
  Spell DC 12 (13 for Divination spells) + caster level; Spell 
  points: 45
  Spells Known (9/5/4/3/3/1)
  0 level: Arcane Mark, Dancing Lights, Detect Magic, 
  Detect Poison, Ghost
  Sound, Mending, Message, Prestidigitation, Read Magic
  1st level: Comprehend Languages, Detect Secret Doors, 
  Identify, Sleep,
  Unseen Servant
  2nd level: Continual Flame, Detect Thoughts, Mana 
  Armor, See Invisibility
  3rd level: Clairaudience/Clairvoyance, Dispel Magic, 
  Tongues
  4th level: Detect Scrying, Locate Creature, Scrying
  5th level: Prying Eyes
  Role: Blaise is the greatest sage in the world, and 
  chronicler of the Arthurian age.
  Brastias, Sir
  Brastias is one of the last of the old guard, the knights 
  who stood by King Uther to the end. Brastias was present 
  when Uther proclaimed Arthur his heir, and searched all 
  of Britain for the boy after his lord’s death. During these 
  travels he was a constant foe of the rising tide of chaos 
  and barbarism engulfing Britain, and became a folk hero 
  to many beleaguered peasants. When Arthur appears at the 
  New Year’s Day joust and draws Excalibur from the stone, 
  Brastias is one of the first knights to swear fealty to him, and 
  his sword is instrumental in helping Arthur secure his reign. 
  In return for his valiant service, Brastias is named Warden of 
  the Northlands, and given rule over the critical city of York, 
  which he rules wisely and well until his death of natural 
  causes.
  Brastias, Sir:  British Lesser Nobility 15th Level (Knight 
  12/Quest Knight 3); CR 15; medium humanoid; HD 
  15d12+45; HP; Init +2; Spd 30 ft.; AC, Touch, Flat-Footed 
  (+2 Dexterity); Base Atk +15/+10/+5; Atk; Full Atk; FS 5 ft 
  by 5 ft; Reach 5 ft; SA; SQ Mounted Combat +4, Code of 
  Chivalry, Aura of Knighthood, Armor Tolerance +6, Knight’s 
  Warhorse, Dispense Justice, Unhorse, Take the Reins, Divine 
  Grace, Perseverance; Nobility 80; SV Fort +11, Ref +5, Will 
  +7; Str 15, Dex 14, Con 16, Int 12, Wis 12, Cha 14.
  Skills and Feats: Ride +18, Intimidate +18, Knowledge 
  (nobility and royalty) +5, Knowledge (religion) +5, 
  Diplomacy +3; Mounted Combat, Ride-by Attack, Spirited 
  Charge, Trample, Blind-fight, Power Attack, Cleave, Combat 
  Reflexes, Improved Critical (Longsword), Improved Critical 
  (Heavy Lance).
  Possessions: +4 Full Plate, +4 Lg. Steel Shield, +2 Noble 
  Longsword, +1 Noble Heavy Lance, Heavy Warhorse 
  (Noble, Blazing Fast, Strong)
  Role: Brastias is the noble vassal. He has no desire other 
  than to serve his King, maintaining Britain as a free and 
  prosperous realm on his behalf.
  Dagonet (Sir Fool)
  Jester of Camelot; made an honorary knight of the Round 
  Table at Gawaine’s request
  Being fool, and seeing too much wit
  Makes the world rotten, why belike I skip
  To know myself the wisest knight of all. 
  -Alfred Lord Tennyson, Idylls of the King
  Dagonet, Sir Fool:  British Commoner (Fool 20/Knight 
  2/Minstrel 3); CR 25; medium humanoid; HD 23d6 + 2d12 
  + 25; hp 122; Init +2 (+2 Dex); Spd 60 ft; AC 42, Touch 
  29, Flat-Footed 42 (+5 amulet of natural armor, bracers of 
  armor +8, +5 ring of protection, +9 banter, +5 Dex); Base 
  Atk: +17/+12/+7; Atk: +19/+14/+9 melee (1d8+2/x3 +2 
  lance) or +26/+21/+16 melee (1d6+4/15-20 +4 keen rapier); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ Aura of Knighthood, Banter, 
  Barrel Roll +5, Code of Chivalry, Fool’s Luck +6, Improved 
  Feint, Improved Uncanny Dodge, Inspire Competence, Jig 
  4/day, Lore +5, Minstrel’s Music 3/day, Mounted Combat 
  +1, Rapier Wit, Razor Wit, Soothe the Savage Beast, Tongue 
  Lashing, Uncanny Dodge, Verbal Barrage, Verbal Firestorm, 
  Wit; Nobility 55; AL: Code of Chivalry, Oath of Fealty 
  (King Arthur); SV Fort +17, Ref +24, Will +17; Str 10, Dex 
  20 (14), Con 12, Int 14, Wis 12, Cha 28 (18)
  Skills and Feats: Balance +38 (11), Bluff +25 (10), Climb 
  +20 (0), Craft +4 (0), Diplomacy +17 (0), Escape Artist 
  +15 (10), Gather Information +27 (10), Handle Animal +15 
  (4), Intimidate +17 (0), Jump +24 (0), Knowledge (Local) 
  +28 (26), Listen +8 (5), Perform (Act) +26 (11), Perform 
  (Comedy) +44 (26), Perform (Oratory) +27 (11), Perform 
  (String instruments) +41 (26), Perform (Sing) +44 (26), 
  Ride +9 (4), Sense Motive +12 (10), Sleight of Hand +18 
  (10), Spot +8 (5), Survival +6 (5), Tumble +44 (11), Use 
  Rope +6 (0); Acrobatic, Alertness, Deft Hands, Dodge, Epic 
  Reputation, Mobility, Mounted Combat, Ranged Inspiration, 
  Skill Focus (Perform (Comedy, Sing)), Weapon Finesse, 
  Weapon Focus (Rapier)
  Possessions: +5 amulet of natural armor, boots of 
  swiftness, bracers of armor +8, cloak of epic charisma +10, 
  +2 lance, masterwork full plate, plate barding, +4 keen 
  rapier, +5 ring of protection, heavy warhorse (courser/
  worker)
  Role: Like many jesters in literature, Dagonet makes 
  his living taking humorous stabs at his opponents. Gawain 
  loves his sense of humor, while Tristram, whose faults are 
  frequently the subject of Dagonet’s jokes, has nearly killed 
  the fool on several occasions.
  
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  Dubric, High Saint
  Leader of the Church of England during Arthur’s reign
  Dubric, High Saint: British Middle Class (Priest 20 / 
  Saint 10); CR 30; medium humanoid; HD 20d8 + 10d6; 
  hp 125; Init +0; Spd 30 ft.; AC 23, Touch 10, Flat-Footed 
  23  (+8 bracers of armor, +5 ring of protection); Base Atk 
  +18/+13/+8; Atk +21 (1d6+3 +3 noble quarterstaff); Full 
  Atk +21/+16/+11 (1d6+3 +3 noble quarterstaff); FS 5 ft. by 
  5 ft; Reach 5 ft.; SQ Absolution (Minor, Moderate, Major, 
  Severe), Aura of Piety, Aura of Sanctity, Beatification, Clean 
  Slate, Crusade +6, Declare Infidel, Divine Intervention, 
  Excommunication, Fealty, Litany 5/day, Papal Intercession, 
  Proselytize, Sacraments, Stuck in the middle with you, Turn 
  the other cheek; Fate: ; Destiny: ; Nobility 91; AL: Turn the 
  other cheek, oath of celibacy, oath of poverty; SV Fort +16, 
  Ref +11, Will +18; Str 10, Dex 10, Con 10, Int 14, Wis 20, 
  Cha 17
  Languages: British, Latin 
  Skills and Feats: Bluff +16 (0), Concentration +10 
  (10), Decipher Script +11 (9), Diplomacy +56 (32), Gather 
  Information +34 (16), Heal +25 (20), Intimidate +7 (0), 
  Knowledge (History) +9 (7), Knowledge (Local) +8 (6), 
  Knowledge (Nobility and royalty) +9 (7), Knowledge 
  (Religion) +35 (33), Perform (Oratory) +20 (4), Perform 
  (Sing) +21 (5), Prophecy +29 (20), Sense Motive +28 (10), 
  Speak Language (Latin), Spellcraft +15; Brew Potion, 
  Empower Spell, Epic Reputation, Leadership, Maximize 
  Spell, Negotiator, Ordination, Second Sight, Spell Focus 
  (Conjuration, Divination)
  Possessions: +8 bracers of armor, +3 noble quarterstaff, 
  +5 ring of protection
  Spells: Caster level 30 Priest, spell points to cast (0/0/2/3/4/
  5/6/7/8/9),
  Spell save DC 15 (16 for Conjuration and Divination spells) 
  + caster level;
  Spell Points 197
  Role: Dubric is a perfect example of the devout priest, 
  who cares little for his own wealth or power, tending to the 
  needs of his flock.
  Ector, Sir
  A noble man, honorable to a fault, even a bit on the stodgy 
  side, Sir Ector is the man chosen by Merlin to care for 
  the upbringing of Arthur both in terms of his training as a 
  knight, but also his training in the institutions of the nobility. 
  Although he does not know who Arthur is, Sir Ector has 
  taken the boy’s rearing and upbringing with the same care 
  and attention to detail with which he handles all assignments 
  given to him. The lavish gifts in money and land that have 
  come along with the boy from King Uther have made Ector 
  a powerful noble in his own right, and he is determined to 
  use this newfound power to aid the King and combat the 
  inroads of rebels, barbarians, and bandits with his own life if 
  necessary.
  Sir Ector: British Lesser Nobility (Knight 2/Noble 8); CR 
  10; medium humanoid; HD 2d12+8d8+20; HP 70; Init +0; 
  Spd 30 ft.; AC 24, Touch 10, Flat-Footed 24 (+10 Full Plate 
  +2, +4 Lg. Steel Shield +2); Base Atk +8/+3; Atk +11 melee 
  (1d8+3/19-20 Lord’s Longsword +2), +9 ranged (1d6+1/x3 
  Short bow +1); Full Atk +11/+6 melee (1d8+3/19-20 Lord’s 
  Longsword +2), +9/+4 ranged (1d6+1/x3 Short bow +1); 
  FS 5 ft by 5 ft; Reach 5 ft; SA; SQ Mounted Combat +1, 
  Code of Chivalry, Aura of Knighthood, Armor Tolerance 
  +1, Knight’s Warhorse, Dispense Justice, Aura of Nobility, 
  Noblesse Oblige, Divine Grace, Quest +2, Aura of Courage, 
  Divine Wrath 1/day, Divine Right (Aura of Majesty); 
  Nobility 70; SV Fort +9, Ref +4, Will +10; Str 12, Dex 10, 
  Con 14, Int 14, Wis 14, Cha 15.
  Skills and Feats: Ride +9, Handle Animal +11, Intimidate 
  +15, Knowledge (nobility and royalty) +15, Diplomacy 
  +13, Sense Motive +13, Knowledge (history) +4; Mounted 
  Combat, Leadership, Faith, Pious
  Possessions: +2 Full Plate, +2 Large Steel Shield, Lord’s 
  Longsword +2 (+2 to Quest modifier), Lance +1, Short Bow 
  +1 (normally only carried while hunting or on campaign), 40 
  arrows, Heavy Warhorse (Courser, Strong), 5,000 gp.
  Role: For PCs in the Childhood of Arthur campaign, Sir 
  Ector provides the main patron of the campaign, and will 
  frequently send them on missions either to protect his land 
  or defend the boy king. Once Arthur becomes King, Ector 
  is one of his most loyal and steadfast supporters, and also 
  serves as an advisor when called upon to serve.
  Edward and Hue, Sirs 
  The “knights perilous,” these robber barons always fight 
  together, raiding, slaying, and doing anything they can to 
  advance themselves at the expense of others. Their only 
  loyalty in the world is to one another. 
  Sir Edward: British Middle class (Robber Baron 10); CR 
  10; medium humanoid; HD 10d8 + 10; hp 55; Init +1 (+1 
  Dex); Spd 30 ft (20 ft in armor); AC 24, Touch 11, Flat-
  Footed 23 (+2 full plate, +1 heavy shield, +1 Dex); Base Atk 
  +7/+2: ; Atk: +13/+8 melee (1d8+5/19-20 +3 longsword); FS 
  5 ft by 5 ft; Reach 5 ft; SQ Fealty, Improved Feint, Mounted 
  Combat +2, Sneak attack +3d6, Stuck in the middle with 
  you; Nobility 33; SV Fort +8, Ref +8, Will +5; Str 15, Dex 
  12, Con 12, Int 12, Wis 14, Cha 10. 
  Skills and Feats: Climb +15 (13), Diplomacy +3 (0), 
  Handle Animal +14 (13), Intimidate +13 (13), Jump +15 
  (13), Listen +15 (13), Ride +14 (13); Cleave, Combat 
  Reflexes, Great Cleave, Mounted Combat, Power Attack, 
  Quick Draw, Ride-by Attack, Weapon Focus (longsword).
  Possessions: +2 full plate, +1 heavy shield, heavy 
  warhorse (charger/maverick), +3 longsword.
  Sir Hue: British Middle class (Robber Baron 10); CR 
  10; medium humanoid; HD 10d8 + 10; hp 55; Init +7 (+4 
  improved initiative, +3 Dex); Spd 30 ft (20 ft in armor); AC 
  21, Touch 15, Flat-Footed 18 (+2 breastplate, +1 natural 
  armor, +2 ring of protection, +3 Dex); Base Atk: +7/+2; Atk: 
  
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  +11/+6 ranged (1d8+2/x3 +2 composite longbow) or +9/
  +9/+4 ranged (1d8+2/x3 +2 composite longbow) or +12/+7 
  melee (1d8+1/19-20 +1 longsword); FS 5 ft by 5 ft; Reach 5 
  ft; SQ Fealty, Improved Feint, Mounted Combat +2, Sneak 
  attack +3d6, Stuck in the middle with you; Nobility 26; SV 
  Fort +8, Ref +10, Will +3; Str 10, Dex 16, Con 12, Int 14, 
  Wis 11, Cha 12.
  Skills and Feats: Bluff +14 (13), Diplomacy +3 (0), 
  Disguise +13 (13), Forgery +15 (13), Gather Information 
  +14 (13), Hide +16 (13), Move Silently +16 (13), Ride 
  +16 (13); Far Shot, Improved Initiative, Mounted Combat, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow, longsword)
  Possessions: amulet of natural armor +1, +2 breastplate, 
  +2 composite longbow, heavy warhorse (charger/nimble), +1 
  longsword, +2 ring of protection.
  Role: These “knights” are cads, villains, scoundrels, and 
  knaves. They have not a redeeming quality between them. 
  Gaheris 
  Younger brother of Gawain serves as his squire, and will one 
  day sit at the Round Table himself.
  Gaheris: British Lesser Nobility (Knight 5); CR 5; medium 
  humanoid; HD 5d12 + 15; hp 42; Init +5 (Dex +1, Improved 
  Initiative); Spd 30 ft (20 ft in armor); AC 21, Touch 11, 
  Flat-Footed 20 (+1 half-plate, heavy steel shield, Dex +1); 
  Base Atk: +5; Atk: +9 melee (1d8+3/19-20 +1 longsword) or 
  +11 mounted (2d8+3/19-20 +1 longsword) or +10 mounted 
  (3d8+3/x3 +1 lance); FS 5 ft by 5 ft; Reach 5 ft; SQ Armor 
  Tolerance +2, Aura of Knighthood, Bred to the saddle, Code 
  of Chivalry, Dispense Justice, Fealty, Knight’s Warhorse, 
  Mounted Combat +2; Nobility 46; AL: Code of Chivalry, 
  Oath of Loyalty (Gawain and his brothers), Oath of Fealty 
  (King Arthur); SV Fort +7, Ref +2, Will +1; Str 15, Dex 13, 
  Con 16, Int 10, Wis 10, Cha 12.
  Skills and Feats: Handle Animal +11 (+13 with horses) 
  (8), Intimidate +2 (0), Ride +15 (8); Improved Initiative, 
  Mounted Combat, Ride-by Attack, Spirited Charge, Weapon 
  Focus (longsword).
  Possessions: +1 half-plate, heavy steel shield, heavy 
  warhorse (racer/coltish), +1 lance, +1 longsword.
  Role: Gaheris, along with his brothers, serve as a clan, 
  with a loyalty to themselves second only to Arthur. If one 
  brother is in trouble, the others will quickly follow.
  Galahad, Sir
  The only knight worthy to sit in Siege Perilous, Galahad is 
  the illegitimate son of Lancelot and Elaine. Ultimately he 
  will complete the Grail Quest, healing King Pellam and the 
  land itself. After Arthur’s death, he embarks on a series of 
  adventures in the Holy Land of Jerusalem. After meeting 
  Joseph of Arimathea and returning the Grail to him, Galahad 
  perishes.
  Sir Galahad: British Lesser nobility (Knight 10/Quest 
  Knight 10/White Knight 10); CR 30; medium humanoid; 
  HD 20d12 + 10d10 + 100; hp 285; Init +9 (+4 improved 
  initiative, +5 Dex); Spd 30 ft (20 ft in armor); AC 40, Touch 
  20, Flat-Footed 35 (+13 knight’s mantle full plate, +5 
  moderate fortification heavy steel shield, +2 natural armor, 
  +5 mantle of knighthood, +5 Dex); Base Atk: +25/+20/+15/
  +10; Atk: +38/+33/+28/+23 melee (1d8+12/19-20 +5 noble 
  longsword or 1d10+12/x3 +5 noble heavy lance) or +41 
  mounted (2d8+12/19-20 +5 noble longsword or 3d10/x3 +5 
  noble heavy lance); FS 5 ft by 5 ft; Reach 5 ft; SQ Armor 
  Tolerance +5, Aura of Grace, Aura of Knighthood, Bred 
  to the saddle, Code of Chivalry, Dispense Justice, Divine 
  Grace, Divine Health, Emissary of Grace, Fealty, Fortitude 
  of Knighthood, Hermit Spells, Knight’s Warhorse, Lay 
  on Hands (30 hp/day), Mantle of Knighthood, Mounted 
  Combat +3, Perseverance, Quest Knight (Attacks, Initiative, 
  Damage), Shield of Grace 2/day, Sword of Grace 2/day, 
  Unhorse, Vision of Grace 1/day, Vision Quest; Nobility 100; 
  AL Code of Chivalry, Oath of Fealty (King Arthur); Fate: To 
  retrieve the Holy Grail; Destiny: To die in the holy land; SV 
  Fort +27 (20), Ref +17 (11), Will +18 (15); Str 24 (16), Dex 
  20 (14), Con 24 (16), Int 12, Wis 15, Cha 22 (16). 
  Skills and Feats: Diplomacy +32 (15), Handle Animal 
  +20 (10), Heal +14 (12), Intimidate +26 (15), Knowledge 
  Nature +2 (0), Knowledge (Nobility and royalty) +10 (9), 
  Knowledge (Religion) +11 (10), Prophecy +22 (10), Ride 
  +21 (15), Sense Motive +17 (13), Survival +12 (10); Animal 
  Affinity, Armor Skin, Brew Potion, Dire Charge, Faith, 
  Improved Initiative, Improved Overrun, Mounted Combat, 
  Negotiator, Piety, Ride-by Attack, Spirited Charge, Trample, 
  Weapon Focus (lance, longsword).
  Possessions: bracers of epic health +8, cloak of charisma 
  +6, +3 moderate fortification heavy steel shield, +5 knight’s 
  mantle full plate, gloves of dexterity +6, +5 noble heavy 
  lance, +5 noble longsword, heavy warhorse (noble steed/
  lightning quick and blazing fast) with +3 chain barding.
  Role: Galahad is the greatest knight to ever live, the 
  successful Grail Quester, he accomplished what his father 
  could not.
  Gawain, Sir
  Gawain is the son of King Lot of Lothian and Morgawse. 
  Despite his acceptance into Arthur’s court, and indeed his 
  place as a Grail knight and one of Arthur’s most important 
  and well-rewarded subjects, his early life in the court of 
  a man considered Arthur’s enemy was a constant sticking 
  point for the knight. 
  Gawain always felt he had to prove himself, prove his 
  loyalty, his worth, and this led to numerous clashes with 
  other Knights of the Round Table. Pellinore was a blood 
  enemy of the young knight, and despite the fact that both 
  served Arthur, Gawaine eventually killed the knight who 
  slew his father. Lancelot and Percival were also rivals of 
  the knight, often competing against one another in the same 
  tournament, or even championing opposite sides in minor 
  skirmishes. Gawain always is portrayed as having a chip on 
  
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  his shoulder, even when he accepts the Grail quest, we are 
  told that Percival, Lancelot, Galahad, and Bors accepted the 
  quest, and then finally “Gawain, louder than all the others”.
  Then Sir Gawaine was all abashed, and with Galatine 
  his good sword he smote through shield and thick 
  hauberk made of thick mails, and all to-rushed and 
  break the precious stones, and made him a large wound, 
  that men might see both liver and lung.
  -Sir Thomas Malory, Le Morte d’Arthur
  Sir Gawain: British Lesser Nobility 25th Level (Knight 
  15/Quest Knight 10); CR 25; medium humanoid; HD 
  25d12+75; HP 275; Init +2; Spd 30 ft. (20 ft. in armor); 
  AC 32, Touch 12, Flat-Footed 30 (+13 armor, +7 Shield, 
  +2 Dexterity); Base Atk +25/+20/+15/+10; Atk +35 melee 
  (1d8+10/19-20) longsword; Full Atk +35/+30/+25/+20 
  melee (1d8+10/19-20 longsword) or +41 melee (3d10+12 
  lance with spirited charge); FS 5 ft by 5 ft; Reach 5 ft; 
  SA; SQ Code of chivalry, mounted combat +4, aura of 
  knighthood, armor tolerance +7, knight’s warhorse, dispense 
  justice, unhorse, take the reins, power charge 2/day, divine 
  grace, perseverance, quest knight (attacks, initiative, 
  damage), divine health, fortitude of knighthood, mantle of 
  knighthood, vision quest; Nobility 92; AL Code of Chivalry, 
  Oath of Loyalty (to his brothers), Oath of Fealty (King 
  Arthur); SV Fort +25, Ref +16, Will +17; Str 18 (20+varies 
  by time of day as Gawain’s Morningstar spell), Dex 14, Con 
  17, Int 10, Wis 8, Cha 12.
  Skills and Feats: Ride +18, Intimidate +19, Handle 
  Animal +9, Knowledge (nobility and royalty) +14; Mounted 
  Combat, Ride-by Attack, Spirited Charge, Trample, Blind-
  fight, Power Attack, Cleave, Combat Reflexes, Endurance, 
  Diehard, Great Cleave, Improved Shield Bash, Squire 
  (Gaheris is Gawaine’s squire), Faith, Piety.
  Possessions: Galatine (see Artifacts for complete 
  information on this weapon), knight’s mantle full plate 
  +5, heavy steel shield +5, gauntlets of ogre power, noble 
  knight’s lance +5, cloak of resistance +5, heavy warhorse 
  (noble steed).
  Role: Gawaine is one of the greatest knights in the 
  world, but always carried himself like an outsider. He was 
  determined to be remembered as the greatest knight ever to 
  have lived, which will cast him in the role of rival to any 
  knight he sees as equal to himself.
  Guinevere 
  Guinevere is not what many expect her to be. The daughter 
  of a widower, growing up in a kingdom besieged, she has 
  an iron will beneath the beautiful velvet exterior of the 
  pampered noblewoman. Since the attacks on her father’s 
  kingdom, she is always armed, and although she has agreed 
  to an armed escort, refuses to halt her beloved daily ride into 
  the countryside (Player Characters should be favored escorts 
  on these excursions). Although Arthur falls head over heels 
  in love with her at first sight, she begins their relationship 
  extremely underwhelmed with the unassuming Boy King.
  In many ways, Guinevere’s story is the whole of the 
  Arthurian mythos in one tale. Her marriage to Arthur signals 
  the beginning of Camelot’s golden age, just as her affair with 
  Lancelot signals the end of Arthur and his realm. She is a 
  truly tragic figure.
  Guinevere: British royalty 3rd level (Noble 3); CR 3; 
  medium humanoid; HD 3d8; HP 17; Init +0; Spd 30 ft.; AC 
  12, Touch 12, Flat-Footed 11 (+1 Ring of Protection, +1 
  Dexterity); Base Atk +2; Atk +0 melee (1d4-2 dagger); Full 
  Atk +0 melee (1d4-2 dagger); FS 5 ft by 5 ft; Reach 5 ft; SA 
  Fate (To marry Arthur and be Queen of all Britain), Destiny 
  (To betray her husband with Lancelot); SQ Dispense justice, 
  aura of nobility, noblesse oblige, divine grace, quest +1; 
  Nobility 62; AL Oath of Fealty (King Arthur); SV Fort +4, 
  Ref +5, Will +7; Str 6, Dex 12, Con 10, Int 14, Wis 13, Cha 
  17.
  Skills and Feats: Diplomacy +9, Knowledge (nobility 
  and royalty) +8, Intimidate +11, Ride +7, Sense Motive +7, 
  Handle Animal +9; Inheritance, Faith. 
  Possessions: Ring of Protection +1.
  Role: Guinevere is the object of desire. For Arthur she is 
  a beloved wife, for Lancelot she is the forbidden fruit, for 
  Mordred she is the prize. Throughout Arthurian cannon she 
  is kidnapped (with alarming regularity) by monsters, bandits, 
  and enemies or Arthur. Obtaining her is a constant struggle. 
  Kay, Sir 
  Sir Kay thought he knew how his life was going to turn 
  out. He fully expected to follow in his father’s footsteps, 
  ruling a tiny barony and living out his days as a feudal 
  lord. However when Arthur drew Excalibur from the stone, 
  Kay’s life took an unexpected turn. Rather than be the quiet 
  lord of a prosperous, but unimportant manor, Kay was 
  now at the center of the fight to unify and protect Britain, 
  serving the greatest king who ever lived as Seneschal and 
  advisor. Despite the unexpected nature of these duties, 
  Kay performed them brilliantly, and is one of the most 
  underestimated of Arthur’s great knights. Those who face 
  him in battle soon come away with a different impression, if 
  they live.
  But always Queen Guinevere praised Sir Kay for his 
  deeds, and said, What lady that ye love, and she love 
  you not again she were greatly to blame; and among 
  ladies, said the queen, I shall bear your noble fame, for 
  ye spake a great word, and fulfilled it worshipfully.
  -Sir Thomas Malory, Le Morte d’Arthur
  Sir Kay, Seneschal of Britain:  British Lesser Nobility 20th 
  Level (Knight 10/Noble 10); CR 20; medium humanoid; 
  HD 10d12+10d8+80; HP 195; Init +0; Spd 30 ft.; AC 28, 
  Touch 10, Flat-Footed 28 (+13 Full Plate, +5 Shield); Base 
  Atk +17/+12/+7/+2; Atk +25 melee (1d8+8/19-20 noble 
  longsword +5); Full Atk +25/+20/+10/+5 (1d8+8/19-20 
  
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  noble longsword +5) or +28 melee (3d10+8 heavy lance with 
  spirited charge); FS 5 ft by 5 ft; Reach 5 ft; SA; SQ Mounted 
  Combat +3, Code of Chivalry, Aura of Knighthood, Armor 
  Tolerance +5, Knight’s Warhorse, Dispense Justice, Unhorse, 
  Aura of Nobility, Noblesse Oblige, Divine Grace, Quest +3, 
  Aura of Courage, Divine Wrath 2/day, Divine Right (aura of 
  majesty); Nobility 80; AL Code of Chivalry, Oath of Fealty 
  (King Arthur); SV Fort +16, Ref +9, Will +14; Str 16, Dex 
  10, Con 18, Int 14, Wis 12, Cha 16 (20)
  Skills and Feats: Ride +22, Handle Animal +18, 
  Knowledge (nobility and royalty) +25, Intimidate +28, Sense 
  Motive +14, Diplomacy +15, Bluff +13; Mounted Combat, 
  Ride-by Attack, Combat Expertise, Combat Reflexes, 
  Spirited Charge, Trample, Faith, Piety, Devotion (Round 
  Table), Power Attack, Cleave
  Possessions: Knight’s Mantle Full Plate +5, Heavy Steel 
  Shield +3, Noble Longsword +5, Noble Heavy Lance +3, 
  Cloak of Charisma +4, Horseshoes of a Zephyr, Heavy 
  Warhorse (Noble Steed)
  Role: Sir Kay is the administrator. He rules in Arthur’s 
  absence, advises the King, and sees to it that the mundane 
  aspects of running a kingdom, and later an empire, run 
  smoothly. In battle he will be found at Arthur’s side. 
  Lancelot, Sir 
  Lancelot is son of Bans, King of France. When the evil 
  Claudas took his father’s kingdom, Lancelot’s mother placed 
  Lancelot in a basket and pushed him out into a lake moments 
  before being taken and killed by the rebel forces. Rather 
  than sinking, the basket was picked up by Vivien, a Lady 
  of the Lake, who raised Lancelot. As a man, Lancelot was 
  called Lancelot of the Lake, or Lancelot du Lac in France, 
  to commemorate his amazing childhood. The greatest knight 
  in the world, Lancelot’s only two defeats were the failure to 
  achieve the Grail, and the failure to control his disastrous 
  passion for Guinevere.
  …for in all tournaments and jousts and deeds of arms, 
  both for life and death, he passed all other knights, 
  and at no time he was never overcome but if it were by 
  treason or enchantment…
  -Sir Thomas Malory, Le Morte d’Arthur
  Lancelot, Sir: French Royalty 30th Level (Knight 15 / 
  Noble 3 / Blue Knight 2 / Quest Knight 10); CR 30; medium 
  humanoid; HD 25d12 + 2d10 + 3d8 + 127; hp 194; Init +5; 
  Spd 30 ft. (20 ft. in armor); AC 38, Touch 18, Flat-Footed 
  33 (+13 full plate, +7 large steel shield, +5 Dex, +3 Mantle 
  of Knighthood); Base Atk +24/+19/+14/+9; Atk +33 melee 
  (1d8+9/19-20 +2 noble knight’s lord’s +3 longsword); Full 
  Atk +33/+28/+23/+18 melee (1d8+9/19-20 +2 noble knight’s 
  lord’s +3 longsword) or +37 mounted (2d8+9/19-20 +2 
  noble knight’s lord’s +3 longsword) or +36/+31/+26/+21 
  melee (1d10+9/x3 +5 noble knight’s heavy lance) or +40 
  mounted (3d10+9/x3 +5 noble knight’s heavy lance); FS 
  5 ft. by 5 ft.; Reach 5 ft; Fate: ; Destiny: ; SA ; SQ Armor 
  Tolerance +7, Aura of Knighthood +3, Aura of Nobility +3, 
  Breathe Water, Code of Chivalry, Dispense Justice, Divine 
  Grace, Divine Health, Fortitude of Knighthood, Knight’s 
  Warhorse, Mantle of Knighthood, Mounted Combat +4, 
  Noblesse Oblige, Perseverance, Power Charge 2/day, Quest 
  +1, Quest Knight (Attacks, Damage, Initiative), Take The 
  Reins, Unhorse, Vision Quest, Voice of Command; Nobility 
  78; AL Code of Chivalry, Oath of Fealty (King Arthur), Oath 
  of Celibacy (this is lost in the declining years of Arthur’s 
  reign); SV Fort +28, Ref +19, Will +19; Str 18, Dex 20, Con 
  18, Int 12, Wis 11, Cha 18
  Skills and Feats: Diplomacy +20 (11), Handle Animal 
  +18 (+22 for horses) (9), Heal +3 (3), Intimidate +23 
  (11), Knowledge (Nature) +6 (5), Knowledge (Nobility 
  and Royalty) +11 (10), Ride +42 (+46 for horses) (33), 
  Survival +12 (12), Swim +9 (5); Animal Affinity, Cleave, 
  Endurance, Epic Weapon Focus (Lance), Epic Weapon Focus 
  (Longsword), Faith, Leadership, Legendary Rider, Mounted 
  Combat, Piety, Power Attack, Ride-by Attack, Spirited 
  Charge, Trample, Weapon Focus (Lance), Weapon Focus 
  (Longsword)
  Possessions: +5 knight’s mantle full plate (DR 7 bypassed 
  by ignoble weapons), +5 noble knight’s heavy lance, +2 
  noble knight’s lord’s +3 longsword, +5 large steel shield, 
  heavy warhorse (noble / blazing fast, pure breed)
  Role: Lancelot is the tragic hero. Widely regarded as the 
  best knight in the history of the world, his one moment of 
  weakness is destined to ruin the two people he loves most in 
  the world. 
  Leodegrance, King of 
  Cameliard
  Leodegrance was one of Arthur’s earliest supporters, and his 
  eventual father-in-law. An aging lord of the “old school”, 
  Leodegrance is one noble whose honor is above repute even 
  during the trying times between the reigns of Uther and 
  Arthur. Despite his age, he is still a dangerous opponent, 
  especially when mounted.
  Leodegrance, King of Cameliard: British royalty 12th 
  level (Knight 6/Noble 6); CR 12; medium humanoid; HD 
  6d12+6d8; HP 70; Init -2; Spd 30 ft. (20 ft. in armor); AC 
  22, Touch 8, Flat-Footed 22 (+10 full plate, +4 shield, -
  2 Dexterity); Base Atk +10/+5; Atk +11 melee (1d8+1 
  longsword); Full Atk +11/+6 melee (1d8+1 longsword) or 
  +16 melee (3d10+3 lance with spirited charge); FS 5 ft by 5 
  ft; Reach 5 ft; SA; SQ Mounted combat +2, code of chivalry, 
  aura of knighthood, armor tolerance +3, knight’s warhorse, 
  dispense justice, aura of nobility, nobles oblige, divine grace, 
  quest +2, aura of courage, divine wrath 1/day; Nobility 70; 
  AL Code of Chivalry, Oath of Fealty (King Arthur- after 
  the marriage of Guinevere to the King); SV Fort +7, Ref 
  +4, Will +7; Str 10, Dex 7, Con 10, Int 15, Wis 10, Cha 20 
  (abilities modified for old age).
  Skills and Feats: Ride +13, Intimidate +20, Diplomacy 
  +11, Bluff +11, Knowledge (nobility and royalty) +8, Handle 
  
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  Animal +11; Mounted Combat, Ride-by attack, Spirited 
  Charge, Weapon Focus (lance), Power Attack, Cleave, 
  Combat Expertise, Great Cleave
  Possessions: Full Plate +2, Heavy Steel Shield +2, 
  Longsword +1, Noble Heavy Lance +1, Heavy Warhorse 
  (Courser, Tough as Nails)
  Role: Leodegrance is the benefactor, for in many ways he 
  allows Arthur to unify his realm. He is the first of the great 
  lords to support Arthur, and by allowing Arthur to marry 
  his daughter, leaves little doubt that he believes Arthur is 
  the son of Uther, and not simply a pretender with a knack 
  for winning military victories. By giving Arthur the Round 
  Table, he also allows the golden age of Arthur’s reign to bear 
  fruit.
  King Lot of Lothian
  The last of the major lords to swear fealty to King Uther, Lot 
  is a ruthless, wily noble with designs on seeing himself wear 
  the crown for the entire isle. After the death of Uther, Lot 
  becomes obsessed with finding and killing his heir. When 
  that heir takes the throne, Lot leads the rebellion against the 
  “Boy King”. Although ruthless and ambitious to a fault, Lot 
  is, by and large, an honorable opponent, and the fact that he 
  has lowered himself to dealing with scum like Salazar shows 
  just how obsessed he has become with ending Uther’s line.
  King Lot of Lothian:  Scottish Royal Knight 5/Noble 10; 
  CR 15; medium humanoid; HD 5d12+10d8+30; HP 113; Init 
  -1; Spd 30 ft. (20 ft. in armor); AC 25, Touch 9, Flat-Footed 
  25 (+12 Full Plate +4, +4 Shield +2, -1 Dexterity); Base Atk 
  +12/+7/+2; Atk +15 melee (1d8+3/19-20 Noble Longsword); 
  Full Atk +15/+10/+5 melee (1d8+3/19-20 Noble Longsword) 
  or +17 charge (3d10+4/x3 Noble Lance); FS 5 ft by 5 ft; 
  Reach 5 ft; SA; SQ Mounted Combat +2, Code of Chivalry, 
  Aura of Knighthood, Knight’s Warhorse, Armor Tolerance 
  +2, Dispense Justice, Aura of Nobility, Noblesse Oblige, 
  Divine Grace, Quest +3, Aura of Courage, Divine Wrath 2/
  day, Divine Right, Aura of Majesty; Nobility 56; AL Code of 
  Chivalry; SV Fort +13, Ref +7, Will +12; Str 10, Dex 9, Con 
  14, Int 14, Wis 10, Cha 18.
  Skills and Feats: Handle Animal +14, Intimidate +26, 
  Bluff +24, Diplomacy +14, Knowledge (nobility and 
  royalty) +15, Ride +12, Sense Motive +10; Mounted 
  Combat, Ride-by Attack, Spirited Charge, Leadership, 
  Weapon Focus (Lance), Persuasive, Improved Shield Bash, 
  Combat Expertise, Improved Disarm, Improved Feint.
  Possessions: +4 Full Plate, +2 Large Steel Shield, +2 
  Noble Lance, +3 Noble Longsword, Heavy Warhorse 
  Stormfront (Steed, Pure Breed) 50,000 gp (not normally 
  carried, may be used to purchase mercenaries or weapons as 
  needed).
  Role: Lot is the archenemy. He is Arthur’s lead opponent 
  in his attempt to unify Britain, and the realm is only united 
  when King Pellinore kills him.
  Mark, King of Cornwall
  King Mark is a foe of Arthur, but has a great hatred for 
  Tristram, because of the latter’s affair with his wife Isould. 
  He eventually kills Tristram, causing Isould to die as well.
  King Mark: British Royalty (Noble 4/Robber Baron 6/
  Black Knight 10); CR 20; medium humanoid; HD 10d8 + 
  10d12; hp; Init +5 (+4 improved initiative, +1 Dex); Spd 30 
  ft (20 ft in armor); AC 29, Touch 11, Flat-Footed 28 (+13 +5 
  full plate, +5 black shield, +1 Dex); Base Atk: +17/+12/+7/
  +2; Atk: +25/+20+15/+10 melee (1d8+7/17-20 +2 wounding 
  ignoble vorpal longsword) or +31 mounted charging (2d8+9/
  17-20 +2 wounding ignoble vorpal longsword) or +33 
  mounted/charging (3d10+10/x3 +5 ignoble heavy lance); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ Aura of Courage, Aura of 
  Nobility, Black Heart +7d6 2/day, Black Shield, Dispense 
  Justice, Divine Grace, Improved Feint, Knight’s Warhorse, 
  Mounted Combat +4, Noblesse Oblige, Quest +1, Sneak 
  Attack +2d6, Voice of Command; Nobility 18; SV Fort +18, 
  Ref +13, Will +14; Str 20 (14), Dex 12, Con 14, Int 12, Wis 
  14, Cha 16
  Skills and Feats: Bluff +10 (2), Diplomacy +19 (7), 
  Disguise +9 (6), Handle Animal +22 (+23 with horses) 
  (16), Hide +7 (-1 in full armor) (6), Intimidate +46 (23), 
  Knowledge (Nobility and royalty) +6 (5), Ride +30 (23), 
  Sense Motive +11 (7); Improved Critical (longsword), 
  Improved Initiative, Leadership, Mounted Combat, 
  Negotiator, Persuasive, Power Attack, Ride-by Attack, 
  Skill Focus (Intimidate), Spirited Charge, Weapon Focus 
  (longsword)
  Possessions: +2 full plate barding, +6 belt of giant 
  strength, black shield, circlet of persuasion, +5 full plate, 
  +5 ignoble heavy lance, +2 wounding ignoble vorpal 
  longsword, heavy warhorse (noble steed/strong)
  Role: Mark is the noble who cares only for his own power 
  and advancement. He is an opponent of Arthur, but does 
  not openly oppose him, instead using guile and trickery. 
  Any knight of Arthur’s court can expect to be ambushed by 
  Mark’s bandits while traveling through his realm.
  Merlin
  Merlin is the greatest sorcerer to walk the Earth in the history 
  of the world. More rumors are known about his early life 
  than fact. It is rumored he was sired by the Devil himself, 
  though some say it was a mere incubus that spawned him, 
  and that at an early age, when his talent for magic appeared, 
  he was sent to the sage Blaise for apprenticeship. However, 
  it is also rumored that he was born in the lost continent of 
  Atlantis and learned his arts there, using them to escape that 
  fabled city’s watery destruction. Perhaps both these tales 
  are true, or perhaps they are both false. Merlin does not talk 
  about his past in any event.
  What can be documented of Merlin is his first appearance 
  to Uther and his brother Pendragon, who were then princes 
  in exile, hiding in Brittany. Vortigern the Usurper had killed 
  their father. Merlin advised the brothers to return, and his 
  
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  magic helped the brothers overthrow Vortigern and remove 
  the barbarian hordes from Britain. When Uther’s lust for 
  Igraine threatened to undo all he had accomplished, Merlin 
  saw to it the heir Arthur was placed in his care, and saw to 
  the boy’s education and protection until he was ready to 
  complete his father’s work.
  Merlin the Magician: British Middle Class (Hedge Mage 
  20/Druid 10); CR 30; medium humanoid; HD 20d6+10d8; 
  HP 125; Init +0; Spd 30 ft.; AC 23, Touch 23, Flat-Footed 
  23 (+8 Bracers of armor, +5 Ring of protection); Base Atk 
  +15/+10/+5; Atk; Full Atk; FS 5 ft by 5 ft; Reach 5 ft; SA 
  Fate (to advise and serve the Kings of Britain) Destiny (to 
  be seduced and killed by Nimue); SQ Superstition, Dream 
  Reader, Lesser Prophecy, Prophecy, Greater Prophecy, 
  Ultimate Prophecy, Animal Companion, Nature Sense, Wild 
  Empathy, Woodland Stride, Trackless Step, Resist Nature’s 
  Lure, Wild Shape 4/day (Large), Venom Immunity; Nobility 
  80; AL Oath of Loyalty (King Arthur); SV Fort +12, Ref 
  +11, Will +29; Str 8, Dex 10, Con 12, Int 18, Wis 22, Cha 
  22.
  Skills and Feats: Prophecy +31, Bluff +21, Concentration 
  +24, Diplomacy +36, Disguise +12, Intimidate +16 (+36 
  when dealing with illiterate), Handle Animal +16, Heal +19, 
  Listen +16, Ride +10, Spellcraft +24, Survival +16; Dark 
  Heritage, Second Sight, Combat Casting, Craft Magic Arms 
  and Armor, Scribe Scroll, Craft Wondrous Item, Craft Staff, 
  Craft Wand, Craft Rod
  Possessions: Bracers of armor +8, Ring of protection 
  +5, Staff of Passage (40 charges). Merlin tends to travel 
  light. However, he is the creator of some of the most 
  powerful items in the history of the world (the Round Table, 
  Stonehenge, to name only two), and has an encyclopedic 
  knowledge of the future. It is reasonable to assume anything 
  he needs he is likely to have, and it is certain that anything 
  he needs, he will be able to get, or make, in a relatively short 
  period of time.
  Spells: Caster level 20 Hedge Mage spell points to cast (0/
  0/2/3/4/5/6/7/8/9) Spell save DC 16+spell level; Caster level 
  10 Druid spell points to cast (0/1/2/3/4/6/16*) Spell save DC 
  16+spell level; Spell Points 246
  Spells Known (9/5/5/4/4/4/3/3/3/3)
  0 Level: Dancing Lights, Daze, Detect Poison, Detect 
  Magic, Flare, Light, Prestidigitation, Read Magic, Touch of 
  Fatigue
  1st Level: Color Spray, Comprehend Languages, Disguise 
  Self, Identify, Sleep 
  2nd Level: Alter Self, Bull’s Strength, Protection from 
  Arrows, Summon Swarm, See Invisibility
  3rd Level: Clairvoyance, Dispel Magic, Haste, Heroism
  4th Level: Bestow Curse, Crushing Despair, Phantasmal 
  Killer, Polymorph
  5th Level: Baleful Polymorph, Break Enchantment, Hold 
  Monster, Teleport
  6th Level: Flesh to Stone, Geas/Quest, Stone to Flesh
  7th Level: Hold Person, Mass, Teleport, Greater, 
  Invisibility, Greater
  8th Level: Moment of Prescience, Trap the Soul, Power 
  Word Stun
  9th Level: Imprisonment, Wish, Power Word Kill
  Role: Merlin is the man of mystery. Although he is 
  Arthur’s most important advisor, he does not act like a 
  vassal. He does not come when he is called, and offers 
  advice when it is not asked for. Many of Arthur’s servants 
  resent the fact that, above all else, Merlin acts like the King’s 
  equal. However, he is always loyal, and when things are at 
  their worst, he can be found by Arthur’s side.
  Mordred 
  Mordred is the bastard son of Arthur by his half sister 
  Morgawse. A knight of the Round Table as a young man, 
  Mordred was constantly scheming and conspiring to achieve 
  the throne from his father. When Arthur goes to war with 
  France and Lancelot over his affair with Guinevere, Mordred 
  sets up a rebel kingdom in Lothian with Morgan le Fay, and 
  amasses a huge army of Saxons and young, impressionable 
  knights of Camelot. This draws Arthur back to England, and 
  the two meet in battle on the field of Salisbury Plain, near 
  Camelot, where both were killed, ending the Arthurian Age.
  Sir Mordred; he that like a subtle beast
  Lay couchant with his eyes upon the throne,
  Ready to spring, waiting a chance.
  -Alfred Lord Tennyson, Idylls of the King 
  Mordred, Sir:  British Royalty 25th Level (Knight 5/Robber 
  Baron 6/Fighter 4/Black Knight 10); CR 25; medium 
  humanoid; HD 6d8+4d10+15d12+25; HP 205; Init +9; Spd 
  30 ft. (20ft. in armor); AC 30, Touch 15, Flat-Footed 25 (+10 
  Armor, +5 Shield, +5 Dexterity); Base Atk +21/+16/+11/+6; 
  Atk +27 melee (1d8+5/19-20) Ignoble Longsword) or +29 
  ranged (1-10+3/19-20 heavy crossbow); Full Atk +27/+22/
  +17/+12 melee (1d8+5/19-20 Ignoble Longsword) or +34 
  melee (3d10+5 Ignoble Heavy Lance with Spirited Charge); 
  FS 5 ft by 5 ft; Reach 5 ft; SA Fate (to kill Arthur) Destiny 
  (to be killed by Arthur); SQ Mounted Combat +6, Armor 
  Tolerance +2, Knight’s Warhorse, Sneak Attack +2d6, Black 
  Knight, Black Heart +5d6 2/day, Black Shield; Nobility 15; 
  AL: Code of Chivalry (later renounced), Oath of Loyalty 
  (Morgan le Fey); SV Fort +19, Ref +17, Will +10; Str 10, 
  Dex 23, Con 12, Int 16, Wis 12, Cha 20.
  Skills and Feats: Bluff +17, Climb +5, Disguise +14, 
  Forgery +12, Gather Information +10, Handle Animal +20, 
  Hide +14, Intimidate +37, Jump +4, Knowledge (nobility 
  and royalty) +13, Move Silently +15, Ride +28, Sleight of 
  Hand +13, Swim +5; Blind-fight, Combat Expertise, Combat 
  Reflexes, Deceitful, Improved Disarm, Improved Feint, 
  Improved Initiative, Improved Initiative, Improved Shield 
  Bash, Improved Trip, Mounted Archery, Mounted Combat, 
  Quick Draw, Ride-by Attack, Spirited Charge, Weapon 
  Finesse (dagger), Weapon Focus (longsword)
  Possessions: Black Shield, Breastplate +5, Ignoble 
  Longsword +5, Ignoble Heavy Lance +5, Ignoble Dagger of 
  
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  Wounding +5, Heavy Crossbow +3, Heavy Warhorse (Noble 
  Steed)
  Role: Mordred is the schemer. He uses guile, false 
  promises, blackmail, and ultimately murder all in an attempt 
  to seat himself on the throne. He is in many ways the polar 
  opposite of Arthur, and his use of Morgan as his advisor in a 
  black parody of Merlin only completes the picture. 
  Morgan le Fay
  Morgan is destined to be the second most powerful sorcerer 
  in all of Britain, one day rivaling the mighty Merlin himself. 
  She is also consumed with an unquenchable hatred for her 
  half-brother Arthur, whom she blames on an unconscious 
  level for the death of her father, Gorloise, and the arranged 
  marriages of her and her sisters like so many chess pieces to 
  cement Uther’s crumbling reign. She is a beautiful woman, 
  fully capable of using her beauty to gain whatever she wants, 
  from her husband Uriens, to her many lovers. Her one true 
  love, however, is Accolon, whom she hopes to put on the 
  throne as king. However, it is ultimately Mordred whom she 
  will serve as a dark counterpart to Merlin, and aid Arthur’s 
  downfall.
  Now, sir, said Accolon, I will tell you; this sword hath 
  been in my keeping the most part of this twelvemonth; 
  and Morgan le Fay, King Uriens’ wife, sent it me 
  yesterday by a dwarf, to this intent, that I should slay 
  King Arthur, her brother. For ye shall understand King 
  Arthur is the man in the world that she most hateth, 
  because he is most of worship and of prowess of any 
  of her blood; also she loveth me out of measure as 
  paramour, and I her again; and if she might bring about 
  to slay Arthur by her crafts, she would slay her husband 
  King Uriens lightly, and then had she me devised to 
  be king in this land, and so to reign, and she to be my 
  queen…
  -Sir Thomas Malory, Le Morte d’Arthur
  Morgan le Fey:  British Royalty 25th level (Hedge Mage 
  10/Druid 5/Enchantress 10); CR 25; medium humanoid; 
  HD10d6+5d8+10d4+25; HP 116; Init +2; Spd 30 ft.; AC 
  24, Touch 24, Flat-Footed 22 (+8 Bracers, +4 Ring, +2 
  Dexterity); Base Atk +14/+9/+4; Atk by spell; Full Atk 
  by spell; FS 5 ft by 5 ft; Reach 5 ft; SA Fate (To aid in the 
  downfall of Arthur), Destiny (To be spurned by the only 
  man to win her heart- Accolon); SQ Summon familiar, 
  superstition, dream reader, lesser prophecy, prophecy, 
  animal companion, nature sense, wild empathy, woodland 
  stride, trackless step, resist nature’s lure, wild shape 1/day, 
  enchantress; Nobility 20; AL Oath of Loyalty (Mordred); SV 
  Fort +11, Ref +9, Will +20; Str 10, Dex 14, Con 12, Int 18, 
  Wis 15, Cha 23 (29).
  Skills and Feats: Bluff +26 (+36 vs. men), Concentration 
  +24, Diplomacy +31 (+41 vs. men), Disguise +21 (+31 vs. 
  men), Gather Information +26 (+36 vs. men), Intimidate 
  +26 (+36 vs. illiterate), Prophecy +15, Spellcraft +22, 
  Listen +10, Spot +10, Ride +10, Knowledge (nature) +10, 
  Knowledge (local) +14; Dark Heritage, Second Sight, Spell 
  focus (enchantment), Craft Magic Arms and Armor, Craft 
  Wand, Craft Wondrous Item, Innate Spell (Hold Person), 
  Innate Spell (Confusion), Innate Spell (Charm Monster), 
  Power Surge, Heighten Spell, Quicken Spell, Silent Spell, 
  Still Spell  
  Possessions: Bracers of Armor +8, Cloak of Charisma +6, 
  Wand of Charm Person (heightened 3rd level) 50 charges, 
  Wand of Web 50 charges, Ring of Protection +4, Mana Stone 
  +18, Ring of Fire Command, 10,250 gp
  Spells: Caster level 10 Hedge Mage spell points to cast 
  (0/0/2/3/4/5/6/7/8/9) Spell save DC 20+spell level (21 for 
  enchantment); Caster level 5 Druid spell points to cast (0/1/
  2/5/18*) Spell save DC 13+spell level; Spell Points 175 (193 
  with mana stone)
  Spells Known (9/5/5/4/4/4/3/3/3/3)
  0 Level: Dancing Lights, Daze, Detect Poison, Detect 
  Magic, Ghost Sound, Light, Message, Read Magic, Touch of 
  Fatigue
  1st Level: Cause Fear, Charm Person, Hypnotism, Shield, 
  Ray of Enfeeblement
  2nd Level: Eagle’s Splendor, Mirror Image, Invisibility, 
  Protection from Arrows, Bull’s Strength
  3rd Level: Hold Person, Phantom Steed, Heroes’ Bane, 
  Deep Slumber
  4th Level: Bestow Curse, Ice Storm, Charm Monster, Mana 
  Vampire (moderate)
  5th Level: Teleport, Dominate Person, Witch’s Curse, 
  Overland Flight
  6th Level: Bull’s Strength (mass), Suggestion (mass), 
  Legend Lore
  7th Level: Hold Person (mass), Limited Wish, Power Word 
  Blind
  8th Level: Charm Monster (mass), Protection from Spells, 
  Power Word Stun
  9th Level: Wish, Power Word Kill, Hold Monster (mass).
  Role: Morgan is the ultimate manipulator, using wit, guile, 
  and sexuality to manipulate those around her. She hates 
  Arthur, blaming him for Uther’s sins, and will do anything to 
  see him fall. 
  Morgawse, Queen 
  Morgawse, like all the women in her family, possesses 
  the gift of magic, along with “the sight”. Having seen that 
  she will indirectly result in Arthur’s death, she supports 
  her husband, feeling that he will kill the boy and become 
  King. What she does not know is that her bastard son of 
  an encounter with Arthur, Mordred, is the one who will 
  accomplish this deed for her, but only after she has been 
  killed by one of her own sons (Gaheris).
  Queen Morgawse of Lothian: British Royal (Hedge Mage 
  5/Enchantress 3); CR 8; medium humanoid; HD 5d6+3d4+8; 
  HP 36; Init +0; Spd 30 ft.; AC 14, Touch 14, Flat-Footed 
  14 (+2 Ring of Protection, +2 Bracers of Armor); Base Atk 
  +3; Atk +1 melee (1d3-2 unarmed strike) or spell; Full Atk 
  
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  +1 melee (1d3-2 unarmed strike) or spell; FS 5 ft by 5 ft; 
  Reach 5 ft; SA Fate (to indirectly cause the death of King 
  Arthur) Destiny (to be killed by one of her own sons); SQ 
  Superstition, Lesser Prophecy, Enchantress; Nobility 41; SV 
  Fort +3, Ref +2, Will +8; Str 6, Dex 10, Con 12, Int 14, Wis 
  13, Cha 19.
  Skills and Feats: Bluff +15 (+18 when dealing with 
  men), Diplomacy +15 (+18 when dealing with men), Gather 
  Information +15(+18 when dealing with men), Prophecy 
  +11, Sense Motive +6, Intimidate +7(+12 when dealing with 
  illiterate), Decipher Script +5; Second Sight, Innate Spell- 
  Charm Person, Leadership, Innate Spell-Hold Person
  Possessions: Ring of Protection +2, Wand of Web (20 
  charges), Bracers of Armor +2
  Spells Known (8/5/3/3/2/1; save DC 14 plus spell level): 
  31 Spell Points
  0 Level (0 Spell Points): Dancing Lights, Daze, Detect 
  Poison, Detect Magic, Ghost Sound, Light, Message, Read 
  magic
  1st Level (1 Spell Point): Cause Fear, Charm Person, Color 
  Spray, Disguise Self, Hypnotism
  2nd Level (2 Spell Points): Eagle’s Splendor, Invisibility, 
  Web
  3rd Level (3 Spell Points): Clairvoyance, Hold Person, 
  Suggestion
  4th Level (5 Spell Points): Confusion, Charm Monster
  5th Level (14* Spell Points): Dominate Person
  Role: Morgawse, like Morgan, seeks revenge on Arthur 
  for the wrongs done to her mother by Uther.
  Nimue, Lady 
  Enchantress, Lady of the Lake; traps Merlin under the Earth, 
  killing him; later advisor to Arthur; wife of King Pelleas
  Lady Nimue: British Middle class (Druid 5/Hedge Mage 
  15/Enchantress 10/Lady of the Lake 5); CR 35; medium 
  humanoid; HD 10d4 + 15d6 + 10d8 + 35; hp 157; Init 
  +0; Spd 30 ft; AC 35, Touch 20, Flat-Footed 35 (+15 
  bracers of epic armor, +10 ring of protection); Base Atk: 
  +18/+13; Atk: +22/+22/+17 melee (1d6+4 +5 defending 
  speed quarterstaff); FS 5 ft by 5 ft; Reach 5 ft; SQ Animal 
  companion, Breathe Water, Dream Reader, Enchantress, 
  Fealty, Greater Prophecy, Lesser Prophecy, Nature sense, 
  Prophecy, Resist nature’s lure, Stuck in the middle with 
  you, Summon familiar, Superstition, Tap Water, Trackless 
  step, Walk on Water, Wild empathy +9, Wild shape 1/day, 
  Woodland stride; Nobility 63; AL: Oath of Fealty (King 
  Arthur); SV Fort +14, Ref +11, Will +23; Str 8, Dex 10, Con 
  12, Int 18, Wis 16, Cha 31 (19).
  Skills and Feats: Bluff +22 (+32 when dealing with 
  men) (8), Concentration +39 (38), Decipher Script +14 
  (10), Diplomacy +43 (+53 when dealing with men) (23), 
  Gather Information +33 (+43 when dealing with men) 
  (17), Heal +16 (13), Intimidate +26 (+41 when dealing 
  with illiterates) (10), Knowledge (Arcana) +28 (24), 
  Knowledge (Geography) +6 (2), Knowledge (History) +7 
  (3), Knowledge (Local) +14 (10), Knowledge (Nature) +21 
  (13), Knowledge (Nobility and royalty) +7 (3), Knowledge 
  (Religion) +6 (2), Listen +7 (4), Perform (sing) +24 (+34 
  when dealing with men) (10), Prophecy +46 (24), Sense 
  Motive +35 (30), Sleight of Hand +2  (0), Spellcraft +44 
  (38), Spot +7 (4), Survival +18 (+20 in above ground, 
  natural environments) (13), Swim +7 (8); Combat Casting, 
  Craft Wondrous Item, Dark Heritage, Epic Reputation, 
  Extended Life Span (x2), Forge Ring, Innate Spell (charm 
  monster, hold person, suggestion), Natural Spell, Scribe 
  Scroll, Second Sight, Silent Spell, Still Spell, Spell Focus 
  (Enchantment).
  Possessions: +15 bracers of epic armor, +12 cloak of epic 
  charisma, mana stone +20, +5 defending speed quarterstaff, 
  +10 ring of epic protection
  Spells: Druid – 10th level caster, spell points to cast 
  (0/1/2/3/4/6/16*), spell save DC 13 (14 for enchantment 
  spells) + spell level; Hedge Mage – 25th level caster, spell 
  points to cast (0/0/2/3/4/5/6/7/8/9), spell save DC 21 (22 for 
  enchantment spells) + spell level; spell points 99 (119 with 
  mana stone).
  Hedge Mage spells known
  0th level – arcane mark, detect magic, ghost sound, light, 
  mage hand,
  mending, open/close, prestidigitation, read magic
  1st level – alarm, color spray, comprehend languages, 
  expeditious retreat, grease
  2nd level – darkvision, detect thoughts, invisibility, mana 
  armor, touch of idiocy
  3rd level – deep slumber, fly, secret page, suggestion
  4th level – charm monster, lesser geas, scrying, stone skin
  5th level – dominate person, hold person, symbol of sleep, 
  witch’s curse
  6th level – geas/quest, legend lore, symbol of persuasion
  7th level – greater scrying, vision, greater witch’s curse
  8th level – moment of prescience, protection from spells, 
  temporal stasis
  9th level – imprisonment, wish, witch’s doom
  Role: Nimue takes the role of Arthur’s advisor during the 
  later part of his reign. Sometime vindictive and cruel, she 
  has a dark side that surpasses that even of her master Merlin.
  Palamides, Sir
  Son of King Pellinore; took up the hunt for the Questing 
  Beast after his father’s death
  Sir Palamides: British Royalty (Knight 10/Quest Knight 
  5); CR 15; medium humanoid; HD 15d12; hp; Init +0; Spd 
  30 ft (20 ft in armor); AC 23, Touch 10, Flat-Footed 23  
  (+3 knight’s mantle full plate, +2 heavy steel shield); Base 
  Atk: +15/+10/+5; Atk: +20/+15/+10 melee (1d8+8/19-20 
  +3 knight’s noble longsword) or +19 melee (1d10+4/x3 
  +2 noble heavy lance) or +23 mounted (2d8+8/19-20 
  +3 knight’s noble longsword) or +21 (3d10/x3 +2 noble 
  heavy lance); FS 5 ft by 5 ft; Reach 5 ft; SQ Armor 
  Tolerance +5, Aura of Knighthood, Code of Chivalry, DR 
  7/ignoble, Dispense Justice, Divine Grace, Divine Health, 
  Knight’s Warhorse, Mounted Combat +3, Noblesse Oblige, 
  
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  Perseverance, Quest Knight (Attacks), Unhorse, Voice of 
  Command; Nobility
  79; AL: Code of Chivalry, Oath of Fealty (King Arthur); SV 
  Fort +15, Ref +7, Will +11; Str 14, Dex 10, Con 12, Int 12, 
  Wis 12, Cha 16.
  Skills and Feats: Diplomacy +13 (5), Handle Animal +18 
  (10), Heal +3 (0), Intimidate +17 (9), Knowledge (Nature) 
  +3 (0), Knowledge (Nobility and royalty) +11 (10), Listen 
  +3 (0), Ride +14 (10), Spot +3 (0), Survival +13 (10); 
  Alertness, Animal Empathy, Faith, Leadership, Mounted 
  Combat, Piety, Ride-by Attack, Self-sufficient, Spirited 
  Charge, Track, Trample.
  Possessions: plate barding, +3 knight’s mantle full plate, 
  +2 noble heavy lance, +3 knight’s noble longsword, +2 
  heavy steel shield, heavy warhorse (courser).
  Role: Palamides, like his father, seeks the Questing Beast. 
  He is, like his father, the quintessential Quixotic knight, 
  wrapped up in his own personal quest for the merest glimpse 
  of perfection.
  Pellam, King (The Grail 
  King): 
  Father of Garlon; descended from Joseph of Arimathea; 
  guardian of the Grail and the Lance of Longinus
  Pellam, King: British Royalty (Noble 15); CR 15; medium 
  humanoid: HD 15d8; hp 87; Init +0; Spd 30 ft; AC 17, Touch 
  10, Flat-Footed 17 (+2 knight’s mantle chain mail); Base 
  Atk: +11/+6/+1; Full Atk: +16/+11/+6 melee (1d8+5/19-20 
  +4 noble longsword); FS 5 ft by 5 ft; Reach: 5 ft; SA Divine 
  Wrath +20 melee (1d8+15/19-20 +4 noble longsword); 
  SQ Aura of Courage, Aura of Majesty (all saving throws, 
  attack rolls), Aura of Nobility, Divine Intercession, Dispense 
  Justice, Divine Right (Aura of Majesty), Divine Wrath 2/
  day, Divine Grace, DR 8/ignoble, Noblesse Oblige, Papal 
  Intercession, Voice of command, Quest +5; Nobility 100; 
  AL: Noblesse Oblige; SV Fort +9, Ref +9, Will +14; Str 12, 
  Dex 10, Con 10, Int 15, Wis 12, Cha 18
  Skills and Feats: Bluff +16 (5), Diplomacy +32 (15), 
  Handle Animal +21 (12), Intimidate +25 (10), Knowledge 
  (History) +20 (18), Knowledge (Nobility and royalty) +14 
  (12), Profession (fisherman) +16 (12), Ride +14 (12), Sense 
  Motive +21 (18), Sleight of Hand +2 (0); Faith, Leadership, 
  Negotiator, Persuasive, Piety, Predestined, Skill Focus 
  (Profession (fisherman))
  Possessions: Holy Grail, Lance of Longinus, +2 knight’s 
  mantle chain mail, +4 noble longsword
  Role: Pellam is the Grail King, sworn to protect the holiest 
  of relics. His death strangely coincides with Arthur’s, after 
  which Galahad embarks to the Holy Land with the Grail.
  Pellinore, King 
  A king of Wales; pursues the Questing Beast; also the Knight 
  of the Pavilion, challenging all who pass; during a fight with 
  Arthur breaks Excalibur, which is repaired by a Lady of the 
  Lake. Father of Percival, Lamerake, and Tor. Killed King 
  Lot, Sir Gawaine’s father, during his rebellion against Arthur. 
  Gawaine eventually revenges this death and kills Pellinore.
  He will not be lightly matched of one knight living, and 
  therefore it is my counsel, let him pass, for he shall do 
  you good service in short time, and his sons after his 
  days.
  -Sir Thomas Malory, Le Morte d’Arthur
   
  King Pellinore: British Royalty (Knight 10 / Quest Knight 
  10); CR 20; medium humanoid; HD 20d12 + 28; hp 
  148; Init +2 (+2 Dex); Spd 30 ft (20 ft in armor); AC 35, 
  Touch 16, Flat-Footed 33 (+13 knight’s mantle full plate, 
  +6 shield, +4 mantle of knighthood, +2 Dex); Base Atk: 
  +20/+15/+10/+5; Atk: +28/+23/+18/+13 melee (1d8+8/19-
  20 +5 noble longsword or 1d10/x3 +5 noble heavy lance) 
  or +31 mounted (2d8+8/19-20 +5 noble longsword or 
  3d10/x3 +5 noble heavy lance); FS 5 ft by 5 ft; Reach 5 
  ft; SQ Armor Tolerance +5, Aura of Knighthood, Code of 
  Chivalry, Dispense Justice, Divine Grace, Divine Health, 
  DR 8/ignoble, Fortitude of Knighthood, Knight’s Warhorse, 
  Mantle of Knighthood, Mounted Combat +3, Noblesse 
  Oblige, Perseverance, Quest Knight (Attacks, Initiative, 
  Damage), Unhorse, Vision Quest, Voice of Command; 
  Nobility 84; AL: Code of Chivalry, Oath of Fealty (King 
  Arthur); SV Fort +16, Ref +9, Will +13; Str 16, Dex 14, Con 
  12, Int 10, Wis 14, Cha 12.
  Skills and Feats: Diplomacy +17 (10), Gather 
  Information +6 (0), Heal +4 (0), Intimidate +7 (0), 
  Knowledge (Nature) +2 (0), Knowledge (Nobility and 
  royalty) +10 (10), Listen +4 (0), Ride +12 (10), Search +7 
  (0), Spot +4 (0), Survival +17 (+22 when tracking) (13); 
  Alertness, Endurance, Faith, Investigator, Leadership, 
  Mounted Combat, Piety, Ride-by Attack, Self-sufficient, 
  Spirited Charge, Track, Trample.
  Possessions: +5 knight’s mantle full plate, lens of 
  detection, +5 noble heavy lance, +5 noble longsword, +4 
  heavy steel shield.
  Role: Pellinore is a classic knight of the Quixotic tradition. 
  He constantly seeks the impossible, the ephemeral, whether 
  it is the greatest King in the world, the most beautiful woman 
  in the world, or the Questing Beast, his goal is always just 
  over the horizon.
  Percival, Sir (also called 
  Peredur)
  Percival was raised in isolation.  His mother wanted him to 
  know nothing of knighthood. However, the lure of adventure 
  was too strong and eventually the boy ran away from home 
  to join Arthur’s court. Upon his arrival there he encountered 
  a red knight stealing from court, and pursued him and killed 
  him, even though he knew nothing of knighthood or combat. 
  This brought the boy to the attention of an older knight, who 
  trained and knighted him. Percival is in some sources the 
  successful Grail Knight, although in Malory he is one of 
  
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  three, along with Galahad and Bors who will jointly retrieve 
  the holy artifact.
  Sir Percival: British Lesser Nobility (Knight 10/Crusader 
  5/Quest Knight 10); CR 25; medium humanoid; HD 15d10 
  + 10d12 + 79; hp 226; Init +7 (+4 improved initiative, 
  +3 Dex); Spd 30 ft (20 ft in armor); AC 42, Touch 17, 
  Flat-Footed 39 (+13 +5 knight’s mantle full plate, +7 +5 
  heavy steel shield, +5 amulet of natural armor, +4 mantle 
  of knighthood, +3 Dex); Base Atk: +24/+19/+14/+9; Atk: 
  +35/+30/+25/+20 melee (1d8+15/19-20 +5 knight’s noble 
  longsword) or +39 mounted/charging (3d10+15/x3 +5 
  knight’s noble heavy lance or 2d8+15/19-20 +5 knight’s 
  noble longsword); FS 5 ft by 5 ft; Reach 5 ft; SA smite 
  infidel (+2 to-hit, +5 damage); SQ Armor Tolerance +5, 
  Aura of Knighthood, Aura of Piety, Bred to the saddle, 
  Code of Chivalry, Crusade +1, Dispense Justice, Divine 
  Grace, Divine Health, Divine Spells, DR 9/ignoble, Fealty, 
  Fortitude of Knighthood, Knight’s Warhorse, Lay on Hands 
  10 hp/day, Mantle of Knighthood, Mounted Combat +4, 
  Perseverance, Quest Knight (Attacks, Initiative, Damage), 
  Smite Infidel 2/day, Unhorse, Vision Quest; Nobility 97; AL: 
  Code of Chivalry, Oath of Fealty (King Arthur), Code of the 
  Crusader; SV Fort +25, Ref +19, Will +22; Str 22 (16), Dex 
  16, Con 12, Int 10, Wis 14, Cha 14
  Skills and Feats: Diplomacy +12 (10), Handle Animal 
  +12 (+16 with horses) (10), Heal +7 (5), Intimidate +4 (0), 
  Knowledge (Nobility and royalty) +10 (10), Knowledge 
  (Religion) +5 (5), Ride +20 (11), Survival +7 (5); Cleave, 
  Epic Prowess, Epic Toughness, Faith, Great Cleave, 
  Improved Initiative, Mounted Combat, Piety, Power Attack, 
  Ride-by Attack, Spirited Charge, Trample, Zealot
  Possessions: +5 amulet of natural armor, +6 belt of giant 
  strength, +6 cloak of epic resistance, +5 knight’s noble heavy 
  lance, +5 knight’s noble longsword, +5 knight’s mantle full 
  plate, +5 heavy steel shield, heavy warhorse (steed)
  Spells: Priest caster level 3, spell points to cast (1/1/4/
  15*), Spell save
  DC 12 + spell level; spell points 15
  Role: Percival is a Grail Knight, one of the purest, 
  mightiest, and most loyal of Arthur’s servants.
  Tor, Sir 
  Illegitimate son of King Pellinore; raised by Aries the 
  cowherd; a great knight of Arthur’s court; later made an Earl 
  by Arthur
  Sir Tor: British Middle class (Knight 10/Noble 5); CR 15; 
  medium humanoid; HD 5d8 + 10d12; hp 87; Init +5 (+4 
  improved initiative, +1 Dex); Spd 30 ft; AC 29, Touch 13, 
  Flat-Footed 26 (+3 knight’s mantle full plate, +3 heavy steel 
  shield, +3 Dex); Base Atk: +13/+8/+3; Atk: +18/+13/+8 
  melee (1d8+8/19-20 +2 knight’s lord’s +1 noble longsword 
  or 1d8/x3 +2 lance) or +21 mounted/charging (2d8+8/19-20 
  +2 knight’s lord’s +1 noble longsword or 3d8/x3 +2 lance); 
  FS 5 ft by 5 ft; Reach 5 ft; SA divine wrath; SQ Armor 
  Tolerance +5, Aura of Courage, Aura of Knighthood, Aura of 
  Nobility, Code of Chivalry, Dispense Justice, Divine Grace, 
  Divine Wrath 1/day, Fealty, Knight’s Warhorse, Mounted 
  Combat +3, Noblesse Oblige, Quest +1, Stuck in the middle 
  with you, Unhorse; Nobility 68; AL: Code of Chivalry, Oath 
  of Fealty (King Arthur), Noblesse Oblige; SV Fort +13, Ref 
  +10, Will +13; Str 16, Dex 16 (12), Con 11, Int 10, Wis 12, 
  Cha 20 (16).
  Skills and Feats: Bluff +15 (5), Craft (Leatherworking) 
  +5 (5), Diplomacy +25 (10), Handle Animal +18 (+21 with 
  horses) (10), Intimidate +15 (0), Jump +8 (5), Profession 
  (Cowherd) +6 (5), Ride +17 (9), Sense Motive +8 (5), 
  Sleight of Hand +5 (0), Swim +8 (5), Tumble +3 (0); 
  Heritage of Nobility, Improved Initiative, Inheritance, 
  Leadership, Mounted Combat, Ride-by Attack, Spirited 
  Charge, Standard Bearer, Trample.
  Possessions: chain barding, cloak of charisma +4, +3 
  knight’s mantle full plate, +4 gloves of dexterity, +2 lance, 
  +2 knight’s lord’s +1 noble longsword, +3 heavy steel shield, 
  heavy warhorse (steed/tough as nails).
  Role: Sir Tor is an example of the theme, extremely 
  common in Arthurian legend, of an abandoned or unknown 
  son raised beneath his birth. After his heritage is discovered, 
  he serves Arthur loyally.
  Tristram, Sir (also called 
  Tristan)
  One of the twelve greatest knights of the age, Tristram was 
  in love with a married woman, Isould. Her husband, the evil 
  King Mark, eventually he was caught with Isould by Mark, 
  who killed Tristram by driving a lance through him from 
  behind.  Isould died of a broken heart, and the two ill-fated 
  lovers were buried side by side.
  Sir Tristram: British Royalty (Knight 15/Quest Knight 
  10); CR 25; medium humanoid; HD 25d12 + 33; hp 255; 
  Init +12 (+8 superior initiative, +4 Dex); Spd 30 ft (20 ft in 
  armor); AC 38, Touch 18, Flat-Footed 36 (+13 +5 knight’s 
  mantle full plate, +7 +5 heavy steel shield, +4 mantle of 
  knighthood, +4 Dex); Base Atk: +23/+18/+13/+8; Atk: +36/
  +31/+26/+21 (1d8+16/17-20 +5 knight ’s noble longsword) 
  or +40 mounted/charging (2d8+16/17-20 +5 knight’s noble 
  longsword or 3d10+16/19-20/x3 +5 knight’s noble heavy 
  lance); FS 5 ft by 5 ft; Reach 5 ft; SA power charge (+8 
  damage while charging), unhorse (DC 19 or be unhorsed); 
  SQ Armor Tolerance +7, Aura of Knighthood, Code of 
  Chivalry, Dispense Justice, Divine Grace, Divine Health, 
  DR 8/ignoble, Fast Healing 3, Fortitude of Knighthood, 
  Knight’s Warhorse, Mantle of Knighthood, Mounted Combat 
  +4, Noblesse Oblige, Perseverance, Power Charge 2/day, 
  Quest Knight (attacks, initiative, damage), Take the Reins, 
  Unhorse, Vision Quest, Voice of command; Nobility 83; AL: 
  Code of Chivalry, Oath of Fealty (King Arthur); SV Fort 
  +23, Ref +17, Will +18; Str 24 (16), Dex 19, Con 12, Int 14, 
  Wis 10, Cha 22 (16)
  Skills and Feats: Bluff +10 (0), Diplomacy +26 (10), 
  Gather Information +10 (0), Handle Animal +25 (+29 with 
  
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  horses) (15), Heal +10 (10), Intimidate +29 (13), Knowledge 
  (Nature) +4 (0), Knowledge (Nobility and royalty) +11 (10), 
  Perform (string instruments) +24 (+27 with masterwork 
  harp) (10), Ride +34 (24), Survival +10 (10); Epic 
  Reputation, Improved Critical (lance, longsword), Improved 
  Initiative, Leadership, Mounted Combat, Ride-by Attack, 
  Spirited Charge, Superior Initiative, Trample, Weapon Focus 
  (lance, longsword)
  Possessions: masterwork harp, +8 belt of epic strength, +6 
  cloak of charisma, +5 knight’s mantle full plate, +5 knight’s 
  noble heavy lance, +5 knight’s noble longsword, +5 manual 
  of quickness of action (used), ring of rapid healing, +5 heavy 
  steel shield
  Role: Like Lancelot, Tristram is a noble knight whose one 
  weakness is a woman he cannot have. And like Lancelot it 
  eventually leads to his death.
  Ulfius, Sir
  One of the greatest knights to ever live; served Uther 
  Pendragon, and afterwards Arthur; was possibly the greatest 
  knight of Arthur’s early reign, before the emergence of 
  Pellinore, Lancelot, and Gawaine.
  Sir Ulfius: British Lesser nobility (Knight 20/Quest Knight 
  5); CR 25; medium humanoid; HD 25d12 + 125; hp 287; 
  Init +5 (+5 Dex); Spd 30 ft (20 ft in armor); AC 35, Touch 
  15, Flat-Footed 30 (+13 +5 knight’s mantle full plate, +7 
  +5 heavy steel shield, +5 Dex); Base Atk: +23/+18/+13/+8; 
  Atk: +37/+32/+27/+22 melee (1d8+14/17-20 +5 knight’s 
  noble longsword) or +43 mounted/charge (2d8+14/17-20 + 
  5 knight’s noble longsword) or +40 (3d10+14/x3 +5 knight’s 
  noble heavy lance); FS 5 ft by 5 ft; Reach 5 ft; SA power 
  charge (+12 damage), terrifying charge (DC 21 (mounted 
  foes) or 26 (foes on foot) or be flat-footed), unhorse (DC 
  21 or be unhorsed); SQ Armor Tolerance +10, Aura of 
  Knighthood, Bred to the saddle, Code of Chivalry, Dispense 
  Justice, Divine Grace, Divine Health, DR 7/ignoble, Fealty, 
  Knight’s Warhorse, Mounted Combat +6, Perseverance, 
  Power Charge 3/day, Quest Knight (Attacks), Take the 
  Reins, Terrifying Charge, Unhorse; Nobility 73; AL: Code 
  of Chivalry, Oath of Fealty (King Arthur); SV Fort +21, Ref 
  +12, Will +11; Str 22 (16), Dex 20 (14), Con 20 (14), Int 12, 
  Wis 12, Cha 14
  Skills and Feats: Climb +13 (7), Diplomacy +22 (15), 
  Handle Animal +20 (+26 with horses) (15), Intimidate +20 
  (15), Jump +13 (7), Knowledge (Nobility and royalty) +10 
  (10), Ride +30 (15), Tumble +7 (0); Cleave, Epic Weapon 
  Focus (longsword), Faith, Great Cleave, Improved Critical 
  (longsword), Mounted Combat, Piety, Power Attack, Ride-
  by Attack, Spirited Charge, Trample, Weapon Focus (lance, 
  longsword) Possessions: +6 amulet of health, +5 knight’s 
  mantle full plate, +6 belt of giant strength, +6 gloves of 
  dexterity, +5 heavy steel shield, +5 knight’s noble heavy 
  lance, +5 knight’s noble longsword
  Role: Ulfius, along with Brastias, are the last of the “old 
  guard”, and serve Arthur admirably during his early reign, 
  cementing his tie to Uther in the minds of the people.
  King Uriens of Gore
  Uriens is an ambitious, headstrong man who is not overly 
  bright. A powerful noble who could have stood in the way 
  of Uther uniting Britain, Uriens felt slighted that his “gift” 
  of a royal bride, Morgan le Fey, was delayed, as she was 
  too young to marry at the time of Gorloise’s death. Upon 
  Arthur’s coronation, Lot, Morgawse, and his new bride 
  Morgan convince Uriens that Arthur is a bastard being put 
  forward by Merlin, who will be the real power behind the 
  throne.
  King Uriens of Gore:  British Royalty 15th Level (Knight 
  8/Noble 7); CR 15; medium humanoid; HD 8d12+7d8+30; 
  HP 119; Init +1; Spd 30 ft. (20 ft. in armor); AC 24, Touch 
  11, Flat-Footed 23 (+9 half plate, +4 shield, +1 Dexterity); 
  Base Atk +13/+8/+3; Atk +19 melee (1d8+5/19-20 +2 
  Noble Longsword); Full Atk +19/+14/+9 melee (1d8+5/19-
  20 +2 Noble Longsword) or +19 melee (3d10+6 +1 Noble 
  Heavy Lance with Spirited Charge); FS 5 ft by 5 ft; Reach 
  5 ft; SA; SQ Mounted combat +3, Code of Chivalry, Aura 
  of Knighthood, Armor Tolerance +4, Knight’s Warhorse, 
  Dispense Justice, Aura of Nobility, Noblesse Oblige, Divine 
  Grace, Quest +2, Aura of Courage, Divine Wrath 1/day; 
  Nobility 70; AL Code of Chivalry; SV Fort +12, Ref +7, Will 
  +8; Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 14.
  Skills and Feats: Handle Animal +7, Ride +16, Intimidate 
  +17, Knowledge (nobility and royalty) +5, Bluff +7, Sense 
  Motive +4; Mounted Combat, Ride-by Attack, Spirited 
  Charge, Trample, Leadership, Power Attack, Cleave, 
  Weapon Focus (Longsword), Combat Reflexes, Endurance, 
  Diehard
  Possessions: +2 Knight’s Mantle Half Plate (3 DR 
  bypassed by ignoble weapon), +2 Lg. Steel Shield, +2 
  Noble Longsword, +1 Noble Heavy Lance, Heavy Warhorse 
  (Steed, Strong, Maverick)
  Role: Uriens, like Accolon (along with an astonishing 
  array of men) serve Morgan as her unwitting muscle. 
  Although he does not believe Arthur has any legitimate 
  claim to the throne, Uriens respects, and even comes to 
  like the boy King. However, he is frequently caught up in 
  Morgan’s schemes to bring Arthur down, often without even 
  realizing the role he plays. 
  
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  Adventure 
  Locations
  Towns
  Towns are centers of trade. A place where excess food 
  could be sold or traded for other goods was the basis of the 
  economies of Arthurian Britain, and the medieval world in 
  general. Towns are almost always found near some access to 
  trade, either a river or a major road of some sort.
  Most towns in Arthurian Britain are a hodgepodge of 
  different architectural styles, revealing their mixed lineage. 
  Celtic towns, which were conquered by the Roman Empire, 
  who adopted their technologies of roads, and the Roman 
  villa, returned to the locals after the Roman withdrawal, and 
  then conquered by the Saxons. As villages grow, or as they 
  are destroyed and rebuilt, they will be built in the style of the 
  current conquerors. However, the old Roman roads and stone 
  fortifications still form the backbone of the infrastructure, so 
  this can frequently be seen in villages and towns. 
  Towns can be used in the campaign to provide characters 
  with a place to buy and sell their goods, rest between 
  adventures, and also as a place to get involved in politics. 
  Sample Town: Carlion 
  (Caerleon)
  Carlion (or as the old folks call it, Caerleon) is a small, 
  yet critically important town built on the ruins of a Roman 
  settlement. A source of food, wool, stone, and lumber, the 
  town’s position on the river Usk make it a hub of trade to 
  nearby areas. The castle, built originally by the Romans, 
  and expanded by later rulers from the nearby stone quarries 
  serves as Arthur’s headquarters during his War of Ascension, 
  when he is battling King Lot and the Eleven Lords.
  The town is important for other reasons as well, not the 
  least of which are the other two prominent landmarks in the 
  town: Caerleon Church and the Amphitheater. 
  Caerleon Church, despite its humble trappings, is the 
  home of none other than Saint Dubricius, one of the holiest, 
  most highly respected leaders in the church of the One God. 
  He, along with the Archbishop of Canterbury, serve as two 
  of Arthur’s closest advisors, exceeded in their wisdom only 
  by Merlin himself. However, as a beatified living saint, 
  Dubricius is an especially powerful ally, and serves as 
  Arthur’s senior advisor while Merlin is away engaging in 
  diplomacy and intrigue.
  The Amphitheater, constructed during the Roman 
  occupation, was the original reason Arthur chose Caerleon 
  for his Pentecost celebration, as it makes an excellent venue 
  to host jousts, races, and tournaments. However, when open 
  war is declared, the Amphitheater serves another function: it 
  becomes the place where Arthur and his knights discuss war 
  strategy, and is the precursor to the Round Table itself.
  Although the key locations of Caerleon are detailed on the 
  map, most of the town is not shown on the map provided. 
  Areas off the map include manorial farmland, rock quarries, 
  and rough hilly terrain occupied by shepherds and their 
  flocks. There are also many ruins of the original Roman 
  settlement in the outlying areas of the map. Farmers and 
  villagers have used these as a source of free stone for almost 
  a century, and so most items of value have been discovered. 
  However, there are persistent rumors of underground burial 
  chambers, ancient libraries, haunted ruins, and other wonders 
  dismissed by older, more sober minds.
  Should the outlying areas be attacked, the villagers 
  will retreat to the town proper, and its Roman walls, for 
  protection. In truly dire circumstances, should the walls of 
  the town center be penetrated, they would retreat to Caerleon 
  Castle.
  Map Key
  1. Grundy’s Farm
  “Big” Sal Grundy, who rose from humble beginnings to 
  become quite wealthy, owns this large plot of land. No 
  one is quite sure what Sal did to become wealthy, and he 
  doesn’t talk much, so rumors about him abound. He can 
  often be seen at the Black Stallion drinking alone, watching 
  the crowds of soldiers, entertainers, and locals alike with a 
  detached, bemused interest.  
  2. Guildhouse: 
  The buildings on either side of this short street belong 
  to some of the most wealthy and influential citizens of 
  Caerleon: the Guildmasters. These individuals spend most 
  of their time working their trades, and occasionally meet 
  to regulate the terms of apprenticeship and other matters. 
  Recently, however, the role of the guildsmen as community 
  leaders has become more important, as the King himself has 
  called on them to manage the explosive growth to the small 
  town brought about by the arrival of the King’s men. Certain 
  guild leaders see this as an opportunity to line their pockets, 
  while others try to genuinely support the fledgling King, 
  proud he chose their village as his capitol.
  3. Merchant’s Row 
  Merchant life in Caerleon is rather more unorganized than 
  one might expect. This area of shops, while it serves the 
  villagers and manorial lords seeking supplies, also serves 
  the class of itinerant wandering merchants of the day, who 
  pack the open air market simply called “The Common” 
  each afternoon to haggle, buy, and sell. These adventurers, 
  often solitary, but occasionally grouped together in small 
  bands, will buy goods they know (or hope) they can sell at a 
  discount in distant towns.  
  Popular goods for trade are woolen blankets and cloaks 
  (the cloaks are especially prized because they are water 
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  repellent), horn tools and utensils (made from sheep and goat 
  horn), and occasionally more exotic goods such as weapons 
  or artifacts from the Roman ruins. Trade is normally 
  conducted in barter, but a growing number of merchants 
  prefer silver coins (a practice begun by the Roman occupiers 
  that has continued since their departure) as they are more 
  portable and their value is easy to discern without excessive 
  haggling.
  With the influx of soldiers, knights, and dignitaries to the 
  town, this area has also become an unofficial entertainment 
  district. The small Inn of the Black Stallion at the base of 
  Lodge Hill is packed to overflowing every evening, and 
  this influx of patronage has drawn entertainers in droves to 
  the small village. A group of entertainers sporting tumblers, 
  jugglers, a monkey, and even a trained bear has secured 
  the rights to a performance on the hill behind the inn, and 
  crowds are delighted nightly by their performances.
  In addition to the daily markets held for whatever 
  customers or merchants happen to pass through town, this 
  area also hosts a large commerce fair once a year, at which 
  many residents of the surrounding manors come to trade for 
  items they will need to get them through the winter.
  4. Roman Fort 
  Especially after Arthur arrives and turns Caerleon into his ad 
  hoc capitol, crime becomes a serious problem for the little 
  village. Since the King is busy prosecuting his war with the 
  rebellious nobles, and since the manorial lords tend to their 
  own justice, there was no one with the authority and power 
  to respond to those who would threaten the King’s Peace in 
  the town proper. So, with the King’s permission, a group of 
  merchants and guild leaders got together and established the 
  first town Sheriff, a yeoman by the name of Carter, and gave 
  him as his office and gaol, this old Roman garrison. 
  Although all of the crimes in town have been minor (so 
  far), Sheriff Carter has secured labor from the guildmasters 
  to repair the gaol, and has set up stocks for the public display 
  of the drunkards and other minor offenders as an example to 
  the other villagers. Crimes usually consist of petty thievery 
  and fights among soldiers impatient for their first taste of 
  glory, or vying for the attention of an especially promising 
  tavern wench. New in his position, Sheriff Carter is well 
  aware of how tenuous his position in the social order is, and 
  will certainly not prosecute any knights in Arthur’s service. 
  He will report such activities to the King’s men, and help 
  them deal with it. However he will not act on his own in 
  such matters. 
  5. Mallet House 
  This tool shop sees extensive business from the river 
  merchants, who ferry the hammers, nails, and other 
  implements made here to distant towns. Carl Samson 
  recently inherited this shop when his father passed away, 
  and this young craftsman, newly married, has the harrowed 
  look only a man recently thrust into ownership of a business, 
  expecting a child, and attempting to learn the art of politics 
  on the town council can have. Carl’s hairline, which has 
  been retreating faster with each passing day, is the subject of 
  much local humor, not to mention the odd betting pool. 
  6. The Hedgerow 
  This dark, narrow, little street is the domain of thieves, 
  cutthroats, and prostitutes, and is avoided by all honest folk, 
  especially after the sun goes down. It was the activities on 
  this street, more than any other cause that prompted the 
  appointment of Sheriff Carter, who does his best to contain 
  the activities of the seedy elements that cater to the darker 
  desires of the soldiers and other newcomers to Caerleon.
  7. The Mill
  This building is the economic hub of the entire town during 
  harvest time. Like many of the town’s important buildings 
  the Romans originally constructed it. 
  8. Auld Ironworks
  Solomon Aaronson runs the local smithy and has gone from 
  shoeing the occasional horse to repairing the plate mail of 
  Knights of the Realm virtually overnight. This has made 
  Solomon extremely wealthy, but greatly overworked. He has 
  taken on three new apprentices to help with menial duties 
  while he attends to the intricate work required by the military 
  forces stationed in town.
  9. Cooper’s Keep
  Angus Cooper is the second wealthiest man in town (next to 
  Stanley Morgan), and has an ostentatious manner, making 
  sure everyone knows how wealthy he is. His combination 
  house and place of residence rises to a majestic three stories. 
  The head of the town council, Cooper’s arrogance and 
  success in equal measure have made him many enemies. 
  However, his three daughters are all very fetching, and 
  considered prime marriage candidates for ambitious young 
  townsmen who want a piece of the arrogant man’s little 
  empire.
  10. Free School
  An unusual site in any town, this school only survives 
  because of its connection to the church. Saint Dubricius 
  has personally sponsored this school, encourages parents to 
  allow their children to attend, and even provides laborers to 
  assist families, allowing their children to attend more often. 
  Because of his tireless work to support the school, most 
  families allow their children to attend year round, except for 
  the harvest, and the most inclement weather. The guildsmen 
  do not like the influence this gives the church over the minds 
  of the young, but are hesitant to oppose the charismatic and 
  beloved Dubricius.
  11. Morgan’s House
  Home of the oldest, most prestigious family in town, Stanley 
  Morgan has gone out of his way to support Arthur’s fledgling 
  reign, including vast donations to the war coffers. Morgan 
  disdains politics, and refused to head the town council, 
  allowing that honor to fall to Angus Cooper. However, it is 
  
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  rumored that when Arthur moves on, Morgan will take his 
  place in Castle Caerleon itself. 
  12. Stone House
  Along with a sheriff, Caerleon’s town council decided their 
  new status as Arthur’s capitol also required something else 
  the small village had never needed before: a militia. Gruff 
  old Warden Henslowe was given this assignment, and has 
  begun drilling all able-bodied men from the surrounding 
  villages every ten days. Unfortunately, all this rag tag 
  group has to practice with at the moment is some old 
  sticks, as the local metal smiths are too busy creating and 
  maintaining equipment for Arthur’s knights. Henslowe is 
  seeking someone willing to travel to Oxford to buy pikes and 
  halberds, but so far no one has presented themselves.
  Amphitheater
  This ancient structure, built by the Roman occupiers for their 
  entertainments and town meetings, had fallen into disrepair 
  until Arthur decided to celebrate his coronation here. The 
  influx of money and craftsmen to carry out the work was the 
  first in a series of upturns for the small community. Upon the 
  declaration of civil war against the young King, Caerleon 
  found itself thrust into the spotlight like never before. 
  Now this ancient amphitheater hosts war council meetings 
  between Arthur and his knights, and serves as a practice 
  facility for those same knights to practice their jousting. 
  During other times, the newly formed town militia also drills 
  here.
  Caerleon Castle
  Arthur’s official headquarters, this castle, while in fairly 
  good repair, has been transformed overnight into a 
  formidable defensive structure through the magic of Merlin 
  himself. This created quite a stir in the community, and drew 
  the criticism of many of the locals. However, Dubricius has 
  refused to condemn even this blatant act of sorcery out of the 
  need to protect the village and support Arthur’s claim to the 
  throne, a claim that should bring stability and order back to 
  a land too long subjected to the petty whims of bandits and 
  barbarians.
  Caerleon Church
  A modest house of worship, this church is still the subject 
  of pilgrimages by the faithful, not because of its wondrous 
  architecture, but because of the miraculous character of the 
  man who leads the local congregation. Saint Dubricius is 
  known as a pillar of piety, worker of miracles, and converter 
  of infidels. A model of restraint, he refuses to condemn those 
  who continue to practice the Old Faith, even working with 
  them on joint initiatives.
  Cities
  Cities are more rare, and show more of their Roman heritage 
  than towns. The Romans founded most existing cities, 
  including London, during their occupation of the isle. One 
  thing Romans understood was commerce, and these major 
  settlements, the first real cities on the island, were founded 
  with that in mind, and supported by the best roads the 
  world will see for a thousand years. This only increases the 
  strategic value of these locations.
   
  Sample City: York
  York was originally built by the Romans during their 
  conquest of Britain. As they moved northward, they 
  established a garrison here called Eboracum. This site was 
  of great strategic importance because it controlled a key 
  north-south route, and was thus a focal point of older Celtic 
  roadways. This site was also adjacent to two rivers which 
  were both suitable for trading and which even provided 
  access to the North Sea. As the Romans continued to occupy 
  this site, they built their roads on top of the older roads, 
  making York more important as a trading hub. These factors 
  attracted a civilian population to York, and when the city 
  was Christianized, a bishopric was established here. Lastly, 
  a major ley line runs right beneath the city, making it a 
  source of great power for magicians, and a natural place for 
  them to build their homes and conduct their studies. All of 
  these factors have combined to make York one of the most 
  powerful and influential cities in Britain.
  After the Roman occupiers departed from Britain, York’s 
  strategic importance led to it being quickly conquered and 
  occupied by the Saxons, who called the city Eoforwic. 
  During his Twelve Battles to rid England of Saxon rule, 
  Arthur lays siege to York and recaptures it.
  Map Key
  1. Cathedral Precinct
  This area is the home of York-minster, dedicated to St. Peter, 
  the largest cathedral in all of England. The Archbishop who 
  rules here is an ardent foe of the “devil’s children” who 
  seem drawn to the city for reasons the churchmen do not 
  understand. Sermons denouncing the practice of witchcraft 
  are given here weekly, and sentiment against the “children of 
  the night” seems to be building to a fever pitch.
  2. Bootham Bar
  This gate guards the major entrance into the city from the 
  north, and can be dated back to Roman times.
  3. Monk Bar
  This gate is extremely elaborate and well-fortified, having 
  had a portcullis recently installed.
  4. Layerthorpe Gate
  Not nearly as well-defended as the true bars (a term for the 
  principal gates into a medieval city), this postern gate is a 
  simple pair of iron-bound wooden doors.
  5. Fishergate Bar
  This gate is named for its access to the river, and for the 
  fishermen who live in the nearby neighborhoods.
  
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  6. Castle
  This motte-and-bailey castle is the home to the Lord who 
  rules and protects the city on Arthur’s behalf, the Warden of 
  the Northlands, Lord Brastias. Having served Uther and his 
  son Arthur with distinction, Lord Brastias is now in his 70’s, 
  and is rumored to be in ill-health. Only his influence has 
  prevented a popular uprising against the witches of the city, 
  but mages and those who practice the Old Faith throughout 
  York are preparing for the day the venerable lord passes 
  away, because they fear that day they will have to fight for 
  their lives.
  7. Clifford’s Tower
  This tower was the original defensive fortification of the city, 
  and predates the current castle. It is named after a man who 
  was hanged here, and is rumored to be haunted. 
  8. Franciscan Friary
  This Friary was personally associated with Francis of 
  Assissi, and its proximity to the castle leads many visiting 
  dignitaries, including the King himself to take residence 
  here.
  9. Foss Bridge
  This stone bridge is lined with many shops and stalls, 
  including a chapel dedicated to St. Anne, and the city’s main 
  market for saltwater fish. A representative of the King is 
  stationed here to collect all appropriate taxes and fees from 
  the fish trade. The Foss has been dammed, and the bulge in 
  the river (at the extreme right of the map) is a lake created by 
  this dam, which is an official royal fishery. Only those with 
  the proper licenses (and according fees paid) are allowed to 
  fish here under penalty of death. 
  10. Merchant Adventurer’s Hall
  This powerful guild that specializes in foreign trade (and 
  indeed holds a monopoly over such trade and travel) has paid 
  handsomely for a Royal Charter making it independent of all 
  local rules and regulations. Only the King himself may place 
  any limits or restrictions on this guild, which he chooses not 
  to do as long as they support him financially.
  11. Carmelite Friary
  These monks have a charter to run boats across the King’s 
  fishery, and have built a small dock to allow boats crossing 
  the lake to bring supplies to their monastery.
  12. The Shambles
  This area is the city’s butcher market. Those new to the city 
  can quickly find this area because of the charnel smell, blood 
  soaked streets, immense population of bugs, or the sounds of 
  animals being slaughtered when it is open. When it is closed, 
  the area still reeks.
  13. Marketplace
  This area not only hosts a variety of shops, but also an open-
  air market every Thursday. This area is commonly referred 
  to as the “Thursday market” for just that reason. Vendors can 
  begin selling their wares at 5 a.m., or 7 a.m. in the winter 
  months. A town warden is always present at the Thursday 
  market to assess fees for the vendors, called “stallage”, 
  which is a major source of revenue for the city.
  14. Stonegate
  This neighborhood is one of the most important in the city, 
  and the road leading through this area is an important route 
  for official processions in the city. Many of the buildings 
  in this neighborhood are owned by the Church, and many 
  of the shops here sell religious books. There are also many 
  goldsmiths in this part of the city, who are important allies of 
  the Church, who in turn are some of the biggest purchasers 
  of gold for their elaborate cathedrals.
  15. Common Hall
  This hall is the home to the powerful Guilds of the city. In 
  addition to guild meetings, this hall is able to support large 
  gatherings, and the Great Hall is where the city’s Mayor 
  is elected every year. When the Lord of York is powerful 
  and well respected, as Lord Brastias is, he will be asked to 
  approve the guild’s choice of Mayor. There is no popular 
  vote. 
  16. St. Leonard’s Hospital
  This facility, run by the Abbey of St. Mary (with 
  considerable help from the other religious institutions of the 
  city), is dedicated to caring for the poor. Alms are collected 
  here, and local farmers are required by law to contribute corn 
  to help the hospital carry on its work.
  17. Abbey of St. Mary
  Home to a powerful and influential order of Benedictine  
  monks, this large, self-contained, and self-governing abbey 
  is a source of tension and bitterness among the rulers of 
  York. There is a separate temple for the use of the monks, 
  so they may worship privately in the center of the enclosed 
  abbey yard. 
  18. Dominican Friary
  This monastery is dedicated to St. Mary Magdalene.
  19. Ouse Bridge
  This bridge was originally built by the Romans. The building 
  at the northwest side of the bridge houses the Mayor and 
  his administrative staff, including the city treasury and gaol. 
  There are numerous shops on the bridge, a chapel, and even 
  one private residence. No area on the bridge may be owned, 
  and are all rented from the city. 
  20. Holy Trinity Priory
  This Benedictine monastery owes its allegiance to Bors, the 
  King of Benwick, who established this monastery during 
  his campaign to aid Arthur during his War of Ascension. 
  Although the locals view it with suspicion for this reason, 
  Bors is a staunch ally of Arthur.
  
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  21. Old Baille
  Although called “old,” this small, imposing castle is actually 
  much newer than the Lord’s castle, and has only recently 
  been completed. It is controlled by the ArchBishop of York, 
  and its stated purpose is to act as a prison for priests and 
  monks who violate the ArchBishop’s orders or commit other 
  infractions. Many believe it will also act as an Inquisitional 
  Court to root out the city’s witches, serving as a place of 
  execution as well when the time is right and the ArchBishop 
  feels free to act.
  22. Micklegate Bar
  This gate guards the main entrance to the city from the 
  south, and is the most important and well-defended gate in 
  the entire city. There are only three keys to this gate, in the 
  hands of the Sergeant of the Guard, the Mayor, and Lord 
  Brastias. This gate will be locked at night, but may also be 
  locked during external attack, or internal strife.
  The Ink Well and Old World 
  Parchments
  These book shops are the two most important secret 
  gathering places of the city’s mages, who use these places 
  as guild halls to teach their craft to apprentices and to buy 
  supplies. Many meetings have been held here of late to 
  discuss what to do about the ArchBishop’s growing desire 
  to see all who practice magic killed or driven out of the city. 
  Like the ArchBishop, the mages here have decided to wait 
  until the time is right before they take any rash action.
  Henges
  Henges are centers of worship for the Old Faith. The 
  Old Faith includes all those who worship pagan deities, 
  including the island’s original giant inhabitants, the later 
  Celtic peoples, and the most recent invader to the island, the 
  Saxons. 
  Henges serve as connections for the ley lines that 
  mysteriously transport mana throughout the world, not just 
  in Britain, but on the continent as well. Although the giants 
  descended from Albion can take credit for building the 
  earliest of these, it is unknown where the mana itself comes 
  from, and if the giants actually sought to tap this power from 
  creating these worship centers. 
  It is known that in relatively recent times, steps have been 
  taken to place henges at locations to benefit one group or 
  another. When Uther asked Merlin to create a grand burial 
  site for his brother, Pendragon, the mightiest mage in the 
  world cast the most powerful spell ever seen in order to 
  move the grand Stonehenge from Ireland to its current 
  location. He did this to enhance the power of the King he 
  served, and redistributed mana throughout the island of 
  Britain in so doing.  Had others done this in the past? It 
  is impossible to say. There have been accounts of henges 
  being destroyed during internecine warfare among giants, 
  doubtless humans, even the druids who care for and venerate 
  these sites, would take the same course of action if they felt 
  sufficiently threatened. 
  Sample Henge: Seahenge
  One of the most bizarre and hotly contested of the henges is 
  Seahenge. While this henge is currently under the nominal 
  care of an enclave of druids, the giants also bear an ancient 
  claim to this site, considering it their most holy altar to 
  Poseidon. For the time being, these two groups have entered 
  into an uneasy “time share” arrangement, with the druids 
  vacating the site during the holiest days for the descendants 
  of Albion. The giants have no use for the site at other times, 
  since sacrifice to appease their god is more important than 
  constant veneration (a human weakness). 
  One of the remarkable traits of this site is the use of trees, 
  somehow inverted into the ground, for the pillars and altar 
  of the henge itself. These trees are not only permanent, they 
  are somehow alive, and their roots grow more tangled and 
  gnarled over time. 
  Map Key
  1. Ceremonial Chamber 
  This chamber is made of wood, straw and mud, and is quite 
  fragile. Every time the giants use the site they destroy it, so 
  the druids have constructed it of impermanent materials with 
  an eye to ease of reconstruction. This chamber is totally bare, 
  except for the altar itself, where the faithful, when they die, 
  are placed on the altar to be carried out to sea by the high 
  tide. 
  The giants, when they use the altar, place goats killed for 
  sacrifice, or more commonly vanquished foes. 
  2. Central Altar: 
  This is where corpses and sacrifices are laid, to be carried 
  out by the tide.  
   
  3. Braziers
  Pots filled with peat are placed here, and lit during the 
  druids’ ceremonies. The branches of the inverted trees grasp 
  onto these, and prevent them from being carried out to sea. 
  The druids and loved ones of the deceased will watch the 
  ceremony for a time from the stone benches surrounding the 
  site, but then will retreat as the waters rise, watching from a 
  distance, until the waters rise high enough to extinguish the 
  lights in these braziers. 
  4. Witness Benches: 
  This is where witnesses to the ceremony, typically high 
  ranking druids and the family of the deceased, watch during 
  the first part of ceremony. When the tide rises over the 
  benches, all witnesses will file out, down the processional 
  path. 
  5.  The Processional
  This is where those who witness the ceremony, but who do 
  not participate, wait for the druids and loved ones of the 
  deceased, bearing torches. When the rising waters cause 
  the participants to leave the site, they will meet with these 
  observers, and the druids will lead all away from the site.
  
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  Ruined Castles
  Ruined fortifications abound in Arthurian England. Old 
  Roman Garrisons, Castles built in the time of Uther, and 
  more recent Saxon defensive sites may all serve as this most 
  Arthurian dungeon setting (the most commonly encountered 
  type of dungeon in the setting). During Arthur’s early reign, 
  nature herself has reclaimed many of these sites, as the rate 
  of forest and plant growth is simply astounding. In a few 
  months, lands can look as if they have never been inhabited, 
  and the erstwhile explorer might find, to his surprise, a castle 
  in the midst of thick overgrowth and seemingly ancient 
  forest. 
  Often, these castles will be taken as a lair by a monster, 
  such as a giant or dragon. As Arthur’s men move to reclaim 
  the Britain of their fathers, lost to Saxon hordes and 
  rampaging nature, they must defeat these foes in order to 
  return the castle to local authorities. This is necessary if 
  the Boy King is to extend his control over the whole of his 
  dominion and protect it from future invasion. 
  Sample Ruined Castle: 
  Tintagel
  Regarded by many as the mightiest castle ever devised, 
  Tintagel has never fallen to siege. Only Uther’s treachery, 
  combined with Merlin’s magic, allowed this castle to 
  be breached, and even then only the untimely death of 
  the castle’s lord, Gorloise, which caused those inside to 
  surrender, allowed the castle, and the prized Igraine, to be 
  taken.
  The only approach to the fortress is by a narrow, winding 
  path that makes transport of siege engines difficult. As 
  would-be attackers move up this road, they are subject to 
  bombardment by the so-called Lower Ward, a fine castle in 
  its own right. 
  If the attackers choose to ignore this outer defense, 
  assaulting the Breastworks in an attempt to gain access to 
  the Inner Ward, the master of the Lower Ward will dispatch 
  footmen to engage the attackers from behind, trapping them 
  against the Breastworks between soldiers from the Lower 
  Ward and yeomen on the walls of the Inner Ward. The 
  number of attacking forces that have met bloody ends this 
  way has led the tactic of bypassing the Lower Ward to be 
  labeled a fool’s gambit. 
  Even after achieving the Inner Ward (no small feat) an 
  attacking force has yet to take the castle itself. Another 
  wall must be bypassed to reach the inner courtyard, and 
  the attackers must then lay siege to the Central Bailey. If 
  the East and West Bastions are ignored, men from these 
  garrisons will again attack from behind, attempting to 
  encircle the siege party, trapping them against the wall.
  This is a description of Tintagel at its height, when 
  Gorloise ruled it with an iron gauntlet. After Uther’s 
  treachery, the castle falls into disuse for many years, despite 
  its mighty reputation as a flawless citadel. After King Mark 
  comes to power over Cornwall, ten years before Arthur’s 
  ascendancy, even he does not use this castle. The reason for 
  this will determine what adventures the PCs must undertake 
  to reclaim the castle. 
  The likeliest scenario would be that the castle is inhabited 
  by a mighty clan of giants. In such a case, although many of 
  the walls and defenses will be in poor repair, rooting out the 
  castle’s inhabitants will be almost as bad as laying siege to 
  it at its height. A giant is a mobile catapult, and so the giants 
  will be able to use all of the tactics outlined above in order to 
  rain death down on anyone attempting to retake the castle.
  Or the castle could be haunted by ghosts and banshees, 
  echoes of the betrayal of Gorloise.
  Regardless of the current inhabitants, King Mark would 
  heap immense honors on anyone who reclaimed this castle 
  and returned it to him. Those who take the castle with the 
  intent of keeping it for themselves will have to bolster its 
  defenses and hire men to defend it quickly, for Mark will 
  certainly attempt to reclaim the castle before it can be 
  repaired, seeing this as a direct challenge to his rule over the 
  area. 
  Since Arthur and Mark are mortal enemies, Arthur would 
  certainly sponsor such an expedition if he thought it could 
  succeed.
  Map Key
  Lower Ward
  This courtyard is grimy, unkempt, and the home to a group 
  of ogres, currently being lorded over by a single Hill Giant.
  Upper Ward
  This is the Giant’s home, from which he ventures out to 
  terrorize the countryside and hunt. 
  Inner Ward
  A pair of young stone giants reside here, serving as a watch 
  for the lord of the castle. However, these giants have a severe 
  dislike for the ogres and giant in the lower ward, and will 
  wait to raise the alarm until they see the outcome of any fight 
  that breaks out there.
  Lost Caves
  These caves are currently being used by a small band 
  of smugglers and thieves as a base from which to raid 
  the surrounding countryside. They have a near perfect 
  location, since the local forces are too afraid of the giants to 
  investigate these caves.
  Chapel
  This area has been completely defiled, and is the home to a 
  small band of ragged goblins. However, a careful search (DC 
  20) of the area will reveal a major relic.
  Central Bailey
  A family of stone giants, with a leader of Albion’s line, 
  have made their home here, and conduct grisly sacrifices by 
  throwing anyone they capture over the cliffs into the ocean 
  home of their god Poseidon.
  
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  Granary
  This area is used as a makeshift 
  prison for future sacrifices and local 
  women captured for “entertainment” 
  purposes. 
  Garden: This area has been trampled 
  and ruined. 
  Armory
  Another group of goblins make 
  their home here. These goblins have 
  taken advantage of the weapons and armor here (too small 
  and of no use to the giants) to make themselves an extremely 
  well armed and dangerous group of goblins.
  Cottages
  This area has been totally ruined and razed. 
  Top Look
  This area has had an altar erected on it, and sacrifices are 
  hurled from this height to a watery death.
  The Quest
  The basic unit of adventure in Legends of Excalibur is the 
  quest. A quest is a short-term goal that the characters are 
  either asked to solve by a higher authority (typically a noble 
  with the quest class ability), or the quest could present 
  itself to the characters, and they could decide to resolve 
  the situation themselves. For example, the characters could 
  come across a fork in the road while traveling to deliver 
  a message for their lord. In the center of the road sits a 
  maiden on the back of a donkey, with a distressed look on 
  her face. If the characters ask what’s wrong, she will inform 
  them that her father has just been killed by a giant, who has 
  taken up residence in their castle home, with the intent of 
  raiding the countryside for food and female companionship. 
  The characters have just been offered a quest, one that they 
  are under no obligation, save their honor as gentlemen, to 
  undertake.
  Elements of the Quest
  A quest has three main components: set-up, complication, 
  and resolution. The set-up is the event that gets the players 
  interested and involved in the adventure. The set-up should 
  contain the seed of a dilemma for the characters to solve, and 
  the promise of a reward. 
  Set-up (dilemma)
  The dilemma is the central action that must be resolved. In a 
  single quest the dilemma is normally fairly straightforward, 
  as in our previous example. There is a giant terrorizing the 
  townsfolk, and its up to the characters to kill him and put an 
  end to his reign of terror. A dilemma does not always involve 
  combat, but Arthurian legend tends to be action-packed, with 
  frequent clashes against evil men and monsters. However, 
  sometimes a diplomatic touch will be needed.
  Set-up (reward)
  The reward can be promised as subtly or as obviously as 
  the GM wishes. Continuing our previous example, there are 
  several implied rewards that might present themselves to 
  the players’ imaginations in the above quest. Is this maiden 
  the heir to the lands attacked by the giant, now that her 
  father has passed away? If so, a character might, through 
  freeing her and her people from this menace, win her heart, 
  and himself a keep and rulership over a small town, thus 
  beginning his advancement into the nobility. All that is 
  necessary in the set-up is the promise of a reward. In the 
  previous example, the players’ imaginations will do most of 
  the promising.
  Complication
  The complication is everything unforeseen that happens in 
  between the set-up and the resolution. In other words, it’s the 
  series of dilemmas the characters must overcome before they 
  can resolve the dilemma posed at the start of the adventure. 
  These mini-dilemmas work in much the same way as the set-
  up that got the characters involved in the first place. As the 
  characters move into the lands now controlled by the giant, 
  they encounter a small farm that has been put to the torch 
  by the giant. The barn has been set ablaze, and from inside 
  the characters hear a cry for help. A new dilemma, one not 
  laid out before the characters in the initial set-up, has just 
  presented itself. If the characters save the farmer, he will tell 
  them that his new bride was taken by the giant to satisfy his 
  lust, and that if the characters hurry, they might still catch 
  him. So having resolved one complication (the burning 
  barn), the players have now been offered the set-up to yet 
  another complication, moving the adventure forward. If the 
  characters follow the farmer’s advice and hurry up the road 
  toward the keep, they will find not a giant, but a group of 
  ogres that have been bullied into serving the giant, carrying 
  the farmer’s wife up the road. A new complication has just 
  emerged, this time with the promise of a reward, the rescue 
  of the woman from the lascivious clutches of the giant.
  There is no limit to the number of complications that 
  can be inserted in between the set-up and the resolution. If 
  enough complications arise during the course of a quest, it 
  may eventually be considered more than one quest, if not a 
  whole campaign, a subject covered below.
  Fair damosel, said Sir Launcelot, know ye in this country any 
  adventures? Sir knight, said that damosel, here are adventures 
  near hand, an thou durst prove them. Why should I not prove 
  adventures? said Sir Launcelot for that cause come I hither.
  - Sir Thomas Malory, Le Morte d’Arthur
  
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  Resolution
  The resolution is the climactic encounter of the quest. Here 
  is where the characters get to solve the dilemma first posed 
  to them at the beginning of the adventure. Each complication 
  along the way has served to heighten the expectations for 
  this encounter, which will have raised the tension of the 
  resolution up several notches. The characters now have 
  first-hand knowledge of how vile and wicked the giant and 
  his followers are, making this final encounter even more 
  satisfying for the players to resolve. 
  Rewards
  At the end of the adventure, having resolved the final 
  encounter, the characters now receive a reward of some sort. 
  This could be the items found in the giant’s impromptu lair 
  after his death, a chance to win the heart of the new liege 
  lady of the hamlet, or perhaps, she will bequeath upon one 
  of the characters the sword of her father, a weapon of power 
  forged in the time of Uther. 
  The reward, like the quest itself, should be tailored to the 
  characters taking part in the adventure for maximum effect. 
  If the party undertaking the quest consists of a yeoman, a 
  hermit, and a rogue, then a reward of a magic lance, however 
  powerful, is likely not going to make the players feel like 
  they were justly compensated, since none of them could 
  really use the item to its full effect.
  Occasionally, a reward could, in fact, be a set-up to a new 
  quest for the characters. The lady might know the location of 
  an ancient barrow mound where a saint was buried, offering 
  the priest character a chance to gain a holy relic to aid in his 
  adventures, and offering the rogue the chance to test his skill 
  against the most devious of traps designed to thwart grave 
  robbers. In addition, the farmer could arrive and give the 
  yeoman a masterwork strength bow that his grandfather had 
  used in the old wars against the Saxons. Now each character 
  has gotten a reward, or at least the promise of a reward, 
  tailored to her individual abilities and personalities. So even 
  though the total power of what was gained is much lower, 
  each player will feel more satisfied with the outcome of the 
  adventure.
  Sample Quest: The 
  Invisible Knight
  Length: Short-Medium
  Era: Any
  Set Up: Following a battle, King Arthur, who was slightly 
  wounded, is laying in a tent alone. When the PCs ride by, 
  Arthur calls them over, and tells them he saw a sorrowful 
  knight ride through, and he wishes the PCs to bring him back 
  so that Arthur may hear why he is sad. 
  Complication: The PCs follow the knight and find him in 
  a nearby wood with his lady. When the PCs tell the knight 
  he must come with them, he will only do so if they will 
  swear on their honor to protect him, for someone is out to 
  kill him. The only other way the knight will accompany the 
  PCs is by force. No sooner do the PCs agree to protect him, 
  or they subdue him, but his pursuer, Garlon, an especially 
  infamous Red Knight, appears out of nowhere and slays 
  the knight they just agreed to protect (or have just rendered 
  unconscious)!
  Resolution: The PCs’ duty is clear: they must avenge the 
  knight they were protecting. If they return to Arthur and ask 
  for instruction, he will certainly ask them to go, and his order 
  will aid the PCs (they will gain Arthur’s quest bonus for the 
  remainder of their hunt and combat with Garlon).
  Adjustments: Garlon is actually on his way to a feast 
  with his father, a noble of some renown. If the GM wishes 
  to increase the difficulty and length of the quest, he can have 
  Garlon elude the PCs until he is at the feast. Then the PCs 
  must ascertain who their prey is out of armor, and deal with 
  a host of protective relatives at the same time! Depending 
  on the PCs abilities and the GMs desire, this could be solved 
  through force (with the PCs apprehending the villain and 
  fighting their way free to Arthur’s court), or by the PCs 
  appealing to the honor of Garlon’s father (who is actually an 
  honorable man who has no idea what a villain his son is).
  Supporting Cast:
  Sir Garlon, the Red Knight: British Lesser Nobility 
  Knight 1/Robber Baron 6/Red Knight 3; CR 10; medium 
  humanoid; HD 1d12+9d8+20; HP 72; Init +7 (+3 Dexterity, 
  +4 Improved Initiative); Spd 30 ft. (20 ft. in armor); AC 24, 
  Touch 12, Flat-Footed 22 (+12 Armor, +2 Dexterity); Base 
  Atk +7/+2; Atk +10 melee (1d8+2/19-20 longsword +2); 
  Full Atk +10/+5 melee (1d8+2/19-20 longsword +2); FS 5 
  ft by 5 ft Reach 5 ft; SA; SQ Mounted Combat +3, Sneak 
  Attack +3d6; Nobility 22; SV Fort +10, Ref +11, Will +3; 
  Str 11, Dex 16, Con 15, Int 12, Wis 8, Cha 15.
  Skills and Feats: Ride +13, Handle Animal +6, Intimidate 
  +9, Bluff +11, Hide +16, Move Silently +16, Knowledge 
  (nobility and royalty) +4; Mounted Combat, Improved Feint, 
  Weapon Focus (longsword), Improved Initiative, Ride-by 
  attack
  Possessions: +3 Chain Mail, +2 Shield, Ignoble 
  Longsword +2, 4 Cure Light Wounds Potions, Ring of 
  Invisibility, Light Warhorse (Charger, Coltish), Heavy 
  Lance, 400 gp. 
  Caster level 3 Hedge Mage spell points to cast (1/2/12*) 
  Spell save DC 12+spell level; Spell Points 3
  Spells Known (4/2/1)
  0 Level (1 Spell Point): Flare, Message, Read Magic, Touch of 
  Fatigue 
  1st Level (2 Spell Points): Charm Person, Disguise Self
  2nd Level (12* Spell Points): Invisibility
  Background: Garlon has grown up with every advantage a 
  young man could want. A kind family, wealth, and positions of 
  importance. However, rather than accept his responsibilities and act 
  for the good of his family, Garlon has become a lout, and a knave, 
  and even, some say, a bandit. His father has refused to turn him out, 
  hoping the young man may yet grow out of his impulsive ways.
  Role: Garlon is the knavish knight, playing the role of the knight, 
  but acting with no regard for the Code of Chivalry. 
  
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  Sample Quest: The 
  Machinations of Morgan 
  Length: Medium-Long
  Era: One Brief Shining Moment or Dream’s End
  Set-up: In recognition for good service, the PCs are 
  invited to accompany the King’s party on a great hunt, along 
  with King Uriens of Gore, the husband of Morgan le Fey. 
  During the hunt, the party spies the White Stag (see the new 
  monsters section for more information), and Arthur, who has 
  chased the beast before, will not rest until it is caught. Soon 
  the King, Uriens, and the PCs are well away from the rest of 
  the hunting party, and lost in deep woods at night. Suddenly, 
  the party finds itself on the shores of a beach, and a grand 
  ship draws to the shore. Twelve beautiful maidens offer the 
  group rest and food.  
  Regardless of what the PCs would rather do (certainly 
  they will be at least a little suspicious), Arthur, accustomed 
  to strange and wondrous events, will board the ship to eat 
  and drink. Surely the PCs, regardless of their suspicions, will 
  not let him face danger alone. The best way to handle this 
  scenario, guiding the PCs toward the quest with a minimum 
  of railroading is to use Arthur. Should the PCs question him, 
  he has faced situations like this before, with good results, 
  and doesn’t see the situation as strange or foreboding.
  Complication: Despite the GM’s best efforts to make 
  sure the PCs feel like they aren’t being herded into a trap, 
  that’s exactly what’s happening. The food is poisoned with 
  a powerful sleeping drug (save DC 30), with an onset time 
  of thirty minutes. This drug has been incorporated into the 
  food with the Witch’s Brew spell. A Nondetection spell 
  has also been placed on the food to aid the chances of the 
  plan’s success. The beautiful maidens will entertain the party 
  during the poison’s onset time, and will use all their wit and 
  wiles to encourage the characters to eat and drink and relax.  
  Should all else fail (particularly once Arthur and 
  Uriens have succumbed to the poison), the maidens have 
  twelve knights on the ship to beat the characters into 
  unconsciousness. However, escape is not impossible, 
  and could even make the quest events that follow more 
  interesting if some of the PCs are captured while others 
  remain free. However, the GM should remember that 
  nobility transgressions might apply for characters that 
  retreat, especially without Arthur and Uriens.
  Resolution: Depending on the events in the ship, this 
  quest will follow two courses. If the PCs were captured, they 
  will be locked in a dungeon with dozens of starving knights, 
  many of whom are on the verge of death. Their jailer tells 
  them that they can be provided with equipment and given 
  the opportunity to fight for their lives. If they accept they 
  will be given plain, normal armor and weapons, and herded 
  into an arena, where they will face another knight similarly 
  equipped. If Arthur or Uriens has been captured, they will 
  be the opponents of choice (and the PCs will only recognize 
  them if they engage in conversation during their duel or with 
  a Spot check DC 20), as Morgan desires to rid herself of 
  both her hated half-brother and her husband. 
  If the PCs escaped, then they will have to track down 
  Arthur and Uriens, who are at a nearby castle, and free 
  them, fighting their way through the knights guarding them. 
  When they arrive they will find Arthur and Uriens locked in 
  combat. Once the two men recognize each other, they will 
  immediately stop fighting and attempt to escape.
  Supporting Cast:
  King Arthur: Arthur is unchanged from his Who’s Who 
  entry.
  King Uriens: Uriens is unchanged from his Who’s Who 
  entry.
  Morgan le Fey: Morgan is unchanged from her Who’s Who 
  entry. Note, however, that Morgan will not actually appear in 
  this quest. She is working quietly behind the scenes, and has 
  no intention of confronting her half-brother directly.
  The Campaign
  From Quest To Campaign 
  A campaign is a series of quests, one leading to the next. 
  As discussed in the complication portion of the discussion 
  on quests, there is no limit to the number of quests that 
  could make up a campaign. Like the complications found 
  within individual quests, the campaign serves to heighten 
  expectation and anticipation of the next evening’s adventure, 
  serving as a lure to keep the players engaged for a long 
  period of time. 
  Elements of the 
  Campaign
  A campaign shares many of the elements of an individual 
  quest, and is composed of set-up, adventures, recurring 
  themes, supporting cast, and resolution phases.
  Campaign set-up (dilemma)
  A campaign set-up is similar to the set-up used for an 
  individual adventure. A dilemma is introduced, and a reward 
  is promised or implied for resolving the dilemma. However, 
  the dilemma needs to be much broader in scope, since it 
  will be the focus of many adventures. For example, looking 
  at the quest to slay the giant discussed earlier, as a set-up 
  for a whole series of quests, taking months or even years 
  of gaming to resolve, this seems a poor choice. However, if 
  all of Britain were besieged by a family of giants intent on 
  restoring the rule of the isle to the descendants of Albion, a 
  set-up worthy of weeks of play has been discovered. 
  Campaign set-up (reward) 
  As with the dilemma introduced by a campaign set-up, the 
  reward promised should be much broader in scope. Often 
  such rewards will not be a simple offering of a magic 
  
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  item or experience, but something much more integral to 
  the characters, and indeed to the campaign environment 
  itself. In the case of an invading army of giants, the most 
  tangible reward for resolving the dilemma is to live free 
  from servitude to such vile and honorless creatures. The 
  consequences for failure would be an almost complete 
  reimagining of the campaign setting, with the Round Table 
  and tales of the deceptions of Mordred and Morgan le Fey 
  replaced by a Britain whose destiny lies in the hands of 
  inhuman monsters.
  Adventures
  Adventures, along with recurring themes, take the place of 
  the complication phase seen in the individual quest. Each 
  adventure is a quest of its own, and at the resolution of 
  each adventure, the characters should, if successful in their 
  tasks, move closer to the resolution for the campaign. If 
  you picture an individual quest as a train heading toward 
  a destination, then a campaign could be viewed as a roller 
  coaster. You are still heading in a (more or less) straight 
  line toward a destination. However, your trip is longer, and 
  filled with the peaks of victories, and the valleys of defeats 
  of the individual quests. When you are at the peaks, you 
  can sometimes glimpse your destination, which not only 
  increases the anticipation of your arrival, but also makes it a 
  little easier to plot your course.
  Interludes
  As exhilarating as a good roller coaster can be, there 
  are limitations to the linear style of story telling, and 
  occasionally the campaign is better served with a side trek 
  or mission that does not lead the characters closer to their 
  ultimate goal. This helps keep the campaign fresh and the 
  players guessing. These adventures could be red herrings, 
  where the players are led to believe solving the conflict of 
  the quest will move them closer to the resolution, or they 
  could be a way to break the tension of a series of harrowing 
  quests, in the form of a tournament, or perhaps even more 
  simply a celebration. These interludes give the players a 
  chance to explore their characters without the pressure of 
  feeling like they must succeed to keep the campaign moving 
  along. 
  For example, after several tense adventures, including a 
  disastrous encounter with an Albion’s Bloodline giant, the 
  invading giants might need to regroup, with one of their 
  most important leaders slain. In this vacuum, the giants take 
  to squabbling amongst themselves about who will take the 
  fallen leader’s place, and there is a lull in the campaign. 
  During this lull, the lady in distress that started the entire 
  campaign could invite the characters back to her tiny 
  kingdom for a feast. This would give the players a chance to 
  see how their characters’ efforts have improved the campaign 
  world. They could reunite with the farmer and his wife, and 
  find that the woman they saved has a new baby, named after 
  one of the player characters. Those PCs with an eye toward 
  marrying the liege lady they saved would be given another 
  opportunity to reacquaint themselves. 
  Recurring themes
  Campaigns can be more fun than a series of unconnected 
  adventures because, as stated earlier, the players’ anticipation 
  towards the resolution of their adventures is allowed to 
  build every week. This “wait for it” style of storytelling is 
  a basic cinematic technique, used by dramatists as skilled 
  as William Shakespeare. In Henry V, as an example, two 
  priests are seen discussing King Henry, how the faults of his 
  youth have blossomed into a marvelous and glorious reign. 
  The audience, perhaps subconsciously, is left wondering, 
  “Who is this rogue turned king? Will he live up to the high 
  expectations raised by these priests, or will he dash them?” 
  and when Henry does enter, all eyes are on him. While every 
  adventure in a campaign is a form of this recurring theme, 
  making certain adventures very similar reinforces the story 
  to an even greater degree. 
  For example, the invasion of Britain by the giants could 
  have been spurred on by an elite group of descendants of 
  Albion who are priests in a cult of Poseidon, the Greek god 
  who was Albion’s father, and a well-known mythological 
  patron of giant-kin. Early in the campaign, the characters 
  could tangle with these very dangerous giant spellcasters. 
  In doing so, however, they would hear about the leader of 
  the invasion, a leader that the giants whom the PCs face 
  would rather die than disappoint. A leader whose very name 
  is whispered in awe and reverence among the lesser ogres 
  who serve as the foot soldiers to the invaders. As the PCs 
  work toward their goal, they will hear about this leader again 
  and again, and will subconsciously wonder to themselves, 
  like the play audience described above, if he will live up to 
  the hype. Recurring themes also serve as a kind of built-in 
  backstory for the campaign. Some of the players may have 
  been asking themselves, as the campaign progressed, why 
  the giants have invaded now, what new source of leadership 
  and cohesion have they found to unite their squabbling 
  factions and turn against their true enemy: mankind. The 
  encounters with the priests of Poseidon will answer these 
  natural questions, in a way that eliminates the need for a 
  lengthy and boring exposition on the game master’s part. 
  This is known as “show don’t tell” storytelling, and it is one 
  of the most elegant and effective means of getting your point 
  across.
  Supporting Cast
  Every quest will have a cast of characters for the player 
  characters to interact with, even if that cast is as small as 
  a single knight guarding a bridge who will not let the PCs 
  cross until they defeat him in single combat. When running 
  individual quests, unless a member of the supporting cast is 
  expected to meet the PCs in combat, it is not really necessary 
  to know much about him or her. For example, the farmer and 
  his wife discussed earlier do not need to be fully realized 
  characters to serve their function in the story. In a campaign 
  however, it is important that the supporting cast, both friend 
  and foe, be given extra attention, often including a history 
  and a statblock. 
  The reason for this is that any NPC who will be a recurring 
  
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  feature of the campaign, even one the characters will interact 
  with as an ally needs a framework of consistency, both in 
  terms of abilities and personality. The players have less to 
  cope with than the GM, and will usually have a more clear 
  memory of individual events. If the NPC was a fearsome 
  warrior who helped bail the PCs out when they were in over 
  their heads last month, the players will notice if he seems 
  cowardly the next time they meet him. Having a set of 
  statistics, along with a personality profile of the characters 
  becomes more important the more time the player characters 
  will get to spend with that character. Preparing these 
  ahead of time will also allow the game master to put some 
  thought into making the NPC a little different, a little more 
  distinctive and interesting. 
  For example, it might turn out that the tiny realm where 
  the campaign began is important to the overall plans of 
  the invading giants, because of the many ancient barrow 
  mounds containing tombs in the hills surrounding the liege 
  lady’s keep. One of these mounds contains an artifact that 
  will allow the giants to tap into the ancient henges that 
  form a network of energy across Britain. The island’s giant 
  inhabitants originally constructed the first of these henges, 
  and this device, given to the giants by Poseidon himself, 
  will allow their priests to tap the limitless energy coursing 
  through the land concentrated in these structures. Thus, as 
  the PCs battle against this invasion, they will find themselves 
  needing to return to the tiny kingdom again and again, and 
  the liege lady the characters met in the first adventure will 
  become a regular NPC in the campaign. Because of this, the 
  game master will want to detail her abilities and personality. 
  Is she a high enough level noble to give the characters quest 
  bonuses on adventures taken at her behest? Is she secretly a 
  powerful enchantress who will be able to teach the party’s 
  hedge mage new spells, or construct powerful weapons to 
  reward the party with? Does she have a dry sense of humor? 
  All of these things will make her more and more interesting 
  as the characters spend more time in her realm, working with 
  her, and of course, attempting to win her heart.
  Resolution 
  Eventually, all the adventures, the interludes, the recurring 
  events, the encounters with the supporting cast, will lead 
  the PCs to one final encounter: the campaign’s resolution. 
  Sometimes this event will mean the end of the stories 
  revolving around the current set of player characters. More 
  often, however, it is a momentous event that moves the 
  campaign in a new direction. While changing the lives of 
  the characters that participated in the campaign forever, they 
  will have more adventures ahead of them, more quests and 
  campaigns to undertake, before their stories finally end. 
  For example, after finding the barrow that the giants 
  have been seeking and uncovering the artifact the priests 
  of Poseidon hoped to use as a weapon to rid Britain of its 
  human “infestation” and reclaim their rightful place as rulers 
  of the isle, the PCs will be confronted by the leader of the 
  giant insurgency. Retreating to the castle they themselves 
  raided in the campaign’s first quest, the PCs hold off the 
  giant and his followers as long as they can, before he finally 
  breaches the walls, and is killed in a deadly showdown with 
  the player characters. 
  The story could end here, with the characters retiring, 
  taking positions at court, or even marrying the liege lady of 
  the tiny hamlet. However, if the game master and players 
  wish to continue the stories of these characters, a mysterious 
  stranger could be seen in the moments before the giants 
  breach the castle walls, watching the battle. As the characters 
  are recuperating, they will see the mysterious stranger 
  again, who reveals himself to be none other than Merlin 
  the magician! He will tell the characters that the artifact 
  they recovered, now awakened, has caused the ley lines 
  connecting the mysterious stone circles littered around the 
  island to go crazy, and the magical energy building within 
  the land will soon enshroud the island in a storm that will 
  never end, but will instead grow more and more savage, until 
  the isle is lost beneath the waves. 
  There was another such object, long ago, and it too caused 
  an island to sink beneath the waves: the isle of Atlantis. The 
  characters must sail west, and take the artifact to the precise 
  spot where Atlantis met her watery end, and let the item 
  fall to the bottom of the sea. Only when it is near its mate 
  will the storms wracking the island abate. There is only one 
  mariner who knows where the island’s final resting place 
  is, a Saxon explorer who has sailed far to the west, finding 
  new lands and bringing back wondrous treasures. The 
  characters must find him, and convince him to aid them. If 
  they return to London, Merlin will be waiting for them with 
  arrangements for a ship and crew. Even as the characters set 
  out on this new journey, storm clouds gather in the east…
  The Arthurian Campaign
  The advice presented above, for all its usefulness, is general 
  advice that would apply equally if one were running a 
  campaign set in any fantasy world or historical setting. 
  With the groundwork for individual quests and campaigns 
  behind us, let us now look at the techniques unique to the 
  Arthurian setting that the game master should consider when 
  designing his adventures. In this section we will focus on the 
  use of existing Arthurian canon, of which there is an almost 
  limitless (and indeed ever growing) supply, coupled with the 
  avoidance of that same canon.
  The Use of Arthurian Canon
  Arthurian legend is absolutely packed with adventure 
  nuggets. On every page of the typical tale is the seed for a 
  quest that could occupy one or more nights of adventuring 
  for your gaming group. These quests come in a great variety 
  as well, from rescuing maidens, to fighting for one king 
  or another in a great dynastic struggle, to participating in 
  a grand joust, to undertaking a spy mission, the amount of 
  adventure material in a copy of Le Morte d’Arthur or Idylls 
  of the King is truly astounding. Taking these adventure 
  seeds, using the supporting casts described in the tales, 
  removing the central characters from them and replacing 
  these with your player characters, you could run adventures 
  
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  and campaigns forever. Many of the quests and campaigns 
  presented later in this section are drawn directly from 
  Arthurian legend. However, there are some considerations 
  that must be considered before taking this tack, namely, 
  the handling of “name” NPCs and the integrity of events as 
  presented in the canon.
  Important NPCs
  For the game master running a campaign within even a loose 
  framework of Arthurian legend, some NPCs are essential. 
  For example, if Lancelot is killed, what effect would that 
  have on Arthurian “history” as we know it? If he does not 
  live to have his affair with Guinevere, then Mordred might 
  never get his chance to rally his forces and attack Arthur, 
  which means Arthur’s reign could go on for far longer. Very 
  quickly the campaign has gone off the tracks of the stories 
  and legends as we know them and into uncharted territory. 
  This is not necessarily a bad thing, but most game masters 
  would prefer to stay within at least a loose framework of 
  the stories, since that is part of the appeal of playing with a 
  given setting. 
  Therefore the issue of important NPCs is of critical 
  importance, especially in cases where the player knows a 
  little bit more about “future” events than he should. There 
  are two ways of handling this: story protection, and story 
  flow. Each solution offers challenges and advantages to the 
  Excalibur game master.
  Story Protection 
  One way to handle critical NPCs is to grant them a special 
  “story immunity” to a premature death or removal from 
  the campaign. Fate is a wonderful mechanic for doing this 
  without the necessity of invoking GM fiat, and simply ruling 
  the character unkillable. 
  For example, Morgawse in Arthurian legend is the mother 
  of Mordred by her half brother Arthur. The game master 
  is currently running the “War of Ascension” campaign 
  (detailed below), and at a critical point in the war, the players 
  decide, on their own initiative, to attempt a daring raid on 
  the castle of King Lot of Lothian, the leader of the rebellion 
  against Arthur. Cut off the head, and the body dies, they 
  reason. Little do they know that Lot is not currently at home. 
  However, several other NPCs, including the aforementioned 
  Morgawse, but also her oldest son, Gawain, are in residence 
  at the castle when the player characters attack. 
  Knowing Morgawse to be Lot’s key advisor, with 
  her second sight abilities, the characters decide, having 
  penetrated the castle through their skill and bravado, and 
  finding Lot is not there for them to kill, to at least rob the 
  rebel King of his most important advisor. As they move in 
  for the kill, Gawain, a boy of 14 but already strong and brave 
  and in training to become a knight, leaps into the room with 
  a sword to defend his mother. The GM has himself quite a 
  situation to unravel here, but has three main options on how 
  to handle this unforeseen turn of events. 
  First, he could simply invoke GM fiat, and insure that 
  Morgawse and Gawaine survive the encounter by having 
  endless waves of soldiers come to the queen’s rescue, having 
  a raging fire overtake the castle and separate the characters 
  from their prey, or even using the time honored technique of 
  the “mysterious death” where it seems the characters have 
  killed Morgawse, only to encounter her again at a later time. 
  This certainly makes life easier for the GM, who now 
  does not have to rewrite the rest of Arthurian legend around 
  these two critical characters for the rest of the campaign, but 
  it is unlikely to be very satisfying to the players involved. 
  Characters are the driving force of any campaign, and their 
  ability to do the unexpected, to change the world and times 
  in which they live, is the main thing that makes a good 
  campaign far more enjoyable than the best computer game. 
  You can’t do something completely off the boards in even 
  the best computer game, you can only take those actions 
  the designers of the game anticipated you would take, and 
  programmed into the game. A role-playing game should be 
  different. However, especially if mysterious death is used, 
  such a solution can be dramatically feasible, but the game 
  master must always take care that the players never see 
  behind the curtain, never feel like they are props in a story 
  they cannot change. 
  Secondly, the game master could decree that Morgawse is 
  in fact fated to be Mordred’s mother, and allow her to spend 
  fate points, helping to insure she survives the encounter. 
  Gawaine could similarly be considered fated to perform 
  actions described for him later in the tales. This option grants 
  critical NPCs some extra protection, without removing the 
  characters entirely from the mix. They can kill her; it will 
  just be more difficult.
  Story Flow
  Lastly, the game master could decide to allow the story to 
  “flow around” Morgawse and Gawain if they are killed, 
  allowing logical characters to take their place for critical 
  events, keeping the general backdrop of Arthurian legend 
  intact, while the specific details of events mutate in keeping 
  with campaign events. For example, in the Boorman movie 
  Excalibur, Morgan le Fey, not Morgawse, is the mother of 
  Mordred by her half brother Arthur. After Morgawse’s death, 
  the game master could easily have Morgan take the place 
  of her sister in mothering Mordred, and the campaign could 
  proceed without a hitch. Likewise, if Gawain is killed, the 
  game master could have his younger brother Agravaine take 
  his place, battling the Green Knight, being a foil and rival 
  for Lancelot, and so forth. This option is especially desirable 
  if the players know as much or more about Arthurian canon 
  as the game master, since from that point on they are in 
  uncharted waters, and will not know if they successfully 
  prevented Mordred’s birth, or if he will somehow still come 
  into being. With this option, the game master is in much 
  the same boat as the game master of a time travel game. He 
  knows the future, and has to decide if he will allow it to be 
  changed by the appearance of the player characters. If the 
  PCs in a time travel game decide to kill Hitler before 1938, 
  for example, the GM has much the same choices to make as 
  he does here.
  
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  Avoiding Arthurian 
  Canon
  For many GMs and their players, 
  changing Arthurian events will alter the 
  feel and tone of the campaign, disrupting 
  the very things that made them want 
  to play Legends of Excalibur to begin 
  with. Oftentimes, rather than attempt to 
  deal with the situations presented above, 
  where the game master has to choose between allowing 
  players their freedom or keeping events intact, the game 
  master will decide to avoid the existing stories altogether, 
  while still using Arthurian Britain as the setting for his 
  campaign. Examples of this style of quest and campaign can 
  be found in this book, right alongside the aforementioned 
  quests and campaigns drawn from Arthurian lore. One 
  example of this style of campaign (an extreme one at that) is 
  the campaign used in the examples of the previous section. 
  Although giants are absolutely rampant in Arthurian legend, 
  there has never been a tale of a cult of giants who worship 
  Poseidon invading Britain, and the heroes of Arthurian 
  legend have never set sail to find the lost continent of 
  Atlantis. However, by placing the campaign in the right time 
  frame, there’s no reason why there couldn’t be. 
  Another, more traditional example can be found in the 
  campaign section below, in the form of the “Childhood 
  of Arthur” campaign. This campaign draws heavily on 
  established canon, but places the characters squarely into one 
  of its most notable gaps: the time between the birth of Arthur 
  and his ascension to the throne by drawing Excalibur from 
  the stone. Here the game master still has to deal with some 
  important NPCs, such as “Wart”, King Lot, Morgawse, and 
  Sir Kay. However, there are no events to interfere with the 
  characters’ interactions with these personages, and unless 
  the campaign is intended to last longer than twelve years 
  of game time (we are told that Uther dies when Arthur is 
  two, and do not hear from the boy again until he is a squire, 
  probably around the age of 14) the GM really doesn’t need 
  to concern himself with the flow of the story. The characters 
  attempt to guard and train the boy Wart, and protect him 
  from the machinations of Lot and Morgawse, while in the 
  service of Sir Ector.
  In the first example, the GM has crafted a completely 
  new story, requiring very few of the established characters 
  or events of Arthurian legend. In the second, he has drawn 
  heavily from the characters of the stories, but has room to 
  craft a wide range of new events never before covered (at 
  least not in any detail) by Arthurian legend.
  Most campaigns will (and should) include a mixture 
  of both of these styles to achieve the maximum fun and 
  playability, while keeping the tone of the tales that have 
  thrilled us for over a thousand years. An example of this 
  can be found in the Guinevere subplot of the “Cameliard” 
  campaign described below. We are told in Malory and 
  Tennyson that Arthur was asked to come to Cameliard to aid 
  King Leodegrance, and that in the process he both rescues 
  the beleaguered ruler and meets Guinevere, his future 
  wife. Tennyson further tells us that Leodegrance has some 
  hesitation before giving his permission for Arthur to marry 
  his daughter, since the King’s descent from Uther is still in 
  some question. The Cameliard campaign brings all of this 
  into the campaign description. However, it fills in the gaps, 
  showing how Arthur actually wins Guinevere’s heart, with 
  the help of the PCs!
  Sample Campaign: The 
  Childhood of Arthur
  Set Up
  Era: Rise of Arthur
  When Arthur is born, Merlin takes the boy to be raised by 
  Sir Ector, a minor knight known for loyalty and piety. Uther 
  heaps wealth and gifts on the knight, and bestows some 
  talented, loyal knights on the boy for his protection, but 
  otherwise obeys his pact with Merlin and has no contact with 
  the young Arthur. 
  The player characters are assigned to the court of Sir 
  Ector, and told to guard the man’s son. They are given very 
  little information beyond that, except for being asked to 
  swear a solemn oath to King Uther that they will not leave 
  the boy’s side, will give their life for his, and will not leave 
  Sir Ector’s side under any circumstances, even to come the 
  aid of the King himself.
  The PCs for this adventure should be moderately 
  experienced when the campaign begins, but the style of play 
  could accommodate a wide range of power levels (2nd-8th 
  level). 
  Adventures
  Sir Ector, as a knight known for solemnity, piety, and valor, 
  has many pages and squires training in his court. It’s a 
  veritable boarding school of young boys and girls training 
  for knighthood. The PCs, as Arthur’s protectors, are often 
  assigned to see to his mundane training, seeing him through 
  horsemanship, falconry, hunting, tilting and so forth. For 
  further information see “A page’s life for me?” in the 
  Training of a Knight section of the Player’s guide for more 
  information.
  Arthur is small for his age, and since his parentage is 
  unknown, and it is assumed he is the orphan son of a knight 
  killed in the wars, the boys quickly set him as a mark for 
  teasing, giving him the nickname “Wart”.
  There will also be visits from Merlin. He will check on the 
  boy’s progress, talk to the PCs about how he’s doing, and 
  I know a Lord of yours in this land, that is a passing true man 
  and a faithful, and he shall have the nourishing of your child, 
  and his name is Sir Ector. 
  -Sir Thomas Malory, Le Morte d’Arthur Book I Chapter III
  
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  then begin a miraculous form of training to show the boy to 
  view the world from different perspectives: he will change 
  Wart into the shapes of different kinds of animals, and Wart 
  will actually have adventures in these different forms. As his 
  chosen bodyguards, Merlin will “allow” the PCs to guard the 
  king on these adventures.
  Soon after Wart’s arrival, King Uther will become deathly 
  ill, and his kingdom will begin to decline. Barbarian attacks 
  and banditry will become increasingly common as the 
  campaign progresses. A rich estate like Sir Ector’s will 
  be a target, and the PCs will be called upon to deal with 
  everything from monster incursions to barbarian raiding 
  parties to horse thievery.
  As part of the training for the older squires and knights, 
  Sir Ector will attend the New Year’s tournament every year 
  in London, where knights will assay for the Sword in the 
  Stone. This will give the PCs a chance to unwind and also 
  find out a little about the increasingly troublesome events of 
  the world.
  Recurring Themes
  Soon after Arthur is spirited away, Uther, on his death-bed, 
  proclaims Arthur, his child with Igraine, to be his heir. This 
  announcement is met with mixed emotions by his subjects: 
  some believe the child in fact died during birth, and that the 
  announcement is an attempt to forestall the inevitable civil 
  war and barbarian incursions that will result upon the King’s 
  death; others believe the child is Igraine’s by Gorloise, or the 
  product of Merlin’s sorcery. 
  King Lot, and his bride Morgawse, however, know 
  differently, and will stop at nothing to find the boy and kill 
  him before he can seek to retake his father’s throne. Lot 
  is the King of Lothian (present day Scotland), and, while 
  he never consorted with the barbarians, was one of the 
  last nobles to yield to Uther. Only the offering of Igraine’s 
  daughter, Morgawse, in marriage caused the wily old Lot 
  to join Uther’s cause, but now that the King’s health is 
  failing, Lot sees his way clear to take the rule of England. 
  Morgawse, a powerful sorceress, who possesses “the sight”, 
  like all women in her family, has told Lot that Arthur will be 
  King in time. Lot is determined not to let that happen.
  As the campaign progresses, Lot’s spies and Morgawse’s 
  seers will locate the boy in the tiny manor house of Sir Ector, 
  at which point attempts to kill the child will become more 
  and more frequent. At first these attempts will be very subtle 
  and indirect. However, as the campaign draws to a close, 
  the PCs will become aware that the attacks on the manor 
  by bandits and barbarians are not isolated events. Captured 
  bandits will tell of the vast monies they were paid to kill the 
  insignificant boy. Either through their own investigations, or 
  by confronting Sir Ector (or both), the PCs should learn in 
  time who it is they are guarding and why it is so important 
  that Lot’s attempts to kill him fail.
  Tracing these attacks back to Lot should be the main 
  recurring theme of this campaign, and while the PCs might 
  be able to force a showdown to insure Arthur’s safety, if 
  the GM plans to run campaigns in the Eleven Lords’ War 
  timeframe (see below), he should insure that Lot live beyond 
  this campaign. Morgawse should be kept alive if at all 
  possible, since she is the mother of Mordred (see the section 
  on Important NPCs for more information and advice on how 
  to handle situations like this).
  Supporting Cast
  The following are the main supporting characters for 
  this campaign, as they appear toward the middle of the 
  campaign, where most of the action will take place. GMs 
  who needs stats for the very beginning or very end of the 
  campaign should adjust these stats up or down accordingly.
  Wart (Age 10):  British Lesser Nobility 0 level; CR 1⁄2; 
  medium humanoid (child); HD 1d4; HP 4; Init +0; Spd 25 
  ft.; AC 13, Touch 10, Flat-Footed 13 (+2 leather, +1 Shield); 
  Base Atk +0; Atk +0 melee (1d4 dagger) or +0 ranged (1d6 
  Short Bow); Full Atk +0 melee (1d4/19-20 dagger) or +0 
  ranged (1d6/x3 Short Bow); FS 5 ft by 5 ft; Reach 5 ft; SA 
  Fate (to rule a united Britain) Destiny (to be betrayed by the 
  two he loves best in the world); SQ none; Nobility 62 (not 
  widely known); AL: Code of Chivalry; SV Fort +0, Ref +0, 
  Will +2; Str 10, Dex 11, Con 10, Int 16, Wis 15, Cha 14.
  Skills and Feats: Ride +2, Handle Animal +4, Knowledge 
  (nobility and royalty) +4; Heritage of Nobility
  Possessions: Leather Armor, Light Wooden Shield, 
  Dagger, Spear (normally only carried during tilting or 
  hunting), Short Bow (normally only carried during hunting), 
  20 arrows
  Description: Wart is small for his age, but already 
  extremely intelligent, handsome, and charismatic. He is a 
  quiet boy, and tends to listen much more than he talks. This 
  gives many of the older squires the opinion that he is either 
  timid or stupid, but his words and actions indicate otherwise.
  Kay (Age 14):  British Lesser Nobility 0 level; CR 3⁄4; 
  medium humanoid (teenager); HD 1d6+1; HP 7; Init -1; Spd 
  30 ft. (20 ft. in armor); AC 16, Touch 9, Flat-Footed 16 (+5 
  Chain Mail, +2 Large Steel Shield); Base Atk +0; Atk +1 
  melee (1d6+1/19-20 short sword) or –1 ranged (1d6/x3 short 
  bow); Full Atk +1 melee (1d6+1/19-20 short sword) or –1 
  ranged (1d6/x3 short bow); FS 5 ft by 5 ft; Reach 5 ft; SA; 
  SQ none; Nobility 51; AL: Code of Chivalry, Oath of Fealty 
  (Sir Ector); SV Fort +1, Ref +0, Will +0; Str 13, Dex 8, Con 
  12, Int 12, Wis 10, Cha 12.
  Skills and Feats: Ride +1, Handle Animal +3, Knowledge 
  (nobility and royalty) +3, Intimidate +3; Mounted Combat 
  Possessions: Chain Mail, Large Steel Shield, Short Sword, 
  Lance, Short Bow (normally carried only when hunting)
  Description: Kay is a tall, gangly boy, and has a classic 
  teenager’s combination of size and clumsiness. Especially 
  in armor, which he is still learning to wear, he is a disaster 
  waiting to happen, something that makes him the target of 
  jokes, but only behind his back (he is a big lad for his age, 
  and he is Sir Ector’s oldest son). The closest thing he has 
  to a real friend is Wart, who seems to be the only one who 
  doesn’t laugh at Kay behind his back while praising him to 
  
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  his face. While his clumsiness holds him back in the saddle, 
  Kay is already an accomplished swordsman, something 
  many of the older boys have found out to their dismay in 
  practice. 
  As a headstrong young man, Kay is sometimes a little 
  too eager to put his fledgling skills to use in defense of 
  his family and friends. Any attempt on Arthur could cause 
  Kay to take matters into his own hands, adding to the PCs’ 
  problems as they attempt their own intervention. 
  Sir Ector: Sir Ector is unchanged from his Who’s Who 
  entry. 
  Salazar de Cazador:  Spanish Criminal Rogue 4/Yeoman 
  4; CR 8; medium humanoid; HD 4d6+4d8+16; HP 48; Init 
  +8 (+4 Dexterity, +4 Improved Initiative); Spd 30 ft.; AC 
  18, Touch 14, Flat-Footed 14 (+4 Leather Armor); Base Atk 
  +7/+2; Atk +7 melee (1d4 dagger) or +16 ranged (1d8+2/x3 
  Longbow +2); Full Atk +7/+2 melee (1d4 dagger) or +16/
  +11 ranged (1d8+2/x3 Longbow); FS 5 ft by 5 ft; Reach 5 
  ft; SA; SQ Sneak Attack +2d6, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge, +2 Archery; Nobility 4; SV Fort 
  +7, Ref +12, Will +3; Str 10, Dex 18, Con 15, Int 12, Wis 
  13, Cha 6.
  Skills and Feats: Climb +8, Disable Device +8, Escape 
  Artist +11, Forgery +8, Hide +15, Move Silently +20 
  (includes Silent armor), Listen +12, Open Lock +11, 
  Survival +10, Spot +3, Search +10; Stealthy, Weapon Focus 
  (Longbow), Improved Initiative, Blind-Fight, Point Blank 
  Shot, Tracking, Far Shot.
  Possessions: +2 Silent Leather Armor, 8 Daggers, +2 
  Composite Longbow, 40 arrows, 4 Cure Light Wounds 
  Potions, Riding Horse, 3,000 gp.
  Description: A Spanish mercenary, Salazar is willing to 
  do anything for money. Some of his Saxon allies put him in 
  touch with King Lot, who wants a boy named Arthur found 
  and killed. All Salazar needed to know was how much gold 
  he would get for the deed. He doesn’t know who the boy is, 
  and he doesn’t care.
  King Lot of Lothian: King Lot is unchanged from his 
  Who’s Who entry.
  Queen Morgawse: Queen Morgawse is unchanged from her 
  Who’s Who entry.
  Merlin: Merlin is unchanged from his Who’s Who entry.
  Resolution
  This campaign will end once Arthur, Kay, and Ector travel 
  to London at New Year’s for Kay’s first tournament as a full-
  fledged Knight in his 18th year. There will likely be a last, 
  full-scale assault on the PCs by Lot along the way, but once 
  Arthur and Kay reach London fate will take over, Arthur will 
  draw the sword from the stone, and become King. However, 
  Lot will now gather other lords with him reluctant to be 
  ruled by a boy and begin an open rebellion. The young King 
  will now need the PCs even more, and their old enemy Lot 
  will become even more powerful and aggressive.
  Sample Campaign: War of 
  Ascension
  Set Up
  Era: Rise of Arthur
  The War of Ascension begins almost the moment Arthur’s 
  coronation as King is confirmed at New Year’s in London. 
  After drawing the sword Excalibur from the stone, great 
  crowds of peasants gather, along with many great lords and 
  knights, to see Arthur tested. Important persons present 
  at this “test” are the Archbishop of Canterbury, King Lot 
  of Lothian, King Uriens of Gore, Sir Ector, Sir Kay, Sir 
  Ulfius, and Sir Brastias. While the commons watch, Arthur 
  draws the sword again and again. Other characters of note, 
  particularly King Lot and King Uriens also attempt to draw 
  the sword, failing each time. This display only ends when the 
  commoners begin a hue and cry for Arthur to be crowned, 
  begging his forgiveness for the length of the delay. Sir Ulfius 
  then knights Arthur, and the Archbishop crowns him king. 
  Arthur retires to Carlion in Wales to begin the arduous task 
  of rebuilding a kingdom laid waste by banditry, petty rule 
  and barbarian invasions, as well as appointing officers and 
  addressing the needs of his subjects.
  A festival and tournament are called to celebrate the 
  beginning of Arthur’s reign at Pentecost (50 days after 
  Easter). This festival will contain jousting, horse races (a 
  traditional Pentecost entertainment), and, most importantly, 
  the formal announcements of Arthur’s important court 
  officers, and the formal swearing of fealty by the important 
  lords of Britain. At the festival however, it quickly becomes 
  apparent that the lords are not there for fun and games, with 
  Lot, Uriens, and many other petty lords arriving with close 
  to three thousand men. After an initial defeat, Lot manages 
  to draw even more rebellious lords to his cause, until eleven 
  of the most powerful nobles in England, leading a force of 
  nearly fifty-five thousand men against the “beardless boy 
  king”.
  Adventures
  The War of Ascension campaign is, first and foremost, a war, 
  and should offer the promise of glorious battles allowing 
  characters to gain fame and fortune. The enemy outnumbers 
  those loyal to Arthur by almost ten to one, so only the 
  superior might and nobility of Arthur’s troops will allow 
  them to win the day. This campaign allows the characters 
  the satisfaction of helping to build a kingdom, putting 
  down the rebellious lords (whose banditry has caused many 
  of Britain’s current problems) and restoring stability and 
  prosperity to the realm.
  Diplomatic Relations: This long quest could be a mini-
  campaign unto itself if the GM wishes to flesh it out. Ban 
  and Bors, two brother kings ruling the French nation of 
  Benwick are besieged by the evil Claudas, much as Arthur is 
  
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  besieged by his rebellious nobles. Merlin advises that a truce 
  be entered with the brothers, that if they aid Arthur in putting 
  down his rebellion, then Arthur will aid them with all his 
  might in their struggle against Claudas. 
  The PCs are asked to take on the role of diplomats. Due 
  to enemy intelligence, their mission is known to the enemy, 
  and they will have to win several fights (or use stealth and 
  subterfuge) to reach their ship. Once the PCs cross the 
  channel, they will have to win even tougher fights to reach 
  Ban and Bors, as the rebellious lords, unable to prevent the 
  PCs from leaving England have informed Claudas of the 
  PCs’ arrival and their intentions.
  Once the PCs reach Ban and Bors, they will have to 
  engage in a different sort of battle, one of diplomacy. As 
  Arthur’s representatives, the PCs must convince Ban and 
  Bors not only of Arthur’s sincerity and willingness to keep 
  his bargain, but also of his ability to win his war, thus being 
  able to support the brothers in turn. 
  After achieving the support of the brothers, the PCs will 
  then have to make another dangerous trip through Claudas’ 
  men, and another through the forces of the rebel lords, to 
  inform Arthur of their success to allow him to prepare for the 
  arrival of his reinforcements.
  Recurring Themes
  As military missions (with a decidedly fantasy medieval 
  bent) these adventures, or variations on them, could occur 
  again and again. War has a rhythm and also a routine to it, 
  even though danger and terror are sprinkled into the mix 
  as well. Groups of characters especially suited to one of 
  these quests could find themselves doing it again and again, 
  essentially becoming the Arthurian equivalent of a special 
  operations unit.
  Hold the Line: The PCs are sent to reinforce the castle of a 
  lord friendly to Arthur with a small force of men. The castle, 
  and the support of the lord who rules it, are both critical 
  strategically to Arthur’s fledgling reign. An attack by an 
  overwhelming force is expected shortly, so the PCs have to 
  insure the keep is properly equipped and fortified, and then 
  repulse the attack.
  Escort Duty: The PCs are assigned to escort a crucial 
  supply shipment to Arthur’s forces. The shipment could be 
  food, weapons, medicine or any other vitally needed materiel 
  for Arthur’s army. The attackers could be bandits, barbarians, 
  or rebel forces. Award bonus experience for the percentage 
  of goods successfully delivered to friendly forces (amount 
  should be based on a percentage, since all of a small valuable 
  shipment could still swing the course of the war).
  Supply Raid: The reverse of a convoy escort, the PCs are 
  ordered to intercept a shipment bound for the forces of the 
  rebellious lords, and either return it to friendly forces for 
  their use, or destroy it if that is not possible. Award bonus 
  experience based on the percentage of goods successfully 
  returned.
  Homefront: Many smaller towns and villages are staying 
  carefully neutral, having seen petty lords come and go 
  often since Uther’s death. Not having seen Arthur or the 
  circumstances of his drawing the sword, these villages think 
  of him as just another robber baron till they see proof to 
  the contrary. However, swaying the hearts and minds of the 
  people is just as important as military defeat over the barons. 
  The PCs are sent to an important village on a diplomatic 
  mission to convince its headman to throw his support behind 
  Arthur. 
  Intelligence Gathering: The PCs are sent on a dangerous 
  mission to ascertain the position of enemy forces, and also 
  to try and determine where they plan to strike next. A perfect 
  adventure for a party of characters, as this mission could 
  require stealth, charisma-based skills, and combat for the 
  PCs to gain close access to the enemy forces, then return 
  home with the information.
  Supporting Cast
  King Arthur (Age 16):  British Lesser Nobility 6th 
  Level (Knight 4/Noble 2) CR 6; medium humanoid; HD 
  4d12+2d8+18; HP 74; Init +2; Spd 30 ft. (20 ft. in armor); 
  AC 32, Touch 12, Flat-Footed 30 (+13 Full Plate, +7 Shield, 
  +2 Dexterity); Base Atk +5; Atk +13 melee (1d8+8/19-
  20 damage Excalibur); Full Atk +13 melee (1d8+8/19-20 
  Excalibur) or +15 melee (3d10+10 Lance +5 with Spirited 
  Charge); FS 5 ft by 5 ft; Reach 5 ft; SA Fate (to rule a united 
  Britain) Destiny (to be betrayed by the two he loves best in 
  the world); SQ Mounted Combat +2, Code of Chivalry, Aura 
  of Knighthood, Armor Tolerance +2, Knight’s Warhorse, 
  Dispense Justice, Aura of Nobility, Noblesse Oblige, Divine 
  Grace; Nobility 80; AL: Code of Chivalry, Noblesse Oblige; 
  SV Fort +11, Ref +7, Will +12; Str 16, Dex 14, Con 16, Int 
  18, Wis 18, Cha 19.
  Skills and Feats: Ride +11, Handle Animal +11, 
  Knowledge (nobility and royalty) +13, Intimidate +13, Jump 
  +10, Diplomacy +11, Bluff +8, Sense Motive +7; Heritage 
  of Nobility, Predestined, Mounted Combat, Ride-by Attack, 
  Spirited Charge, Leadership, Faith
  Possessions: Knight’s Mantle Full Plate +5 (4 DR 
  bypassed by ignoble weapon), Lg. Steel Shield +5, 
  Excalibur, Noble Heavy Lance +5, Scabbard of Excalibur, 
  Heavy Warhorse (Noble, Pure Breed)
  Description: Seen here halfway through his civil war, 
  Arthur is already an exceptional warrior and leader, and is 
  obsessed with uniting his kingdom. In battle he seems much 
  more powerful than he really is, both because of his fate, and 
  because of the impressive arsenal of weapons given to him 
  by Merlin. There is little doubt that, despite his age, Arthur is 
  in his element, defeating his foes, and using his considerable 
  charm and statecraft to win over the neutral to his cause.
  King Carados (alternately called the King of Carados):  
  Saxon Royalty 10th Level (Barbarian 10); CR 10; medium 
  humanoid; HD 10d12+30; HP 100; Init +2; Spd 40 ft.; AC 
  22, Touch 12, Flat-Footed 20 (+6 Chain Shirt, +4 Shield, 
  +2 Dexterity); Base Atk +10/+5; Atk +14 melee (1d8+4 
  Battleaxe +2); Full Atk +14/+9 melee (1d8+4 Battleaxe +2); 
  FS 5 ft by 5 ft; Reach 5 ft; SA; SQ Fast movement, Illiteracy, 
  
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  Rage 3/day, Improved Uncanny Dodge, Trap Sense +3, 
  Damage Reduction 2/-; Nobility 15; SV Fort +10, Ref +5, 
  Will +2; Str 14, Dex 14, Con 16, Int 10, Wis 8, Cha 12.
  Skills and Feats: Climb +7, Handle Animal +6, Intimidate 
  +18, Listen +4, Ride +15, Survival +10; Leadership, 
  Alertness, Tracking, Blind-fight, Power Attack
  Possessions: +2 Chain Shirt, +2 Lg. Steel Shield, +2 
  Ignoble Battle Axe, Light Warhorse
  Description: Carados is a Saxon lord who rules a Saxon 
  fiefdom in a partially conquered Britain. He sees the rise to 
  power of a strong King as a direct threat to his position, and 
  has allied himself with Lot’s rebellion strictly out of personal 
  interest. He cares little for concepts such as “honor”, and 
  prefers to fight on foot.
  King of the Hundred Knights:  British Royalty 10th Level 
  (Priest 2/Knight 5/Crusader 3); CR 10; medium humanoid; 
  HD 2d8+5d12+3d10+20; HP 82; Init -1; Spd 30 ft. (20 ft. in 
  armor); AC 19, Touch 10, Flat-Footed 19 (+7 Chain Mail, 
  +3 Shield, -1 Dexterity); Base Atk +9/+4; Atk +12 (1d8+3 
  Heavy Mace); Full Atk +12/+7 (1d8+3 Heavy Mace) or +13 
  (3d10+4 Heavy Lance with Spirited Charge); FS 5 ft by 5 ft; 
  Reach 5 ft; SA Fate (lead a rebellion against Arthur) Destiny 
  (to be slain in the final battle of that rebellion); SQ Aura of 
  Piety, Turn the other cheek, Sacraments, Mounted Combat 
  +2, Code of Chivalry, Aura of Knighthood, Armor Tolerance 
  +2, Knight’s Warhorse, Dispense Justice, Smite Infidel 1/day, 
  Lay on Hands, Crusade +1; Nobility 60; AL Turn the other 
  cheek, Code of Chivalry, Oath of the Crusader; SV Fort +12, 
  Ref +1, Will +8; Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 
  14.
  Skills and Feats: Knowledge (religion) +5, Knowledge 
  (nobility and royalty) +5, Ride +8, Intimidate +4, Handle 
  Animal +4; Ordination, Mounted Combat, Ride-by Attack, 
  Spirited Charge, Faith, Zealot, Piety
  Possessions: +2 Chain Mail, +1 Lg. Steel Shield, +2 
  Heavy Mace, +1 Heavy Lance, Heavy Warhorse (Courser, 
  Blazing Fast)
  Priest Spell Points to Cast (1/1/8*); Spell Points: 9
  King Lot: King Lot is unchanged from his Who’s Who 
  entry. 
  King Uriens: King Uriens is unchanged from his Who’s 
  Who entry.
  Sir Kay, Seneschal of Britain (Age 20):  British Lesser 
  Nobility 5th Level (Knight 4/Noble 1); CR 5; medium 
  humanoid; HD 4d12+1d8+15; HP 51; Init +0; Spd 30 ft.; AC 
  23, Touch 10, Flat-Footed 23 (+10 Full Plate, +3 Shield); 
  Base Atk +4; Atk +8 melee (1d8+4/19-20 Longsword +1); 
  Full Atk +8 melee (1d8+4/19-20 Longsword +2) or +9 melee 
  (1d10+5 Heavy Lance); FS 5 ft by 5 ft; Reach 5 ft; SA; SQ 
  Mounted Combat +2, Code of Chivalry, Aura of Knighthood, 
  Armor Tolerance +2, Knight’s Warhorse, Dispense Justice, 
  Aura of Nobility, Noblesse Oblige; Nobility 60; AL Code of 
  Chivalry, Oath of Fealty (King Arthur); SV Fort +7, Ref +1, 
  Will +4; Str 16, Dex 10, Con 16, Int 14, Wis 12, Cha 14
  Skills and Feats: Ride +7, Handle Animal +9, Knowledge 
  (nobility and royalty) +10, Intimidate +10, Sense Motive 
  +5; Mounted Combat, Ride-by Attack, Combat Expertise, 
  Combat Reflexes
  Possessions: +2 Full Plate, +1 Lg. Steel Shield, +1 
  Longsword, Heavy Lance, Heavy Warhorse (Charger, Tough 
  as Nails)
  Sir Brastias: Sir Brastias is unchanged from his Who’s Who 
  entry.
  Resolution
  Eventually, the war will come to a head, and a climactic 
  battle will be fought. Lot is destined to die in this battle, 
  and if the PCs have tangled with him sufficiently for him 
  to qualify as an arch-nemesis in the campaign, they should 
  get the opportunity to do the deed themselves. If one of the 
  PCs kills Lot, his son, Gawain, too young to participate with 
  his father in the war, will swear an oath of vengeance on the 
  man responsible. This could put the PCs in the unenviable 
  position of having an enemy ostensibly on the same side of 
  their battles for Arthur (although Gawain will not challenge 
  the character for no good reason, he will look for any good 
  reason to come along).
  When Lot is killed, the rebel army will break and flee. 
  Although Arthur puts out an offer for the noblest of the 
  rebels (particularly Uriens) to receive amnesty if they swear 
  fealty to him, none of them take him up on the offer, and 
  as the bulk of Arthur’s army (particularly knights such as 
  Brastias, Ulfius, and King Pellinore) leave to aid Ban and 
  Bors, things are very much unresolved. One of the few who 
  accepts this offer is Morgawse, who comes to court with her 
  oldest son Gawaine. During this disastrous visit, Morgawse 
  and Arthur have a dalliance, during which Mordred is 
  conceived.
  Sample Campaign: 
  Cameliard
  Set Up 
  Era: Rise of Arthur 
  Already beset by a nature gone wild, like many other areas 
  of Britain in the era between Arthur and Uther, Leodegrance 
  has also been under attack from the Saxons. When Uriens 
  returns from his unsuccessful campaign to unseat Arthur, he 
  decides to add Leodegrance’s lands to his own and attacks. 
  Now in desperate straights, Leodegrance appeals to the new 
  King for aid.
  Although the majority of Arthur’s forces have been 
  sent to France to fulfill the promise made to Kings Ban 
  and Bors. When the call for aid comes from Leodegrance 
  of Cameliard, Arthur goes with a small group of newly 
  dubbed knights to aid the lord, a powerful, influential Duke 
  who served his father Uther, and a man who could greatly 
  increase Arthur’s standing among the rebellious lords of 
  
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  Britain.
  Cameliard makes a perfect beginning to an Excalibur 
  campaign. There will be many wilderness adventures to 
  overcome against wild bears, boars, even lions (which have 
  never existed historically in Britain, but appear in Arthurian 
  legend). Also there are bandit lairs to raid and destroy, and 
  barbarians to drive out. Finally, there is a military campaign 
  to conduct against Uriens. Since most of his elite knights are 
  away, this gives low-level PCs a perfect chance to shine, get 
  to know their King, and catch his attention as followers of 
  merit, worthy of dangerous, glory-bringing assignments in 
  the future.
  Adventures
  The Wolf Lord: One of the first tasks the characters 
  will have to undertake is reclaiming Cameliard from the 
  wilderness. Like many areas of Britain between Uther and 
  Arthur, the land, with no king to tame it, has grown wild, 
  turning against the men and women who live on it like an 
  indigenous host attempting to repulse an invader. Old trails 
  will have to be cleared of choking overgrowth, and wild 
  boars, bears, wolves, and even lions pose a threat to the 
  farmers and townsfolk of Cameliard. 
  However, as the PCs continue their fight against a 
  wilderness gone berserk, they will come to realize that there 
  is a malevolent force controlling the animals and directing 
  their attacks. Eventually the PCs will have to find and 
  confront the Wolf Lord in his lair if they are to tame the 
  berserk animals of Cameliard.
  Barbarian Raiders: After the animals are dealt with, the 
  PCs will need to clear out the pockets of Saxons hiding in 
  the wilds of Cameliard. These small groups are conducting 
  a guerilla campaign, striking innocent townsfolk from 
  stealth, and then retreating into the wilds when they meet 
  heavy resistance. As the PCs tame the rampant overgrowth 
  and wild animals scourging the 
  countryside, finding their leader, the 
  Saxon Caladwold, will prove much 
  easier.
  Invading Army: Seeing the 
  weakness of Leodegrance, Uriens, his 
  neighboring lord, recently returned 
  from an unsuccessful campaign 
  against Arthur, decides to take 
  Leodegrance’s lands for his own. 
  This will give the PCs the first chance 
  to tangle with Uriens’ young bride, 
  Morgan le Fey, who is the secret 
  source behind many of Leodegrance’s 
  problems and a dangerous advisor to 
  Uriens.
  Recurring Themes
  Guinevere: From the moment 
  Arthur sees Guinevere, he is head 
  over heels in love with her. However, 
  she is not so quick to return the sentiment. Worse, her 
  father, Leodegrance, while unwilling to join the rebellion 
  against Arthur, shares some of the same concerns about his 
  parentage that Lot and Uriens have expressed, and the same 
  distrust of Merlin, and refuses to let Arthur see his daughter, 
  much less court her, until the matter of Arthur’s legitimacy is 
  settled to his satisfaction.
  Therefore, in the grand tradition of Cyrano, the PCs will 
  be drafted into the role of go-between for the King to the 
  woman he loves. He will have them ferry letters for her, 
  in secret, while he meets with her father. These adventures 
  should be played for comedic affect, with the heavily 
  armored knights attempting to be subtle. Worse, the love 
  poetry Arthur is having the PCs take to Guinevere is awful. 
  If they read it, do they replace it with better poetry? If there 
  is a bard in the party, this is an encounter where he could far 
  outshine his knightly companions, winning a Queen for his 
  King.
  Once the King wins her love, there are secret meetings for 
  the PCs to arrange as well, serving their King’s heart while 
  avoiding the wrath of a protective father, and a rash, over 
  protective brother, Gotegrin. In fact, while Leodegrance will 
  be easily swayed, given the critical aid Arthur is providing, 
  and the majesty clearly evident in the young King, Gotegrin 
  could be a real problem for the characters. If they are caught 
  aiding Arthur, while he can do nothing to the aspiring King, 
  he can and will challenge the PCs. Depending on their honor, 
  nobility, and conduct, this challenge could be to the death.
  Finally there is the matter of keeping Guinevere safe. 
  A constant theme in all Arthurian legend is Guinevere’s 
  propensity to be kidnapped, and this campaign should 
  prove no exception. Throughout the campaign, she will 
  be kidnapped by the various factions the PCs are battling 
  against, including the Wolf Lord, the barbarians, and Uriens 
  himself. Lastly, when it becomes clear that Arthur intends 
  to marry Guinevere, and that both she and her father are 
  And thus the land of Cameliard was waste,
  Thick with wet woods, and many a beast therein,
  And none or few to scare or chase the beast;
  So that wild dog and wolf and boar and bear… 
  And ever and anon the wolf would steal the children and devour…
  Then his brother king Urien assail’d him; last a heathen horde,
  Reddening the Sun with smoke and earth with blood,
  And on the spike that split the mother’s heart,
   Spitting the child, brake on him, till, amazed
  He knew not whither to turn for aid…
  But- for heard of Arthur newly crown’d…
  Sent to him saying, “Arise and help us thou!
  For here between the man and beast we die.”
  -Alfred Lord Tennyson, Idylls of the King
  
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  agreeable, the romance subplot culminates with Guinevere 
  being kidnapped by her brother Gotegrin!
  Evil Twin: Further complicating the Guinevere subplot, 
  there is the matter of Gwenhwyvach, Guinevere’s half sister. 
  A Welsh fairy seduced Leodegrance while his wife was 
  pregnant with Guinevere, and Gwenhwyvach was the result. 
  She is capricious, seductive, with powerful magical abilities, 
  and is identical to Guinevere physically. Not even her father 
  or brother can tell them apart. She lusts for King Arthur, 
  and will try to take Guinevere’s place whenever possible, 
  especially during the early stages of the relationship when 
  Guinevere’s interest for the young King is lukewarm. This 
  will cause confusion, and generally serve to make Guinevere 
  look bad in the PCs’ eyes, since one minute she will be ready 
  to surrender her honor to the King before marriage, while 
  the next she will be cold and aloof. Solving this mystery will 
  be a key to bringing the lovers together, as Gwenhwyvach’s 
  interference will cause nothing but strife between Arthur and 
  Guinevere.
  Family affair: Caladwold’s younger brother has been 
  captured by the Wolf Lord while on a scouting mission. 
  Should the PCs rescue him (requiring the party to fight their 
  way to the crumbling castle used as a lair by the creature 
  and his followers), Caladwold will feel obligated to the 
  characters, and his personal sense of honor will cause him 
  to do almost anything they ask, including packing up and 
  heading home.
  Morgan le Fey: This will give the PCs their first chance 
  to tangle with Morgan, and get a feel for what a subtle and 
  dangerous opponent she is. Indeed, it may be some time 
  before they realize she is their true enemy. The Wolf Lord 
  was trained by Morgan, and she also provides magical 
  support and lends her future sight to the barbarians plaguing 
  Cameliard. To learn either of these events, the PCs will 
  have to capture and interrogate opponents. If they just 
  slay them in battle, the PCs might never learn of Morgan’s 
  involvement.
  Morgan has also caught the eye of Gotegrin, and has been 
  feeding him false information about Arthur, intensifying his 
  dislike for the boy King. Worse, Gotegrin has been taking 
  these “insights” back to his father, so Morgan is an indirect 
  source of some of Leodegrance’s concerns. Again only 
  asking the right question of the right person, in this Gotegrin, 
  will reveal Morgan’s hand in events.
  Supporting Cast
  Caladwold:  Saxon lesser nobility 11th level (Barbarian 10/
  Berserker 1); CR 11; medium humanoid; HD 11d12+44; HP 
  137; Init +0; Spd 40 ft.; AC 17, Touch 10, Flat-Footed 17 (+7 
  chain shirt); Base Atk +11/+6/+1; Atk +15 melee (1d12+4 
  greataxe); Full Atk +15/+10/+5 melee (1d12+4 greataxe); FS 
  5 ft by 5 ft; Reach 5 ft; SA; SQ Fast movement, illiteracy, 
  greater rage 4/day, improved uncanny dodge, trap sense 
  +3, damage reduction 2/-; Nobility 35; AL Oath of Loyalty 
  (Clan); SV Fort +12, Ref +3, Will +2; Str 14, Dex 10, Con 
  18, Int 12, Wis 8, Cha 14.
  Skills and Feats: Climb +7, Handle Animal +7, Intimidate 
  +16, Jump +7, Listen +13, Ride +9, Survival +13, Swim +6; 
  Power Attack, Cleave, Great Cleave, Leadership 
  Possessions: Chain Shirt +3, Greataxe +2, Boots of 
  Elvenkind, Cloak of Resistance +1, Dust of Tracelessness
  Description: Caladwold is an ambitious young Saxon. 
  Hearing of the fertile lands in Britain ripe for the taking, 
  Caladwold carefully chose Cameliard to be the start of his 
  new dominion, feeling Leodegrance too weak to withstand 
  him. The truth turned out to be far different, and the small 
  band of Saxons has been forced to retreat into the wildlands 
  of the small kingdom, where they conduct a guerilla war, 
  but mostly live the life of bandits. Many of Caladwold’s 
  followers are related to him in some way, including his 
  cohort, Banak (Barbarian 7), who is his younger brother.
  Caladwold has a deep sense of honor that will cause him 
  to take extreme risks, charging headlong into any battle. 
  The characters should recognize him, despite his frothing, 
  bloodied, frenzied style of fighting as a worthy opponent. 
  Family is very important to Caladwold, and all his relatives, 
  and the characters could very well ransom him and his 
  younger brother to their father, a quite important and wealthy 
  Danish noble. However, this could have unfortunate side 
  effects if the characters kill or mistreat Caladwold, as the 
  Dane’s many sons will come looking for their brother, and 
  when they do, will begin seeking vengeance on those who 
  killed him.   
  Guinevere: Guinevere is unchanged from her entry in the 
  Who’s Who section.     
  Gwenhwyvach:  British royalty 8th level (Hedge Mage 
  5/Enchantress 3); CR 8; medium humanoid; HD 5d6+3d4; 
  HP 27; Init +0; Spd 30 ft.; AC 13, Touch 13, Flat-Footed 
  12 (+1 bracers, +1 ring, +1 Dexterity); Base Atk +3; Atk 
  by spell; Full Atk by spell; FS 5 ft by 5 ft; Reach 5 ft; SA; 
  SQ Summon familiar, superstition, dream reader, lesser 
  prophecy, enchantress; Nobility 15; SV Fort +2, Ref +3, Will 
  +9; Str 6, Dex 12, Con 10, Int 14, Wis 14, Cha 18 (20).
  And Guinevere
  Stood by the castle walls to watch him pass; 
  But since he neither wore on helm or shield
  The golden symbol of his kinglihood,
  But rode a simple knight among his knights,
  And many in richer arms than he,
  She saw him not, or mark’d not if she saw,
  One among many, tho’ his face was bare.
  But Arthur, looking downward as he passed,
  felt the light of her eyes into his life
  Smite on the sudden, yet rode on…
  -Alfred Lord Tennyson, Idylls of the King  
  
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  Skills and Feats: Bluff +16 (+19 vs. men), Diplomacy 
  +16 (+19 vs. men), Disguise +16 (+19 vs. men), 
  Gather Information +16 (+19 vs. men), Prophecy +10, 
  Concentration +8, Sleight of Hand +7; Dark Heritage, Spell 
  Focus (enchantment), Power Surge, Innate Spell, Innate 
  Spell
  Possessions: Bracers of armor +1, Cloak of Charisma +2, 
  Ring of Protection +1, Mana Stone +5, 1,150 gp
  Spells Known: Caster level 8 hedge mage spell points to 
  cast (0/1/2/3/5/14*) Spell Points 35 (40 with Mana Stone) 
  Spell Save DC 15+ spell level
  0 Level: Dancing Lights, Daze, Detect Magic, Flare, 
  Message, Read Magic, Resistance, Touch of Fatigue
  1st Level: Charm Person, Disguise Self, Expeditious 
  Retreat, Hypnotism, Sleep
  2nd Level: Hypnotic Pattern, Eagle’s Splendor, Invisibility
  3rd Level: Hold Person, Suggestion, Deep Slumber
  4th Level: Charm Monster, Crushing Despair
  5th Level: Waves of Fatigue
  Description: The daughter of Leodegrance and a nymph, 
  Gwenhwyvach is identical to Guinevere physically, and her 
  polar opposite mentally. Flirtatious, manipulative, lustful, 
  and spiteful, she hates and despises her sister, desiring 
  everything she has. Gwenhwyvach will be particularly eager 
  to marry Arthur, seeing power and fame and wealth, and 
  will do anything to kill Guinevere and take her “rightful” 
  place as Arthur’s bride. If any of the characters discover 
  the reason for Guinevere’s “mood swings” toward Arthur, 
  Gwenhwyvach will go to Gotegrin as Guinevere and tell 
  them one of the PCs has made an unwanted advance toward 
  her, or even implicate them in cooperating with the Saxon 
  leader Caladwold (this will be especially convincing if the 
  characters convinced him to leave peacefully). One of the 
  characters may then end up facing Gotegrin in a trial by 
  combat to the death.
  King Arthur (Age 20):  British Lesser Nobility 11th 
  Level (Knight 5/Noble 6) CR 10; medium humanoid; HD 
  5d12+6d8+30; HP 106; Init +2; Spd 30 ft. (20 ft. in armor); 
  AC 32, Touch 12, Flat-Footed 30 (+13 Full Plate, +7 Shield, 
  +2 Dexterity); Base Atk +9/+4; Atk +18 melee (1d8+8/19-20 
  damage Excalibur); Full Atk +18/+13 melee (1d8+8/19-20 
  Excalibur) or +19 melee (3d10+10 Lance +5 with Spirited 
  Charge); FS 5 ft by 5 ft; Reach 5 ft; SA Fate (to rule a united 
  Britain) Destiny (to be betrayed by the two he loves best in 
  the world); SQ Mounted Combat +2, Code of Chivalry, Aura 
  of Knighthood, Armor Tolerance +2, Knight’s Warhorse, 
  Dispense Justice, Aura of Nobility, Noblesse Oblige, Divine 
  Grace, Quest +2, Aura of Courage, Divine Wrath 1/day; 
  Nobility 85; AL: Code of Chivalry, Noblesse Oblige; SV 
  Fort +14, Ref +10, Will +15; Str 16, Dex 14, Con 16, Int 18, 
  Wis 18, Cha 20.
  Skills and Feats: Ride +16, Handle Animal +14, 
  Knowledge (nobility and royalty) +18, Intimidate +18, 
  Jump +10, Diplomacy +15, Bluff +12, Sense Motive +11, 
  Knowledge (history) +12; Heritage of Nobility, Predestined, 
  Mounted Combat, Ride-by Attack, Spirited Charge, 
  Leadership, Faith, Weapon Focus (longsword)
  Possessions: Knight’s Mantle Full Plate +5 (8 DR 
  bypassed by ignoble weapon), Lg. Steel Shield +5, 
  Excalibur, Noble Heavy Lance +5, Scabbard of Excalibur, 
  Heavy Warhorse (Noble, Pure Breed)
  Description: Having solidified his hold over Britain 
  to a large extent, the Arthur seen here has begun to make 
  leaps and bounds as administrator, ruler, and king. He is 
  much more comfortable delegating to others, and that will 
  be his role in the Cameliard campaign, as a leader who 
  assigns quests to the PCs. Many of these will be military in 
  nature, such as rooting out the Wolf Lord and confronting 
  Caladwold and his followers. However others will have the 
  characters act as intermediaries with Guinevere, while Arthur 
  runs interference, tying up Leodegrance in “war council”. 
  Any hint of hesitation or self-doubt is gone, and the Boy 
  King is now simply a King, secure in his place as ruler of an 
  ever more united Britain. 
  King Leodegrance:  King Leodegrance is unchanged from 
  his Who’s Who entry.
  King Uriens: King Uriens is unchanged from his Who’s 
  Who entry.
  Morgan le Fey (Age 22):  British Royalty 15th level 
  (Hedge Mage 5/Druid 5/Enchantress 5); CR 15; medium 
  humanoid; HD5d6+5d8+5d4+15; HP 77; Init +2; Spd 30 ft.; 
  AC 18, Touch 18, Flat-Footed 16 (+4 Bracers, +2 Ring, +2 
  Dexterity); Base Atk +7; Atk by spell; Full Atk by spell; FS 
  5 ft by 5 ft; Reach 5 ft; SA Fate (To aid in the downfall of 
  Arthur), Destiny (To be spurned by the only man to win her 
  heart- Accolon); SQ Summon familiar, superstition, dream 
  reader, lesser prophecy, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, resist nature’s 
  lure, wild shape 1/day, enchantress; Nobility 30; SV Fort +7, 
  Ref +5, Will +14; Str 10, Dex 14, Con 12, Int 18, Wis 15, 
  Cha 20 (24).
  Skills and Feats: Bluff +15 (+20 vs. men), Concentration 
  +14, Diplomacy +20 (+25 vs. men), Disguise +15 (+20 vs. 
  men), Gather Information +15 (+20 vs. men), Intimidate 
  +15 (+20 vs. illiterate), Prophecy +10, Spellcraft +12, Listen 
  +10, Spot +10, Ride +10, Knowledge (nature) +10; Dark 
  Heritage, Second Sight, Spell focus (enchantment), Craft 
  Magic Arms and Armor, Craft Wand, Craft Wondrous Item  
  Possessions: Bracers of Armor +4, Cloak of Charisma +4, 
  Wand of Charm Person (heightened 3rd level) 50 charges, 
  Wand of Web 50 charges, Ring of Protection +2, Mana Stone 
  +8, 1,250 gp
  Spells: Caster level 10 Hedge Mage spell points to cast 
  (0/1/2/3/4/6/16*) Spell save DC 18+spell level (19 for 
  enchantment); Caster level 5 Druid spell points to cast (0/1/
  2/5/18*) Spell save DC 13+spell level; Spell Points 62 (70 
  with mana stone)
  Spells Known (9/5/4/3/3/1)
  0 Level: Dancing Lights, Daze, Detect Poison, Detect 
  Magic, Ghost Sound, Light, Message, Read Magic, Touch of 
  Fatigue
  
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  1st Level: Cause Fear, Charm Person, Hypnotism, Shield, 
  Ray of Enfeeblement
  2nd Level: Eagle’s Splendor, Mirror Image, Invisibility, 
  Protection from Arrows
  3rd Level: Hold Person, Phantom Steed, Heroes’ Bane
  4th Level: Bestow Curse, Ice Storm, Charm Monster
  5th Level: Teleport
  Sir Gotegrin:  British Royalty 10th Level (Knight 10); CR 
  10; medium humanoid; HD 10d12+30; HP 100; Init; Spd 
  30 ft. (20 ft. in armor); AC 24, Touch 12, Flat-Footed 22 
  (+10 full plate, +2 shield, +2 Dexterity); Base Atk +10/+5; 
  Atk +14 melee (1d8+3 longsword); Full Atk +14/+9 melee 
  (1d8+3 longsword) or +19 melee (3d10+5 heavy lance with 
  spirited charge); FS 5 ft by 5 ft; Reach 5 ft; SA; SQ Mounted 
  combat +3, code of chivalry, aura of knighthood, armor 
  tolerance +5, knight’s warhorse, dispense justice, unhorse; 
  Nobility 60; AL Code of Chivalry, Noblesse Oblige, Oath of 
  Fealty (King Leodegrance); SV Fort +10, Ref +5, Will +4; 
  Str 12 (14), Dex 14, Con 16, Int 10, Wis 12, Cha 10.
  Skills and Feats: Ride +13, Handle Animal +10, 
  Intimidate +9; Mounted Combat, Ride-by Attack, Spirited 
  Charge, Trample, Animal Affinity, Weapon Focus 
  (longsword), Weapon Focus (lance), Power Attack
  Possessions: Full Plate +2, Gauntlets of Ogre Power, 
  Noble Longsword +1, Heavy Steel Shield, Heavy Lance, 
  Heavy Warhorse (Charger)
  Wolf Lord:  wolf man Druid 7; CR 7; medium humanoid; 
  HD 7d8+7; HP 49; Init +2; Spd 40 ft.; AC 17, Touch 12, 
  Flat-Footed 15 (+5 hide armor, +2 Dexterity); Base Atk +5; 
  Atk +5 melee (1d6 club); Full Atk +5 melee (1d6 club); FS 
  5 ft by 5 ft; Reach 5 ft; SA; SQ Animal companion, nature 
  sense, wild empathy, woodland stride, trackless step, resist 
  nature’s lure, wild shape 3/day; Nobility 20; SV Fort +6, Ref 
  +4, Will +8; Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 14.
  Skills and Feats: Handle animal +12, Survival +19, 
  Knowledge (nature) +9, Concentration +6, Listen +13, Spot 
  +10; Tracking, Self-Sufficient, Natural Spell  
  Possessions: Mana stone +10 (worn around neck), Hide 
  armor +2, club (usually melees in animal form)
  Spells: Caster Level 7 Druid spell points to cast (0/1/2/3/
  6/21*) Spell Points: 23 (33 with mana stone) Spell save DC 
  13+spell level
  Description: An unusually intelligent, wily member of his 
  race, this wolf-man has been receiving instruction from none 
  other than Morgan le Fey as she attempts to help her husband 
  conquer Cameliard. It was she who supplied him with the 
  magic armor and the mana stone. With his power increasing 
  daily, the wolf lord now commands a sizeable pack of 
  wolves and dire wolves, and has taken up residence in an 
  abandoned castle overrun with forest. In combat, the wolf 
  lord will fight in wolf form, using his spells as necessary to 
  summon aid or casting spells to heal and increase the power 
  of his followers. He will attempt to go unnoticed in these 
  efforts. If he is personally attacked, he will usually shift to 
  bear form, still casting spells as necessary. 
  Converting Published 
  Adventures
  One last topic that needs to be addressed is the subject of 
  published adventures. Although the goal of the Campaign 
  Guide is to provide the Excalibur game master with all the 
  tools he needs to run a campaign, there is still a wealth of 
  adventure material made by some very fine companies for 
  the game master to take advantage of. However, the feel of 
  Excalibur is quite different from most fantasy adventures, 
  which are more based on the works of Tolkien than they are 
  of Malory. With a few adjustments, however, any adventure 
  can be modified to fit seamlessly in a Legends of Excalibur 
  campaign, and below, you will find some tips and hints to 
  pick the right adventure and modify it in the least amount 
  of time. The main elements to consider when selecting a 
  published adventure are the setting, the challenges, rewards, 
  and the adventure’s tone, each of which is discussed in 
  greater depth below.
  Setting 
  The setting of adventure determines almost everything 
  else about the adventure. An adventure set in an uncharted 
  wilderness is not going to be one of political intrigue, nor is 
  it going to pit you against an evil aquatic emperor bent on 
  conquering the surface world. The main settings, discussed 
  below, are the dungeon, wilderness, and city adventure.
  Dungeons: Dungeons in the traditional sense are rare 
  in Arthurian legend. However, castles are the location of 
  numerous adventures in the tales. Therefore, the game 
  master can take the dungeon, have it go up instead of down, 
  and convert almost any dungeon into a castle adventure. 
  Since most dungeons are drab and in poor repair, the castle 
  will not be a living breathing castle, but Arthurian legend is 
  full of rotting, crumbling castles swallowed by the forests 
  that run rampant between the reigns of Uther and Arthur.
  Wilderness: Arthurian legend is rife with wilderness 
  adventures. It seems as though you can walk into any forest 
  and find a giant, or a ruined castle, or an evil enchantress. 
  Knights in the tales, in their desire for fame and glory, as 
  well as a desire to “clean up Britain”, often go plunging into 
  the nearest desolate forest they can find (and they never seem 
  to have to go far) just looking for trouble, and they always 
  seem to find it.
  City: Cities are popular settings for adventures, allowing 
  characters to confront thieves’ guilds, get caught up in 
  politics, and all sorts of other skullduggery and mayhem. 
  This setting includes both the glistening metropolis and the 
  wretched hive of scum and villainy. City adventures are rare 
  in Arthurian legend, primarily because of its focus on the 
  knights taming the wilderness of Britain. However, there 
  are many large cities in Arthurian Britian (discussed in the 
  Gazetteer below), including London, already a thriving 
  metropolis, Bath, with its medicinal springs, which has been 
  a favorite recreation stop since the Romans built their bath 
  facilities there during their occupation of the island, and 
  
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  Canterbury, with its magnificent cathedral devoted to the 
  One God. Tournaments and jousts are often held near major 
  cities, including one of the largest, at New Year’s outside 
  London. While attending these events, the characters could 
  get sucked into any sort of city adventure. Further, this 
  would be a good time to throw in the occasional dungeon, in 
  the form of a sewer trek.
  Challenges
  The challenges of an adventure are the obstacles that must 
  be overcome for the characters to survive and succeed. 
  Typically these obstacles take the form of monsters and 
  NPCs each of which is discussed below.
  Monsters: Many types of monsters appear in Arthurian 
  legend, and these are detailed in the monsters section 
  later in this book. Simply make sure that the monsters are 
  appropriate for the setting, and change the inappropriate 
  monsters as necessary. This can usually be done with 
  little work and without changing the overall focus of the 
  adventure. Two monsters that deserve special attention here 
  are the goblinoid and undead. Both are favorites of adventure 
  writers, especially low-level adventure writers, and neither 
  occur with any frequency in Arthurian lore. 
  Goblinoids are reduced to only goblins. There are no orcs, 
  no gnolls, no kobolds, and no bugbears. However, it is easy 
  enough to replace these in adventures. Simply make them 
  ruffians, robber barons, or bandits if they are sophisticated 
  enough to pass as (awful) representations of humanity. 
  Usually this will require nothing more than changing their 
  descriptions when the characters encounter them, although 
  the game master could also easily replace their statistics with 
  those found in the NPC tables presented later.
  Undead are reduced to spirits, such as banshee and ghosts, 
  along with the occasional (and extremely rare) wight or 
  ghoul. There are no skeletons or zombies, and definitely 
  no vampires. While there are representations of these 
  creatures in other forms of fiction written at the same time as 
  Arthurian legend, they do not appear in the tales, and would 
  be as out of place (especially the vampire) as a kiai-shouting, 
  nunchaku-wielding monk. Again, in the case of the skeleton 
  or zombie, the change is easily made to a human opponent 
  by a change in description, with the zombie-horde leading 
  necromancer becoming the enchantress with her thralls of 
  fallen knights. 
  The game master should further note that when undead 
  are encountered (and again it should be rare), the fact that 
  many of the spells and class abilities (such as turn undead) 
  dealing with undead have been removed from the classes 
  will make these encounters much more difficult. Therefore, it 
  is recommended that these creatures be avoided, save for the 
  occasional banshee, ghost, or barrow wight.
  NPCs: NPCs are the most common form of opponent 
  found in Arthurian lore, and are almost always appropriate. 
  Changes will need to be made to class abilities, but for the 
  most part, a simple alteration of the NPC’s spell list will be 
  all that is needed for the NPC to appear seamlessly in the 
  campaign. Again, the NPC tables, along with the countless 
  detailed NPC statblocks found in the Campaign Guide will 
  assist the game master in making these transitions as painless 
  and quick as possible. 
  Rewards
  Sometimes questing is its own reward, but players usually 
  like a little something tangible to go with their experiences. 
  Money and magic items from opponents, otherwise known 
  as the time honored tradition of “killing things and taking 
  their stuff” is well and good, and certainly has its place in 
  Arthurian adventuring. However, there are some rewards of 
  a kind not found in the typical fantasy game worth including 
  in your game as well. 
  Ransom: Not nearly as bad as its modern connotation, 
  this was in fact considered one of the privileges enjoyed by 
  combatants “of quality” (members of the Lesser Nobility and 
  the Royalty) in medieval times. Killing an opponent was all 
  well and good, but why do that when you could get his king 
  or his relatives to pay you for his safe return? Exceptional 
  combatants could expect their liege to pony up for their 
  safe return, while others might have to wait for years while 
  their family tried to raise the money to secure their freedom. 
  For captured characters, this might remove them from the 
  campaign for a time, although other party members could 
  certainly raise funds themselves. For characters capturing 
  defeated enemies, this is a way for them to earn some extra 
  gold. 
  Assume a captured foe of the lesser nobility will fetch a 
  price of 2 gp per level multiplied by the captured personage’s 
  nobility (or a substantial 200 gp per level should you be 
  lucky enough to catch someone with 100 nobility). Captured 
  members of royalty will fetch twice this amount, or 4 gp per 
  level multiplied by the captured personage’s nobility.
  If a character is captured, a d100 roll under the character’s 
  nobility indicates that his liege has agreed to pay the ransom 
  himself. If the player fails this nobility check, then he is on 
  his own, and must rely on friends and family to raise the 
  expected sum. Every month of captivity, the player may 
  reroll his nobility check to see if his liege has changed his 
  mind. It was not unheard of for a captive to wait over a year 
  for ransom.
  Tone
  An adventure’s tone is both the hardest element to pin 
  down, but is also the most important element of making any 
  published adventure fit into an Excalibur campaign. In many 
  respects this element deals with the why of an adventure 
  more than the setting or the objective or the challenges 
  to overcome. In other words, taking on an adventure for 
  revenge of a fallen comrade, or on behalf of a point of honor, 
  will go much further to giving the adventure an Arthurian 
  tone than changing where the adventure is set. This element, 
  in addition to altering the setting and the encounters of an 
  adventure, even slightly, will lead to almost any published 
  adventure feeling like it belongs in the campaign.
  
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  Chapter 4: Arthurian Adventuring
  Jousting
  The usefulness of the lance charge as a military tactic has 
  long been questioned. Certainly an attack of this sort was 
  very impressive, and inflicted a great deal of “shock and 
  awe” on an opponent, but the ability of shock warfare to 
  contribute toward decisive victory, from the lance charges of 
  the Middle Ages to the carpet bombings of World War II, is a 
  subject of some debate by scholars and theorists of military 
  strategy. 
  In the words of one such scholar: “The heavy cavalry 
  charge of this sort was, for several centuries, regarded 
  as the principal shock attack of a battle and, although its 
  efficacy has with good reason been challenged by a number 
  of modern historians, it clearly impressed many observers 
  throughout its long history and was taken seriously by at 
  least some military theorists until well into the seventeenth 
  century.”1
  While the value of the lance charge in battle may thus 
  be questioned, there can be no doubt of the appeal of the 
  spectator sport derived from the lance charge: the tilt or 
  the joust. This sport, filled with pageantry and spectacle, 
  allowed knights to practice their skills, showcase themselves 
  to potential brides or employers, and even, in many cases, 
  to win substantial prizes. These tournaments, which feature 
  prominently in Arthurian legend, are the subject of this 
  section. 
  Basic Terminology
  Historically, jousts may be divided into two broad 
  categories: those fought “at large” and those fought with the 
  aid of a “list”. 
  A joust fought at large was one in which the combatants 
  simply ran at one another in an open field, with or without 
  a blunted lance, for sport. This dangerous pastime is 
  handled under the normal combat rules. If a jousting lance 
  is used, then the damage will at least be nonlethal, but these 
  matches were also held with standard lances on occasion, 
  with a predictable number of accidental injuries and deaths 
  resulting. 
  A joust fought with a list entailed the use of some barrier, 
  of cloth (for impromptu matches) or of wood (for areas 
  Table 4-1: Jousting Check
  Jousting Check
  Description
  Lances (hit / dismount)
  Dismount Check
  1
  Horses collide*
  Disqualified
  20
  2-5
  Hit horse
  Disqualified
  10
  6-10
  Clean Miss
  None
  None
  11-15
  Low hit
  1/6
  10
  16-20
  High hit
  1/6
  15
  21-25
  Helm hit; Helm removed
  10/15
  15
  26-30
  Helm hit; Helm not removed
  10/15
  15
  31-40
  Helm hit; Helm removed, head grazed
  20/25
  20
  specifically designed for jousting). This barrier served 
  both as a guide to the horses (as head on collisions were a 
  dangerous, even fatal consequence to knight and horse of 
  jousting at large), but also to subtly alter the angle of attack, 
  which caused the lance to break more frequently, and caused 
  significantly less damage than jousting at large.
  The Jousting Check
  All jousts, regardless of the conditions of victory (which 
  will vary from joust to joust and which are covered below) 
  will consist of a series of jousting checks. As the combatants 
  pass, each will make a jousting check, and the results of both 
  checks are applied. A jousting check is performed as follows: 
  1d20, plus your base attack bonus, plus all normal lance 
  attack modifiers. In addition to this, the rider with the higher 
  quality horse gains a +2 bonus, and the rider with the better 
  Ride skill gains a +2 bonus.
  Conditions of Victory
  Jousts are scored in lances. Each jouster may score on each 
  pass, and at the end of three passes, the jouster with the most 
  lances wins.  
  Several results below call for a dismount check. This is a 
  ride check, which must exceed the DC listed or the rider is 
  dismounted. Being dismounted increases the lances scored 
  by five. 
  Damage (lethal or nonlethal) is only done if the Jousting 
  check is greater than the opponents AC.  Scoring lances 
  and dismounts are still possible even if the rider take no 
  damage. If damage is inflicted by the attack, it is recorded, 
  and may not be healed until after all three passes have been 
  completed. If a jouster cannot continue because he has been 
  rendered unconscious or killed, he is disqualified. 
  Horses Collide: This is the worst possible result of a 
  jousting pass, and often results in serious injury to horse 
  and rider. There have been reported incidents of head-on 
  collisions resulting in the deaths of both horses and both 
  riders. This is one reason why lists were first used. This 
  jousting check inflicts 1d6 normal damage on both horses 
  and both riders per 10’ of movement of both mounts 
  combined. So if one horse moved 40 feet and the other 60 in 
  the course of the jousting pass, both horses and both riders 
  
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  Chapter 4: Arthurian Adventuring
  would take 10d6 damage.
  Hit Horse: This jousting check results in automatic defeat, 
  and inflicts nonlethal damage on the horse.
  Clean Miss: Rather embarrassing, but no other result.
  Low Hit: The lance has struck your opponent on his thigh 
  through his shield, inflicting nonlethal damage, and scoring 
  one lance (or six if the hit dismounts your opponent).
  High Hit: The lance has struck your opponent above his 
  shield and as high as his neck, inflicting nonlethal damage, 
  and scoring one lance (or six if the hit dismounts your 
  opponent).
  Helm Hit: A very desirable hit. In combat, lancers were 
  taught to aim for the horse’s shoulder or the knight’s head. 
  During jousts lancers wore helmets very loosely, or even 
  only fixed in place with wax holding the chin strap, so their 
  helmet would simply fly off on a head hit, and result in far 
  less damage. This joust check inflicts nonlethal damage, and 
  scores ten lances (or 15 if your opponent is dismounted).
  Helm Hit (not removed): This means that the helmet 
  did not come off as it was supposed to, resulting in more 
  damage, but no more lances.
  Helm Hit (Head Grazed): This is an automatic critical 
  hit, and was greatly prized. Some tournaments even awarded 
  extra points if teeth were knocked out by such a hit.
  1 The Martial Arts of Renaissance Europe, Dr. Sydney Anglo
  
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  Armor
  Armor is both a knight’s protection from the rigors of his 
  duty and a symbol of his station. The combination of a 
  mighty warhorse with heavy articulated armor is both a 
  mighty military advance, and a way of restricting military 
  power to the upper echelons of Arthurian society. The power 
  of magic merely enhances this advantage even further.  
  Armor and Shield Special 
  Ability Descriptions
  These special abilities allow a knight’s armor to protect him 
  with the power of his honor, or the power of his service to 
  his lord.
  Knight’s Mantle: A suit of armor with this ability grants 
  the wearer damage reduction of 1 per 10 points of nobility. 
  This damage reduction is bypassed by ignoble weapons 
  (see below). A suit of armor may only have this ability once 
  and may not have this ability in addition to the noble armor 
  ability.
  Strong abjuration; CL 13th; Craft Magic Arms and Armor, 
  Noble Mantle; Price +3 bonus 
  Noble Armor: A suit of armor with this ability grants 
  the wearer damage reduction of 1 per 20 points of nobility. 
  This damage reduction is bypassed by ignoble weapons (see 
  below).
  Medium abjuration; CL 11th; Craft Magic Arms and 
  Armor, Noble Armor; Price +2 bonus 
  Vassal’s Armor: A suit of armor with this ability gives the 
  wearer an AC bonus equal to the quest modifier of any quest 
  he undertakes (see the noble class for more information of 
  quests and quest modifiers).
  Strong abjuration; CL 11th; Craft Magic Arms and Armor, 
  Crusader’s Zeal, Mass; Price +2 bonus
  Specific Armor
  Rather than represent armors made from special or exotic 
  materials, specific magical armors in Excalibur represent the 
  iconic nature of the spectral knights.
  Black Shield: This smooth black featureless shield can 
  only be used by a 7th level Black Knight or higher. Any 
  other character that attempts to use this shield is inflicted 
  with one negative level. This negative level only remains 
  while the shield is being held and disappears when the 
  shield is discarded. When wielded by a Black Knight of 7th 
  level or higher, the shield acts as a +3 shield that imposes a 
  permanent –10 nobility modifier on the wielder, and halves 
  all nobility gains. The wielder’s Black Heart damage is 
  increased by +2d6.
  Blue Armor: This blue scale armor can only be used by 
  a 7th level Blue Knight or higher. Any other character that 
  attempts to use this armor is inflicted with one negative 
  level. This negative level only remains while the armor is 
  being worn and disappears when the armor is removed. 
  When worn by a Blue Knight of 7th level or higher the 
  armor acts like +3 chain mail that imposes no armor check 
  penalties to swim checks, allows the wearer to attack at 
  no penalty underwater, and swim at his normal ground 
  movement rate.
  Green Armor: This dark green half plate armor can only 
  be used by a 7th level Green Knight or higher. Any other 
  character that attempts to use this armor is inflicted with 
  one negative level. This negative level only remains while 
  the armor is being worn and disappears when the armor 
  is removed. When worn by a Green Knight of 7th level or 
  higher the armor acts like +3 plate mail that imposes no 
  armor check penalties to hide or move silently checks in 
  natural environments.
  Red Armor: This bright red half plate armor can only be 
  used by a 7th level Red Knight or higher. Any other character 
  that attempts to use this armor is inflicted with one negative 
  level. This negative level only remains while the armor is 
  being worn and disappears when the armor is removed. 
  When worn by a Red Knight of 7th level or higher the armor 
  acts like +3 plate mail that imposes no arcane spell failure 
  chance to illusion or enchantment spells.
  Potions
  Potion of Energy: Downing this potion restores 1-10 spell 
  points to the character drinking it. The character’s spell 
  points cannot be raised above their normal maximum. If the 
  person drinking this potion does not have spell points, then 
  the potion has no effect. This potion is made through the 
  spell strengthen energy.
  Weapons
  Arthurian Britain is a wild and dangerous place, filled with 
  man-eating animals, roving bands of bloodthirsty barbarians, 
  and worse. Only a king, served by warriors as stainless as 
  they are valorous could hope to tame such a land. And those 
  warriors will need weapons to serve them as they do their 
  king. 
  Weapons Ability 
  Descriptions
  These weapons extend the purity (or lack thereof) of a knight 
  into his weapon. They also enhance his ability to rule or 
  serve those who do.
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  Gleaming weapon: This weapon glows brightly from one 
  side on command from its wielder. Everyone facing that side 
  (typically your enemy) must make a reflex saving throw (DC 
  16) or be blinded for 1-4 rounds; opponents fighting with 
  their eyes averted gain a +2 on this saving throw, but take a 
  –2 to hit.
  Strong evocation; CL 14th; Craft Magic Arms and Armor, 
  Searing Light and Limited Wish or Miracle; Price +4 bonus  
  Ignoble weapon: This weapon inflicts an extra +1d6 
  damage against an opponent with a higher nobility than you 
  possess. Using this weapon in battle lowers the wielder’s 
  nobility by –10 points (the wielder only suffers this penalty 
  once).
  Medium evocation; CL 7th; Craft Magic Arms and Armor, 
  Heroes’ Bane; Price +1 bonus
  Knight’s weapon: This weapon inflicts an extra +1 
  damage per 20 points of the wielder’s nobility.
  Medium evocation; CL 13th; Craft Magic Arms and Armor, 
  Martyr’s Cry; Price +2 bonus
  Lord’s weapon (+1): This weapon increases a noble’s 
  Quest modifier by +1. In the hands of a character without the 
  a Quest class modifier this ability does not function.
  Faint evocation; CL 3rd; Craft Magic Arms and Armor, 
  Crusader’s Zeal; Price +1 bonus
  Lord’s weapon (+2): This weapon increases a noble’s 
  Quest modifier by +2. In the hands of a character without the 
  a Quest class modifier this ability does not function.
  Moderate evocation; CL 5th; Craft Magic Arms and Armor, 
  Crusader’s Zeal; Price +2 bonus
  Lord’s weapon (+3): This weapon increases a noble’s 
  Quest modifier by +3. In the hands of a character without the 
  a Quest class modifier this ability does not function.
  Noble weapon: This weapon inflicts an extra +1d6 
  damage against an opponent with a lower nobility than you 
  possess.
  Medium evocation; CL 7th; Craft Magic Arms and Armor, 
  Noble Weapon; Price +1 bonus
  Vassal’s weapon: This weapon grants the wielder a 
  damage bonus equal to the quest modifier of any quest he 
  undertakes (see the noble class for more information on 
  quests and quest modifiers).
  Strong evocation; CL 11th; Craft Magic Arms and Armor, 
  Crusader’s Zeal, Mass; Price +2 bonus
  Specific Weapons
  Many unique items have been crafted by those seeking to aid 
  knights in protecting Britain. 
  Accolade: This beautiful, cross-hilted longsword bears a 
  silver blade and a ruby at each of the three points of its hilt. 
  It commonly functions as a +2 longsword, but in the hands 
  of a noble with a nobility of 60 or higher, its true power 
  is revealed, and the weapon functions as +3 Noble Lord’s 
  (+3) Longsword. However, as potent as these qualities are, 
  even they are not the reason why this sword is sought after 
  by kings and powerful nobles. Any knight dubbed with this 
  sword gains a permanent +10 nobility bonus. Further, any 
  nobility penalties that knight suffers from disobeying his lord 
  are doubled. Once per month, the wielder of Accolade may 
  use the quest spell on any servant who has sworn allegiance 
  to him. This quest spell is cast with a caster level of 11.
  Medium evocation; CL 11th, Craft Magic Arms and Armor, 
  Crusader’s Zeal, Mass, Quest; Price 128,315 gp; Cost 
  64,315 gp+2,560 xp.
  Albion’s Bane: A plain battle-axe that has obviously seen 
  much combat, this weapon has been the bane of the giants 
  of Britain, especially the “noble” descendants of Albion 
  who once ruled the island, for countless centuries. The 
  details of its forging are lost to antiquity, but there are those 
  who believe the weapon was forged in the first struggle to 
  colonize the island, which would make it over a millennia 
  old. 
  A +2 battle axe, giant bane, this weapon also grants its 
  wielder a +4 bonus to all saving throws against a spell cast 
  by a giant. Against a giant of Albion’s Bloodline, the weapon 
  inflicts an extra +2d8 damage, rather than the usual +2d6. 
  This weapon’s true powers cannot be revealed by any magic, 
  but when it first comes within 100 yards of any giant, the 
  weapon will drip blood, and anyone grasping the weapon at 
  that time will instinctively know whose blood the weapon 
  thirsts for. All giants know of this weapon, and will attack 
  the wielder with utmost ferocity upon seeing it.
  Moderate conjuration; CL 8th, Craft Magic Arms and 
  Armor, summon monster II, globe of invulnerability, lesser; 
  Price 32,310 gp; Cost 16,310 gp+ 640 xp. 
  Gloom Breaker: Gloom Breaker is a weapon forged 
  during the dark days of the Roman occupation, when the 
  followers of the Old Faith were staging a desperate rebellion. 
  It is thought by some people that this staff was one of the 
  first magical creations of Merlin himself, but no one has 
  been able to get a straight answer from the old mage either 
  yea nor nay. This has led some to assume that he did in fact 
  create this weapon but feels its workmanship inferior to his 
  later creations. A gnarled, weathered staff, Gloom Breaker is 
  constructed of wood of an unknown type, which cannot be 
  burned,  broken or cut.
  Gloom Breaker is a +2 quarterstaff that can be 
  commanded to shed light in a 60’ radius. Once per day, its 
  wielder can command the staff to emit a searing ray cast at 
  a minimum caster level of 10. Gloom Breaker can store up 
  to 20 spell points of energy to power druid spells (and only 
  druid spells). These spell points must be recharged either 
  by the wielder replacing them, or by leaving the staff at the 
  center of a henge for eight hours.
  Moderate transmutation; CL 10th, Craft Magic Arms and 
  Armor, searing ray, strengthen energy; Price 72,600; Cost 
  36,600 gp+ 1,440 xp.
  King’s Commandment: The best word to describe this 
  ancient longsword would be regal. A diamond crucifix fills 
  out the entire inside of this weapon’s cross-hilt, and the 
  blade seems to catch and hold the light, and is etched three-
  quarters of its length with crowns. Unlike Accolade another 
  highly sought blade among rulers, this weapon is not meant 
  for those lords who delegate command to others, rather it is 
  intended for the ruler who will enforce his commands with 
  
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  steel.
  King’s Commandment appears to be an ordinary +1 
  longsword. However, when grasped by a Noble of 10th level 
  or higher, it will immediately reveal itself to be a +3 Flaming 
  Noble Longsword. This weapon also increases its wielder’s 
  Charisma by +4, and adds +6 damage to the noble’s divine 
  wrath damage.
  Strong evocation; CL 20th; Craft Magic Arms and Armor, 
  flame blade, noble weapon, crusader’s zeal, mass; Price: 
  128,315 gp; Cost: 64,315 gp+ 2,560 xp.
  Knight’s Heart: The weathered, battered longsword 
  has no decoration, and looks as if it has seen dozens of 
  campaigns. The hilt is an unremarkable cross-hilt, and the 
  blade is covered with scratches and scars, including a small 
  nick about three-quarters of the way between the hilt and the 
  point. The only distinguishing characteristic of the weapon 
  is a scuffed and worn leather wrap around the hilt, which 
  bears the faint inscription “For Emma, my Heart”. It is this 
  inscription that has given the weapon its name.
  Knight’s Heart is a +1 noble longsword. Any nobility 
  gains or losses for gentleness or mistreatment of women are 
  doubled. Also, if the wielder is fighting to defend a Lady, 
  the weapon grants him a +2 deflection bonus to AC and a +2 
  resistance bonus to saving throws.
  Faint evocation; CL 7th; Craft Magic Arms and Armor, 
  noble weapon, minor penance, nobility shield; Price: 18,315 
  gp; Cost: 9,315 gp+ 360 xp.
  Wondrous Items
  Unlike weapons, those who wield magic for their own 
  purposes use these items. It is believed by many mages and 
  priests that these items are never truly created; rather, the 
  power within them is naturally brought out in them. This is 
  particularly true in the case of relics.
  Specific Wonderous Items
  These items aid mages and priests, and in some towns, the 
  mere possession of one of these items is illegal. 
  Mana Stone (Medium Wondrous Item): This item 
  provides an extra +1-10 spell points, of one power source 
  (determined randomly when the item is discovered). These 
  spell points must be replaced after being used. The number 
  of spell points the item can hold are determined when it is 
  made and cannot be changed (so if the item holds 5 spell 
  points it cannot be recharged above that amount).
  Moderate transmutation; caster level 7th; Craft Wondrous 
  Item, strengthen energy; Price 250 gp per spell point (250-
  2,500 gp).
  Mana Stone, Greater (Major Wondrous Item): This 
  item is identical to a lesser mana stone, except that it can 
  hold 11-20 spell points, of one power source (determined 
  randomly when the item is discovered). The number of spell 
  points the item can hold are determined when it is made 
  and cannot be changed (so if the item holds 5 spell points it 
  cannot be recharged above that amount).
  Strong transmutation; caster level 13th; Craft Wondrous 
  Item, strengthen energy, greater; Price 500 gp per spell point 
  (5,500-10,000 gp).
  Relic, Minor (Medium Wondrous Item): Relics are 
  either items intimately associated with a saint (such as the 
  chains that bound a saint, or the burial cloth of a saint) or a 
  small piece of the saint herself (such as a finger or toe). This 
  item grants a priest +1 caster level on all priest spells, which 
  could make high level spells much cheaper to cast.
  Relic (Major Wondrous Item): This item is a significant 
  piece of a saint’s body, such as a hand or thighbone. This 
  item grants a priest +1 caster level on all priest spells, +1 per 
  hour spell point recovery, and can store up to 10 priest spell 
  points (these must be recharged when used, or the item will 
  recharge itself when left overnight at a Cathedral).
  Tarot Deck (Minor Wondrous Item): This item requires 
  at least 5 ranks in the Prophecy skill to use correctly. It 
  allows prophecy checks to be made in half the usual time 
  for the user, and grants a +4 bonus on Prophecy skill checks. 
  Reading the deck itself only takes one hour; any additional 
  time for a prophecy check is spent in contemplation of the 
  cards.
  Moderate Divination; caster level 5th; Craft Wondrous 
  Item, clairvoyance; Price 2,500 gp
  Artifacts
  Arthurian legend is filled with items of great power. These 
  items have been created through the years to aid one side or 
  another in the struggle for power. Many of these items were 
  crafted by Merlin himself to aid Uther, and later Arthur.
  Dolorous Sword 
  Major Artifact
  The dolorous sword is a powerful weapon, and this power 
  lures brave warriors to their deaths again and again. No one 
  knows where the sword came from, and as its appearance 
  changes with each new wielder, no one can say when it will 
  reappear. However, the death and woe that follow in the 
  blade’s wake are inescapable. 
  The dolorous sword is a noble defending longsword +3. 
  However, the weapon also curses the wielder, giving him a 
  destiny to kill the person he loves best in the world. Each 
  day the wielder uses the sword, even for a single stroke, he 
  gains a destiny point. Any fate points the character spends 
  go into this new destiny, not any other destinies the character 
  may possess.
  Ye shall slay with the sword the best friend that ye have, 
  and the man that ye love most in the world, and the 
  sword shall be your destruction. 
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Dragon Helm 
  Major Artifact
  A helmet passed down for generations, and from Uther 
  to Arthur. Gold, with a dragon crest, the helm projects the 
  noble’s auras out much further than normal, granting him 
  success as a leader in battle.
  The character that wears the dragon helm has the area of 
  all noble auras increased by a factor of 10. For example, at 
  4th level all allies within 10 feet of the noble gain a bonus to 
  saving throws vs. fear. With this helm, all allies within 100 
  feet would gain this bonus.
  Finally, if a character spends fate points while leading 
  others, he gains a +1 bonus on each die, cumulative with the 
  Predestined feat.
  Excalibur 
  Major Artifact
  The most powerful sword in the history of the world, 
  Excalibur is a +5 Noble, Vorpal, Gleaming, Lord’s (+3) 
  Longsword.  Also known as Cut Steel, Caladvwlch, and 
  Caladbolg. 
  This weapon may only be wielded by a great hero and 
  often disappears if found or wielded by one who is not 
  worthy of it. Once the weapon disappears beneath any body 
  of water it automatically appears in the court of the Lady 
  of the Lake. Should the sword be broken, its pieces appear 
  there, where it will magically mend itself within 24 hours. If 
  a worthy hero is alive, the Ladies of the Lake will then return 
  the mended blade to him. 
  The weapon is known under many different names. 
  Excalibur, its English name, is frequently translated to mean 
  “cut steel”,  however, Caladvwlch, the sword’s Welsh name 
  and Caladbolg, its Irish name, are both translated to mean 
  “hard lightning”.
  At the age of 14 Arthur draws Excalibur from the stone 
  and anvil in London, where it had rested since Uther’s death. 
  He wielded the blade his entire life, losing it only twice: 
  once it was stolen from him, and once it was broken. Upon 
  his death at the hands of Mordred, Arthur commands the 
  sword be thrown back into the waters, returning it to the care 
  of the Ladies of the Lake.
  I beheld Excalibur… the sword
  That rose from out the bosom of the lake,
  And Arthur row’d across and took it- rich
  With jewels, elfin Urim, on the hilt,
  Bewildering heart and eye- the blade so bright
  That men are blinded by it- on one side,
  Graven in the oldest tongue of all this world,
  ‘Take me’, but turn the blade and ye shall see,
  And written in the speech you speak yourself,
  ‘Cast me away!’ And sad was Arthur’s face
  Taking it, but old Merlin counsell’d him,
  ‘Take thou and strike! The time to cast away
  Is yet far off.’ So this great brand the King
  Took, and by this will beat his foemen down.
  -Alfred Lord Tennyson, Idylls of the King
  Galatine 
  Major Artifact
  A mighty sword fashioned for Gawain by his mother 
  Morgawse. Terrified that she might lose her son in service 
  to Arthur, as she lost her husband in war against him, she 
  fashioned this sword from her own blood and tears and 
  sorrow, to watch after her son after she was gone.  
  Galatine is a noble defending longsword +5. As long as 
  the wielder carries it, he is under the permanent effects of 
  Gawain’s Morning Star. The sword also bears a special 
  magic that grants the wielder a +2 to hit and damage when at 
  half hit points or less, and +4 to hit and damage when at one-
  quarter hit points or less. Lastly, the blade will automatically 
  cast cure minor wounds on the wielder if his hit points go 
  below zero, stabilizing him.
  Holy Grail 
  Major Artifact
  The Holy Grail, a wooden vessel which only appears to 
  the most worthy and pious, is the subject of the greatest 
  quest ever undertaken by Arthur’s knights. The grail is 
  needed to cure the Dolorous Stroke, a blow struck on the 
  Grail King by the Lance of Longinus (see the entry for this 
  artifact below). The Dolorous Stroke lays waste to three 
  kingdoms in Northern Britain, a region where the land has 
  been robbed of all energy. Nothing grows, and spellcasting 
  is nearly impossible in this region, which is also inhabited 
  by foul creatures of every description. Worse, the Wasteland 
  is slowly growing, necessitating the pursuit of the Grail to 
  restore the land.
  Merely seeing the Grail will heal a creature of all wounds, 
  including healing all poison and disease, even non-magical 
  diseases or otherwise incurable diseases. Anything that could 
  be healed by an application of the Miracle spell may be 
  healed by the mere presence of the Grail. The only exception 
  to this is the Dolorous Stroke, which requires the completion 
  of a special ritual to heal (see below). The Grail can also be 
  used to cast the Heroes Feast spell at will, if commanded by 
  a worthy user. 
  Worthy users of the Grail: The grail can only be 
  commanded by a person of the highest character. Although 
  the Quest Knights chosen to find the Grail are the best the 
  Round Table has to offer, most of them are not even worthy 
  to see the Grail. In game terms, being worthy of the Grail 
  requires a nobility of 95 or higher. Also, if the character has 
  ever committed a severe transgression of any kind, he is 
  unworthy of the Grail, even if he has been absolved of that 
  transgression (thus Lancelot is unworthy of the Grail). The 
  achiever of the Grail varies from story to story, meaning 
  that it is quite possible for a PC to achieve the Grail, since 
  the stories themselves do not agree on who accomplishes 
  the task. The Grail is variously achieved by Percival (the 
  original Grail story is from Chretian de Troyes’ Perceval), 
  
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  Gawain, Bors, Galahad, or (in Le Morte d’Arthur) Galahad, 
  Percival, and Bors together. If an unworthy character comes 
  within sight of the Grail, that character will fall into a deep 
  sleep, at which time he will disappear, transported out of the 
  Wasteland.
  Healing the Dolorous Stroke: The Grail resides in the 
  Grail Castle, at the heart of the Wasteland. There, Amfortas, 
  the wounded Grail King, helplessly watches an endless 
  procession of woe, every night through his castle, that 
  anyone visiting the castle will be allowed to watch. A squire 
  bears the Lance of Longinus, two squires bear 10-pronged 
  candelabras, and finally a maiden bearing the Grail. If any 
  worthy user watching this procession asks the Grail King 
  (also called the Fisher King) the key questions, “What is the 
  Grail?” and “Who does it serve?” then the Grail King will be 
  healed, and the Wasteland will be restored. 
  The cup, the cup itself, from which our Lord
  Drank at the last sad supper with his own.
  This, from the blessed land of Aromat—
  After the day of darkness, when the dead
  Went wandering o’er Moriah- the good saint
  Arimathaean Joseph, journeying brought
  To Glastonbury, where the winter thorn
  Blossoms at Christmas, mindful of our Lord.
  And there awhile it bode; and if a man
  Could touch or see it, he was healed at once,
  By faith, of all his ills. But then the times
  Grew to such evil that the holy cup
  Was caught away to Heaven, and disappeared.
  -Alfred Lord Tennyson, Idylls of the King
  Lance of Longinus 
  Major Artifact
  This is the lance used by a Roman soldier to pierce the 
  side of Christ while he was on the cross. Like the Holy Grail, 
  the descendants of Joseph of Arimathea have guarded it 
  since their arrival in Britain. The stewardship of these two 
  items is the hereditary responsibility of all the Fisher Kings. 
  The last of the Grail Kings, Pellam, is wounded by the lance, 
  laying waste to three kingdoms, and creating the Wasteland. 
  The lance is a +5 ignoble wounding lance. However, 
  both the constitution loss and the damage inflicted by this 
  lance are permanent, and can only be healed by the Holy 
  Grail. Use of the lance is a severe cowardice transgression, 
  assessed each time an attack is made with the lance. 
  And at the last he entered into a chamber that was 
  marvellously well dight and richly, and a bed arrayed 
  with cloth of gold, the richest that might be thought, and 
  one lying therein, and thereby stood a table of clean 
  gold with four pillars of silver that bare up the table, 
  and upon the table stood a marvellous spear strangely 
  wrought.
  -Sir Thomas Malory, Le Morte d’Arthur 
  Morgan’s Mantle 
  Major Artifact
  Created by Morgan le Fey in an attempt to assassinate 
  Arthur, this mantle appears as glorious velvet, gem studded 
  cloak worth almost 100,000 gold. When worn, however, a 
  Fortitude check must be made each round (DC 30) or the 
  wearer bursts into flames, immediately dying.
  And then he said unto the damosel that came from his 
  sister, Damosel, this mantle that ye have brought me, I 
  will see it upon you. Sir, she said, It will not beseem me 
  to wear a king’s garment. By my head, said Arthur, ye 
  shall wear it or it come on my back, or any man’s that 
  here is. And so the king made it to be put upon her, and 
  forth withal she fell down dead, and never more spake 
  word after and burnt to coals.
  -Sir Thomas Malory, Le Morte d’Arthur
  Priwen 
  Major Artifact
  Arthur’s shield, ever stainless, bearing a picture of the 
  Virgin Mary. 
  Priwen is a +5 Heavy Steel Shield, that grants its wielder 
  25 spell resistance. The wielder of Priwen loses twice the 
  standard amount of nobility for all transgressions.
  Ron 
  Major Artifact
  Arthur’s Lance, described by Geoffrey of Monmouth as 
  “well devised for slaughter,” also called Rhongomyniad.
  Ron is a +5 noble knight’s heavy lance. Once per day its 
  wielder can automatically inflict maximum damage on a 
  charge attack.
  Round Table 
  Major Artifact
  Merlin creates the Round Table at Uther’s request to aid 
  him in unifying Britain. It is an enduring symbol of equality 
  and justice. The table seats 150 knights, and its seats are 
  called sieges. Twelve of the sieges may only be occupied 
  by the most virtuous of knights. These sieges represent the 
  apostles, and each chair of the twelve requires more nobility 
  than the next. Only Segurant, Pellinore, and later Lancelot, 
  could sit in the twelfth siege, on the right hand of the Siege 
  Perilous. The twelve knights who occupy these sieges are 
  referred to as the Grail Knights, as they are destined to 
  search for this mysterious object. A thirteenth siege, named 
  the Siege Perilous by Merlin represented Christ, and would 
  kill any knight who sat in it. Only Galahad ever occupies the 
  Siege Perilous. 
  During Uther’s reign, only fifty knights occupied the table. 
  These knights were known as the Knights of the Old Table, 
  which implies that the table was ancient even then. Segurant, 
  Ulfius, and Brastias are the only three knights of the Old 
  
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  Table mentioned in the tales. 
  Upon Uther’s death, King Leodegrance inherited the table. 
  King Leodegrance hosted a grand fellowship of knights, the 
  Century Legion (see knightly orders for more information) 
  heroes of the dark age between Uther and Arthur at this 
  table. 
  When Arthur marries Leodegrance’s daughter, Guinevere, 
  Leodegrance gives him as a dowry not only the table, but the 
  100 knights of the Century Legion as well. Arthur fills the 
  remaining fifty seats. 
  Only knights whose nobility is 55 or higher may sit at the 
  Round Table. Each of the twelve sieges of the Grail Knights 
  requires a nobility of 75 or higher, with the siege on the 
  right hand of the Siege Perilous requiring a nobility of 90 or 
  higher. Only someone with 100 nobility may sit in the Siege 
  Perilous without being killed. 
  Sitting at the Round Table grants a bless spell with a 
  duration of 1 day per 10 points of nobility. All diseases 
  are also cured when a worthy character sits at the table. If 
  a character shares stories of his adventures, he may learn 
  from his mistakes, under the tutelage of his fellow knights, 
  and the King and Queen. This has the effect of absolving 
  the character of any one transgression he made during that 
  adventure. If there is doubt as to whether the character has 
  learned his lesson, Arthur or Guinevere will usually impose a 
  quest or pilgrimage on the character, or require him to take a 
  vow related to that transgression. For example, when Gawain 
  related his tale of accidentally killing a maiden, Guinevere 
  required him to take a vow championing women and their 
  causes. Gawain upheld this vow for the remainder of his life.
  A final note: Arthur never sat at the Round Table. Rather, 
  his throne overlooked the table.
  Scabbard of Excalibur 
  Major Artifact
  This item grants the wearer damage resistance 15/noble 
  weapon, and acts as a ring of regeneration.
  Then Sir Arthur looked on the sword, and liked it passing 
  well. 
  Whether liketh you better, said Merlin, the sword or the 
  scabbard?  
  Me liketh better the sword, said Arthur.  Ye are more
  unwise, said Merlin, for the scabbard is worth ten of the 
  swords,
  for whiles ye have the scabbard upon you, ye shall never 
  lose no
  blood, be ye never so sore wounded; therefore keep well 
  the
  scabbard always with you.
  -Sir Thomas Malory, Le Morte d’Arthur, Book I, Chapter 
  XXV
  Water of Paradise 
  Minor Artifact
  Potion, acts as a heal spell
  And Priamus took from his page a vial full of the four 
  waters that came out of Paradise, and with certain 
  balm anointed their wounds, and washed them with that 
  water, and within an hour after they were both as whole 
  as ever they were.
  -Sir Thomas Malory, Le Morte d’Arthur
  
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  Monsters from the 
  MM
  To give the game master some guidance both in the 
  formation of his own adventures, and translation of 
  published adventures, a list of monsters appropriate for 
  Legends of Excalibur games are included below. Where 
  necessary, some notes on that monster are provided. 
  Following this is a selection of completely new monsters 
  drawn from the tales themselves.
  Monster Nobility
  In place of Alignment, Legends of Excalibur uses nobility 
  to determine a character’s birth, and then his worth as he 
  progresses through life. Many monsters have nobility as 
  well. However, in the case of monsters, nobility does not 
  measure how honest or brave or trustworthy a creature is, 
  these are human ideals. Rather, it represents how the creature 
  lives up to ideals of its kind, and the purity, or potency, of the 
  creature’s blood. In the case of giants, for example, nobility 
  determines how closely related the giant is to the lineage of 
  Albion, the giant who first settled the island in the name of 
  Poseidon. In the case of dragons, it represents a combination 
  of caste and age.
  Effects of Nobility: All monsters that possess a nobility 
  score will derive some benefit from that score. These effects 
  will vary widely, and are noted in the monster’s description. 
  Usually, however, benefits from nobility will take the form 
  of an aura, much as they do for characters, such as the 
  knight’s aura of knighthood, and the priest’s aura of piety.
  Many weapons, spells, and class abilities are based on 
  differences in nobility. For instance, a noble weapon does 
  extra damage if the attacker’s nobility is higher than that of 
  his opponent. These items and effects all work in the usual 
  fashion, despite the fact that a creature’s nobility might 
  represent something completely different than a character’s. 
  So even though a dragon might be despicable in every way, 
  if it is a Sovereign Dragon, it may still be immune to an 
  attacker’s noble weapon.
  Assassin Vine
  These carnivorous plants are rampant during the earliest days 
  of Arthur’s reign, and are indicative of the revolt of nature 
  that occurs after the reign of Uther. With the help of Arthur’s 
  knights, and a steady campaign of burning, these creatures 
  are consigned to desolate bogs after the War of Ascension.
  Athach
  Even the giants hunt these hideous creatures, as they are the 
  hideous byproduct of giant-ogre mating. These creatures are 
  either encountered alone, or accompanied by Ogres.
  Basilisk
  These creatures inhabit deep caves and desolate bogs, and 
  are sometimes used as guardians by the Green Knights who 
  prefer to lair in these inhospitable locations.
  Chimera
  These beasts prefer caves, or jagged mountaintops for their 
  lairs. Early in Arthur’s reign these creatures are a constant 
  threat to livestock and man alike, but are driven to near-
  extinction by the Knights of the Round Table after the War 
  of Ascension.  
  Demon and Devil (all)
  These loathsome creatures are normally brought into the 
  world by a hedge mage seeking to use them for his own 
  purposes. Not easily tamed, they often escape into the 
  world, wreaking havoc. Merlin was sired by one of these, 
  an incubus, and has been known to use these creatures as 
  servants.
  Dire Animal (all)
  These creatures are another product of the revolt of nature, 
  and reflect the animals that have no fear of man, hunting 
  them like any other prey. Arthur’s knights have standing 
  orders to hunt any creature that has taken to eating humans, 
  and later in Arthur’s reign, these creatures can only be found 
  in the most remote unsettled areas. Note that in Arthurian 
  legend, creatures appear that never (to our knowledge) 
  existed historically in Britain. Most notably are the frequent 
  references to lions. Bears, extinct in Britain today are also 
  common opponents. Most common of all these natural 
  terrors, however, are the wolves, which lead packs of lesser 
  wolves in well-coordinated attacks on farms. Children are 
  often spared in these attacks, and raised by female dire 
  wolves as Wolf Men (see new monsters below).
  During the Rise of Arthur era, all Dire Animals 
  encountered will have a bonus of +2 Strength, Dexterity, and 
  Constitution. These creatures have had their fill of manflesh, 
  and are strengthened by the lack of a king. They have no fear 
  of man, seeing him as a foodsource and nothing more, and 
  will attack on sight.
  During the One Brief Shining Moment era, these creatures 
  will be rarer, and gain no bonus to their ability scores.
  During the Dream’s End era, these monsters will begin to 
  grow in numbers, but will not regain their ability bonuses 
  until after Arthur’s death.
  Dragon
  Dragons are frighteningly common in Arthurian legend, 
  second only to giants as central opponents of the Round 
  Table. These creatures prefer the most inaccessible 
  mountaintops, deepest caves, or dankest swamps for their 
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  lairs. Arthurian dragons are identical to their monster manual 
  counterparts, except as noted below.
  Spell Casting: If a dragon has a caster level listed, it is 
  capable of spell casting. All dragons cast hedge mage spells, 
  and gain spell points modified by their Charisma. 
  Nobility: The major difference between Arthurian dragons 
  and their monster manual counterparts is the nobility of 
  dragons. Just as mankind has noble families and lineages, 
  so do the dragons of the world. Unlike mankind, dragons 
  do not earn nobility for good deeds, honesty, bravery or 
  generosity. Two things determine a dragon’s nobility, the 
  purity of its bloodline, and its age. Male dragons constantly 
  try to pass their genetics on, and will mate with any dragon 
  in an attempt to perpetuate its bloodline. However, couplings 
  between dragons of the same color are preferable, and the 
  purity of the dragon’s lineage determines its caste at birth. 
  Pureblooded females are highly prized, and are often the 
  subject of spectacular nighttime duels for primacy.
  When creating a dragon, determine the caste it was born to 
  on table 6-1.
  Nobility Changes: Every age category a dragon ages adds 
  +5 to its nobility, to a maximum of +55 for a Great Wyrm. 
  Auras: Every time a dragon enters a new age category, it 
  may select an aura from the list below, as long as it has not 
  reached its maximum number of auras. The maximum auras 
  a dragon can possess is equal to its Charisma modifier.
  Razorclaw Aura: +1 per 10 nobility to claw damage
  Razorfang Aura: +1 per 10 nobility to bite damage
  Whipsaw Aura: +1 per 10 nobility to tail slap and tail 
  sweep damage
  Serrated Wing Aura: +1 per 10 nobility to wing damage
  Ironscale Aura: +1 AC per 20 nobility
  Mithralscale Aura: +1 damage resistance per 10 nobility 
  (bypassed by noble weapons); Prerequisite: Ironscale Aura, 
  Well Bred or higher caste
  Mirrorscale Aura: +1 SR per 10 nobility; Prerequisite: 
  Mithralscale Aura, Pure Blooded or higher caste
  Adamantscale Aura (this aura replaces Mithralscale Aura): 
  +1 damage resistance per 5 nobility (bypassed by noble 
  weapons); Prerequisite: Mithralscale Aura, Pure Blooded or 
  higher caste 
  Noxious Breath: +1 breath weapon damage per 5 nobility; 
  Prerequisite: Pure Blooded or higher caste
  Fireblood: +1 spell point per 10 nobility; Prerequisite: 
  Well Bred or better, caster level 1
  Firesight: Dragon gains 1 rank of Prophecy skill per 5 
  nobility; Prerequisite: Fireblood, Pure Blooded or higher 
  caste
  Dryad
  Forests near henges teem with these reclusive fey folk. 
  Dryads have a nobility of 6-60 (6d10). Dryads have a druid 
  casting level of 1 per 10 points of nobility, and will aid any 
  druid with a nobility equal to or higher than theirs with 
  healing spells when encountered. They will never participate 
  in combat unless their symbiotic plant is threatened. 
  Dwarf
  Dwarves are common foils for knights in Arthurian legend, 
  and are often seen pursuing relationships with human 
  maidens. If the game master wishes to include non-human 
  races in his game, characters may select dwarves as a PC 
  race, gaining the qualities of the Dwarven race in place of 
  selecting a lineage. 
  The abilities of dwarves are unchanged from the Player’s 
  Handbook. The base nobility of a dwarf character is 10 times 
  the character’s charisma modifier when created.
  Elf
  Elves are beautiful members of the fey race that reside in 
  a place known as the Otherworld. Arthur has visited this 
  strange plane with Merlin’s assistance, and is on good terms 
  with Oberon, the King of the fey. Occasionally, Oberon will 
  send one of his followers to the mortal world on a mission 
  of some import. If the game master wishes to include non-
  human races in his game, characters may select elves as a 
  PC race, gaining the qualities of the Elven race in place of 
  selecting a lineage. 
  Elves are much as they appear in the Player’s Handbook, 
  except their ability modifiers are –2 Str, +2 Cha, and their 
  favored class is hedge mage. The base nobility of an elf 
  character is 10 times the character’s charisma modifier when 
  created.
  Ettin
  These loathsome creatures are descended from titans, and 
  are thus bitter enemies of the giants, who are descended 
  from Poseidon. Any time a giant encounters an Ettin, the 
  inevitable result is one killing the other. 
  Gargoyle
  These creatures love to take residence in the many 
  abandoned castles that dot the British countryside. They 
  will use these abandoned structures as bases from which to 
  hunt, and will defend them to the death from anyone foolish 
  enough to seek shelter in their home.
  Ghoul
  These creatures are extremely rare, and are always 
  encountered near old burial mounds in the hills around 
  Britain, left over from bizarre rites and ceremonies 
  conducted in the distant past. With the lack of undead 
  turning and anti-undead spells, these creatures are even more 
  dangerous than usual when encountered. 
  Giants (all)
  Giants are easily the most common monster found in 
  Arthurian legend. They are seen in the role of wandering 
  monsters ravaging the countryside, robber bandits who 
  have taken up residences in abandoned castles and extract 
  tribute from all those who live nearby, and even soldiers 
  serving with armies on both sides of a battle. Arthur’s 
  war with Rome is an excellent example of this, where the 
  
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  Roman army has entire units of giants on its side. Giants are 
  normally villains in Arthurian  legend, but there were giants 
  who went so far as to swear fealty to Arthur, including one 
  that guarded Camelot itself. 
  The existence of giants in Arthurian Britain predates 
  mankind, and the first henges were constructed by the 
  followers of Albion, legendary giant-king of Britain to 
  honor Poseidon. Many giants trace their blood back to this 
  venerable leader, and long for a day when the island was 
  theirs alone, free from the meddlesome interference of 
  mankind. 
  Legends of Excalibur reflects this change in giant society 
  through the use of nobility. Giants of low blood tend to 
  be bestial, concerned with nothing more than sating their 
  monstrous appetites and lusts. At the other extreme are 
  those that trace their lineage back to Albion, still practice 
  the worship of Poseidon, and work to reclaim the island for 
  themselves.
  In Excalibur, a giant with a bloodline the group encounters 
  will trace its ancestry back to one of six legendary giants: 
  Nomera, Sadera, Polyphymos, Goliath, Manteran, and 
  Albion. Each giantish bloodline has different ability 
  modifiers and some always have levels in certain classes. 
  These and other typical abilities are detailed below.
  Giant nobility is determined by a straight roll of 
  percentage dice. The higher the giant’s nobility, the more 
  directly he or she can trace their descent back to their 
  legendary ancestor. Certain bloodlines are extremely strong, 
  and so giants of rare bloodlines will receive a bonus to their 
  nobility.
  Roll
  Bloodline
  Nobility 
  Ability Mod.
  1-2
  Sadera
  --
  +2 Int.
  3-7
  Polyphymos
  --
  +2 Wis.
  8-12
  Goliath
  +5
  +2 Str.; +2 Con
  13-15
  Manteran
  +10
  +2 Wis.; +4 Cha
  16-19
  Albion
  +15
  +4 Wis.; +2 Int.
  20
  Poseidon
  +20
  +4 Str.; +4 Con.; 
  +2 Int.; +4 Cha.
  Sadera
  Sadera was the craftiest of all the giants to serve Albion. 
  These giants gain 1 additional skill point for each 10 points 
  of nobility.
  Polyphymos
  Polyphymos was a legendary hunter known for his keen 
  sight and accuracy with ranged weapons. Giants with this 
  bloodline gain a +1 bonus to all spot checks per 10 nobility, 
  as well as a +1 bonus to hit with all ranged weapons per 20 
  nobility.
  Goliath
  Goliath was a legendary warrior, renowned for his ferocity, 
  size and strength. Giants with this bloodline have 1 barbarian 
  level per 10 nobility, in addition to the usual abilities of their 
  type. If the giant meets the requirements for the berserker 
  prestige class, he may take levels in that as well. These 
  giants have a great desire to prove their strength and bravery, 
  and disdain the use of any ranged weapon, unless no other 
  option presents itself. Typically they will attempt to close 
  with the most dangerous looking opponent.
  Manteran
  Manteran was Albion’s mate and was noted for her ability 
  to divine the future. Giants with this bloodline will have one 
  hedge mage level per 10 nobility, in addition to the usual 
  abilities of their type, as long as their Charisma is 11 or 
  higher. 
  Albion
  Albion was noted for his devotion to the cult of Poseidon, 
  and this was one of the main ways he united the many rival 
  clans under his rule. He built many of the oldest henges, 
  including Stonehenge (although it was Merlin who moved 
  the edifice to Britain), and always sacrificed generously to 
  his god. Giants with this bloodline will have one druid level 
  per 10 nobility, in addition to the usual abilities of their type, 
  as long as their wisdom is 11 or higher. 
  Poseidon
  The most rare of all bloodlines, these giants trace their 
  lineage back to Poseidon, as Albion and Polyphymos did. 
  These creatures  are always great leaders among giants. 
  These creatures possess one fighter level per 20 nobility, as 
  well as one noble level per 20 nobility. These giants also 
  possess +1 spell resistance per 10 nobility.
  Giant Eagle/Giant Owl
  These intelligent creatures are often willing to aid the 
  virtuous , and are well known for their hatred of the draconic 
  and giant races. These creatures have a nobility of 55-
  100 (50+5d10), and will come to the aid of anyone with 
  a nobility of 60 or higher, or anyone involved in a fight 
  with giants or dragons, if they are in the area. It is possible, 
  though extremely rare, for a druid, quest knight, or white 
  knight to convince one of these creatures to be his mount. 
  This can only occur if the character in question has a higher 
  nobility than the eagle or owl in question.
  These creatures gain a +1 damage reduction for each 10 
  points of nobility. 
  Goblin
  The only goblinoid to appear in any number, these loathsome 
  little killers are common early in Arthur’s reign, especially in 
  Lothian, where they aid King Lot in his battles. After Arthur 
  consolidates his power, and Lot is succeeded by Gawain, the 
  numbers of these creatures are dramatically reduced.
  
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  Griffon
  These creatures hunt horses, and are thus hunted by Arthur’s 
  knights later in his reign. 
  Hag (all)
  These creatures all (unfortunately) can be found in the 
  swamps and seas of Britain. If three hags join together, in 
  addition to the covey abilities described in the Monster 
  Manual, they can make Prophecy skill checks once per day, 
  at a +15 modifier.
  Hell Hound
  These creatures are often found in the service of demons 
  or hags. Occasionally roving packs of these fiends are seen 
  hunting through the countryside.
  Hippogriff
  These creatures are hunted by dragons and griffons, and are 
  slowly becoming extinct. They can be domesticated when 
  captured, and make powerful aerial mounts. 
  Nightmare
  These creatures are normally summoned by mages from 
  the depths of the netherworld to serve as mounts. They can 
  also be seen in the service of hags, or Black Knights serving 
  particularly powerful mages.
  Nymph
  Nypmhs have 6-60 nobility (6d10) and possess one druid 
  level for each 10 points of nobility. They will aid any druid 
  encountered with an equal or higher nobility with healing 
  spells. 
  Ogre
  Another common monster, Ogres are often found in the 
  company and service of giants, hags, and even human 
  warlords. Their brute strength and lack of intelligence make 
  them excellent hirelings for such beings.
  Pegasus
  These creatures are extremely rare, and possess a nobility 
  of 64-100 (60+4d10). They will aid anyone with a nobility 
  of 60 or higher, and will even agree to serve as a mount for 
  a druid, quest knight, or white knight with a nobility equal 
  to or higher than theirs. Although these creatures appear 
  frequently in Greek mythology, their appearance in Arthurian 
  tales is credited to Merlin, who is said to have created these 
  creatures. This could indicate that he summoned them, 
  given that Greek mythology was assumed true in the context 
  of Arthurian legend (the Goddess Diana is said to be the 
  godmother of Nimue for example).
  Shadow
  Shadows hate all that is good and noble. They gain a +1 
  bonus to hit for each 20 points of nobility possessed by their 
  opponent. 
  Sovereign Animal (all)
  These are the opposite of dire animals, and are ready to heed 
  the call of the worthy to aid them in their fight against evil. A 
  druid of equal or higher nobility may take sovereign animals 
  as animal companions, and any character with the knight’s 
  warhorse class ability and an equal or higher nobility may 
  take a sovereign horse as a mount.
  Sovereign animals have 10-100 nobility (10d10). They 
  gain a +1 damage bonus against dire animals for each 10 
  points of nobility. 
  Once per day with a successful attack a sovereign animal 
  may inflict an extra 1d6 damage per 2 HD on a creature 
  whose nobility is 10 or more points lower than its own.  
  Sprite (all)
  Rarely encountered, these creatures, part of the court of 
  Oberon, are almost always on a mission for their King when 
  encountered. This isn’t to say they won’t try to have fun 
  while on their mission, often at the players’ expense. 
  Like other Fey, these creatures possess 6-60 nobility, and 
  one druid level per 10 nobility. 
  They consider themselves allies of Arthur’s court, and 
  will aid any servants of Arthur they encounter if they need 
  assistance. 
  Troll
  These loathsome creatures are found deep in swamps, and 
  are consumed by hatred of all that is good and noble. Each 
  round of combat, a troll has a percentage chance to go 
  berserk (as the barbarian rage ability) equal to the highest 
  nobility of the creatures he is fighting. These creatures are 
  often found in the service of hags, hedge mages, and black 
  knights, especially when there is the prospect they will get to 
  destroy something noble.
  Unicorn
  These creatures are the epitome of grace and purity, 
  possessing nobility scores of 81-100 (80+1d20). They will 
  aid anyone whose nobility is equal or greater than theirs 
  (which will not be many), and may even consent to serve as 
  a mount to someone with a nobility higher than theirs (which 
  will be even rarer).
  Will o’ Wisp
  These creatures live in the most fetid swamps, and will 
  attempt to kill anyone they encounter, feeding on their pain 
  and misery.
  
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  Winter Wolf
  These creatures exist only in Saxon lands. However, they are 
  often brought along with Saxon raiding parties, much to the 
  dismay of British forces attempting to repel these invaders.
  Wyvern
  These creatures are unfortunately rather common, and will 
  often be found in the service of true dragons. Black Knights 
  have also been known to domesticate these ferocious 
  creatures by besting them in combat, and then keeping them 
  well-fed with still living prey. 
  New Monsters
  Many unique and unusual monsters fill Arthurian tales. 
  Many of these are already included in game books and have 
  been noted above. However, some monsters exist which 
  have never been detailed before, and these are noted below.
  Cath Palug
  Large Magical Beast
  Hit Dice: 4d10+16 (38 hp)
  Initiative: +3 
  Speed: 50 ft.
  Armor Class: 17 (-1 size, +3 Dex, +5 natural), 12 touch, 14 
  flat-footed 
  Base Attack/Grapple: +4/+8
  Attack: Bite +10 melee (1d8+7) 
  Full Attack: Bite +10 melee (1d8+7), 2 claws +8 melee 
  (1d4+3) 
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Pounce, improved grab, rake 1d4+3
  Special Qualities: Darkvision 60’, low-light vision, scent
  Saves: Fort +8, Ref +7, Will +2
  Abilities: Str 24, Dex 17, Con 19, Int 2, Wis 12, Cha 6
  Skills: Jump +15, Hide +7, Move Silently +11, Balance +7, 
  Spot +6, Listen +7
  Feats: Alertness, Multiattack
  Environment: Temperate Swamp
  Organization: Solitary 
  Challenge Rating: 4
  Treasure: Standard
  Nobility: None. Cath Palugs gain the same ability bonuses 
  as Dire Animals during the different eras of play.
  Advancement: 5-8 HD (Large)
  Level Adjustment: --
  These fierce swamp cats are built like leopards, only much 
  larger, ranging from 6-9 feet long and weighing well over 
  500 pounds. Females are slightly larger than males, and are 
  sometimes found accompanied by a single pup, which will 
  not fight. However, the pup’s presence grants the female a 
  +2 morale bonus to hit and damage. Despite their size, Cath 
  Palug are extremely quiet and stealthy, as the creature’s slick 
  black coat almost seems to absorb light, and prefer to pounce 
  from surprise.
  Combat
  Cath Palug stalk their prey, and will wait until an opportune 
  moment to strike presents itself. Often, they will wait until 
  their prey is injured or shows signs of weakness before they 
  strike.
  Improved Grab (Ex): If a cath palug hits with its bite 
  attack, it may make a grapple check as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake with its back claws.
  Rake (Ex): Attack bonus +10 melee 1d4+3 damage
  Pounce (Ex): If a cath palug charges its foe, it can make a 
  full attack, including two rake attacks.  
  Skills: Cath Palug have a +8 racial bonus to jump, hide, 
  and move silently skill checks. They have a +4 racial bonus 
  to balance skill checks. 
  Giant, Afanc
  Large Giant
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +0
  Speed: 30 ft. in hide armor (40 ft. natural)
  Armor Class: 25 (-1 size, +3 hide armor, +4 shield, +9 
  natural), 9 touch, 21 flat-footed 
  Base Attack/Grapple: +9/+19
  Attack: Spear +15 melee 2d6+6 or Spear +9 ranged 2d6+6 
  Full Attack: Spear +15/+10 melee 2d6+6 or Spear +9/+4 
  ranged 2d6+6
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rock throwing
  Special Qualities: Low-light vision, water breathing, water 
  camouflage
  Saves: Fort +13, Ref +4, Will +5
  Abilities: Str 23, Dex 10, Con 20, Int 8, Wis 12, Cha 8
  Skills: Swim +8, Spot +5, Intimidate +8
  Feats: Power Attack, Cleave, Weapon Focus (spear), 
  Improved Critical (spear), Improved Sunder
  Environment: River or Coastal
  Organization: Solitary or Pair
  Challenge Rating: 8
  Treasure: Standard
  Nobility: 1-100 (modified by bloodline)
  Advancement: By character class 
  Level Adjustment: +4
  Afancs retain much more of their lineage as descendants of 
  Poseidon than other Arthurian giants, retaining the ability 
  to breathe water. They often dwell near some large body of 
  water, such as a beach or lake large enough to hide them, so 
  that they have a chance to surprise their prey. These creatures 
  are so loathsome they cannot even tolerate their own kind, 
  
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  but occasionally a mated pair is encountered. These creatures 
  are particularly hated by giants of Albion’s Bloodline, who 
  will hunt and kill them given the opportunity.
  Combat
  Afancs attempt to gain surprise by bursting from a watery 
  area once their prey is close. These giants are fairly 
  intelligent, using armor and shields, as well as spears, to hunt 
  and fight. These creatures always maintain a supply of extra 
  spears for throwing, preferring this ranged attack to rocks 
  (although they are capable of using boulders as missiles). 
  If a combat goes against these creatures, they will attempt 
  to grapple a creature and drag them into the water, dining 
  after they have drowned. Note that while these creatures can 
  breathe water, and they are strong swimmers, they are not 
  true amphibians, and have no special ability to fight or move 
  underwater.  
  Water Camouflage (Ex): Afancs gain a +20 bonus to 
  hide checks if partially submerged in water, as their skin 
  will change color and tone to match any water touching the 
  creature or its possessions. 
  Afancs Society
  Afancs have little in the way of society, being solitary by 
  nature. These loathsome creatures can barely even tolerate 
  their own kind long enough to mate. Even other giants shun 
  them. 
  Afancs Characters
  Afancs have the following racial traits.
  +8 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence, 
  -2 Charisma
  Large Size: -1 penalty to Armor Class, -1 penalty to 
  attack rolls, -4 penalty on Hide checks, +4 bonus on grapple 
  checks, lifting and carrying limits double those of Medium 
  characters
  Space/Reach: 10 feet/10 feet
  An Afanc’s base land speed is 40 ft.
  Low-Light vision
  Racial hit dice: An Afanc begins with 12 levels of giant, 
  which provides 12d8 hit dice, a Base Attack Bonus of +10, 
  and base saving throws of Fort +8, Ref +4, and Will +4.
  Racial Skills: An Afanc’s giant levels give it skill points 
  equal to 15+ (2xInt.modifier). Swim, Spot, Intimidate, 
  Climb, and Jump are its class skills.
  Weapon and Armor Skills: The Afanc is automatically 
  proficient with simple weapons, martial weapons, light and 
  medium armor, and shields.
  Automatic Languages: Giant. Bonus Languages: 
  Common, Draconic, Elven, Goblin, Orc.
  Favored Class: Determined by Bloodline (see the entry on 
  giants above).
  Level adjustment +4.
  Questing Beast
  Huge Aberration
  Hit Dice: 20d8+120 (250 hp)
  Initiative: +0
  Speed: 100 ft. (10 squares)
  Armor Class: 33 (-2 Size, +25 Natural), 8 touch, 33 flat-
  footed 
  Base Attack/Grapple: +15/+23
  Attack: +23 melee (2d10+10+poison bite) 
  Full Attack: +23/+18/+13 melee (2d10+10+poison bite)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: None
  Special Qualities: Darkvision 60’, Damage Reduction 20/
  cold iron, Frightful Presence (Will Save DC 20)
  Saves: Fort +12, Ref +6, Will +12
  Abilities: Str 31, Dex 11, Con 22, Int 8, Wis 12, Cha 10
  Skills: Spot +11, Listen +13, Sense Motive +6
  Feats: Alertness, Weapon Focus (bite), Power Attack, 
  Cleave, Endurance, Diehard, Great Cleave
  Environment: Any
  Organization: Solitary (Unique)
  Challenge Rating: 20
  Treasure: None (see below for details however)
  Nobility: None
  Advancement: None (Unique)
  Level Adjustment: ---
  The progeny of a woman and the Devil, the Questing Beast 
  is a horrible abomination, with the head of a snake, the body 
  of a leopard, the hindquarters of a lion, and the feet of a stag. 
  From its stomach came a terrifying sound like the barking, 
  or questing of 40 hounds, which is where the creature gets 
  its name. However, the name questing beast also applies on 
  a different level because this creature has become the vision 
  quest of many great knights, most notably Pellinore and his 
  son Palamides, but also Percival. 
  Combat
  The questing beast is a ferocious opponent, with its long 
  serpentine neck snaking out again and again to combat 
  opponents with a vicious bite and terrible poison. However, 
  the creature will try to run unless cornered, so catching it 
  will prove the first problem for any would-be conqueror.
  Darkvision (Ex): The questing beast has darkvision out to 
  60 feet.
  Damage Reduction (Ex): Only weapons forged of 
  cold iron inflict much damage on this creature, making it 
  extremely difficult to injure.
  Poison (Ex): The bite of the questing beast delivers a 
  powerful neurotoxin (DC 25) that debilitates the muscles, 
  and can easily kill a man under the weight of his own body, 
  making it impossible for him to breath. The initial damage 
  of the questing beast’s poison is 3d6 Strength, while the 
  secondary damage is 3d6 Constitution.
  Skills: Spot, Listen, and Sense Motive are considered 
  class skills for the Questing Beast.
  
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  Chapter 6: Bestiary
  White Hart
  Large Magical Beast
  Hit Dice: 6d10+24 (57)
  Initiative: +0
  Speed: 60 ft. 
  Armor Class: 15 (-1 size, +6 natural), 9 touch, 15 flat-
  footed 
  Base Attack/Grapple: +6/+10
  Attack: +10 antlers 2-12+7
  Full Attack: +12 antler charge 4-24+7
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Antler charge
  Special Qualities: Darkvision 60’, Low-light Vision, 
  Damage Resistance vs. ranged 20/ignoble, Woodland 
  Stride, Trackless Step, Nobility, Aura of Speed, Divine 
  Grace, Object of Worship, Blood Bath
  Saves: Fort +12, Ref +8, Will +5
  Abilities: Str 21, Dex 10, Con 18, Int 12, Wis 10, Cha 16
  Skills: Balance +5, Jump +10, Spot +11, Listen +11
  Feats: Alertness, Endurance, Improved Initiative
  Environment: Temperate Forests
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Nobility: 81-100 (80+1d20)
  Advancement: 7-8 HD
  Level Adjustment: --
  An important symbol of the Old Faith, the white hart finds 
  itself at the heart of an intense battle over the hearts and 
  minds of the people between the Old Faith, and the followers 
  of the One God. As an object of worship, it is revered by 
  the druids, and often hunted and killed by the followers of 
  the One God. This has led these magnificent creatures to be 
  slowly driven to extinction.
  Combat
  The white hart attacks with its antlers, and can inflict double 
  damage with them on a charge attack. When threatened, the 
  gentle creatures prefer to run rather than fight, but they will 
  fight if cornered.
  Aura of Speed (Ex): Once per day the white hart can 
  trigger a burst of speed, adding 10’ per 10 nobility to its 
  movement for 1-6 rounds.
  Divine Grace (Su): The white hart adds it Charisma 
  modifier to all saving throws. 
  Object of Worship (Ex): Druids and green knights may 
  take a white hart as one of their animal companions (or 
  knight’s warhorse in the case of the green knight) if their 
  nobility is equal to or greater than the hart’s. A white hart 
  is considered a minor source of power for druids, granting 
  them a +1 per hour bonus to spell point recovery.
  Followers of the One God gain 10 nobility for successfully 
  killing a white hart. In Arthurian legend, both Gawain and 
  Percival successfully hunted and killed a white hart.
  Blood Bath (Ex): There is a special ritual that black 
  knights can perform involving a white hart. By killing the 
  creature and bathing in its blood, a black knight loses 20 
  nobility.
  Skills: Racial bonus of +4 to spot and listen skill checks
  Wolf Man (1st Level 
  Barbarian)
  Medium Humanoid (Wolf Man)
  Hit Dice: 1d12+1 (8 hp) 
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 13 (+1 Fur Pelt, +2 Dexterity), 12 touch, 11 
  flat-footed 
  Base Attack/Grapple: +1/+2
  Attack: Club +2 melee (1d6 +1)
  Full Attack: Club +2 melee (1d6+1)
  Space/Reach: 5ft./5ft.
  Special Attacks: -- 
  Special Qualities: Wild Empathy, Pack Tactics, Illiteracy, 
  Rage 1/day
  Saves: Fort +3, Ref +2, Will +2
  Abilities: Str 12, Dex 14, Con 13, Int 8, Wis 14, Cha 12
  Skills: Listen +6, Survival +10, Climb +2, Jump +2, Hide 
  +6, Move Silently +6*
  Feats: Tracking
  Environment: Any Wilderness
  Organization: Solitary, Small Pack (1, accompanied by 
  1-6 wolves), or Large Pack (2-4, accompanied by 2-16 
  wolves)
  Challenge Rating: 1⁄2 
  Treasure: Standard
  Nobility: 15
  Advancement: By character class 
  Level Adjustment: +0
  Wolf Men (and women) are products of the revolt of nature 
  that occurs between the reigns of Uther and Arthur. With no 
  king to command it, nature herself turns on the people of 
  Britain, and wolves, boars, and bears lose all their fear of 
  men, attacking with impunity. Sometimes wolves will even 
  go so far as to adopt human children, rearing them as Wolf 
  Men. Due to their intelligence and size, those who live long 
  enough end up as pack leaders.
  Combat
  Wolf men are proficient in simple weapons and light armor, 
  but have little sophistication in the fashioning of such 
  weapons, usually using any large stick and pelt from a recent 
  kill as opposed to taking the time to fashion something 
  sophisticated. However, wolf men are intelligent, and might 
  keep a weapon it can use that it came across (usually on the 
  carcass of one of its victims).
  Wild Empathy (Ex): Wolf men can use their charisma 
  modifier, along with their HD or class level to modify a 
  
  Legends of Excalibur
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  Chapter 6: Bestiary
  d20 roll to change the reactions of a wild animal, much as a 
  human might use the diplomacy skill on another human.
  Pack Tactics (Ex): Wolves instinctively work together 
  when attacking prey, allowing them to take down much 
  larger prey than their small size would indicate. With his 
  superior intelligence, a wolf man can hone this instinct even 
  further. When working with wolves or other wolf men, the 
  character gains a +2 bonus to attack and skill checks by 
  attacking cooperatively, raising distractions while his fellows 
  set up ambushes, and so forth.
  Skills: +4 racial bonus to Hide, Move Silently, and 
  Survival *All skills listed above include their racial 
  modifiers.
  Wolf Man Society
  Wolf men have no unique society. Their behavior is based on 
  that of wolves, with packs being the main social group, and 
  the strongest males leading that pack. No attempt to civilize 
  a wolf man has been successful, and they will slip away at 
  their earliest opportunity to rejoin their pack.
  Wolf Man Characters
  Wolf men characters have the following racial traits.
  +2 Dexterity, -2 Intelligence
  Medium size
  Base Speed 30 ft.
  Racial Skills: +4 racial bonus to Hide, Move Silently, and 
  Survival
  Racial Feats: A wolf man gains feats according to its 
  character class.
  Special Qualities: Wild Empathy, Pack Tactics
  Automatic Languages: None. Bonus Languages: Common
  Favored Class: Barbarian
  Level Adjustment: +0
  
  Legends of Excalibur
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  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, 
  David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson. 
  Legends of Excalibur Copyright 2003, RPGObjects; Author Charles Rice.
  Open Gaming Content
  Designation of Product Identity: The following terms are designated as product 
  identity as outline in section 1(a) of the Open Gaming License: Legends of 
  Excalibur.
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  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™ or the respective artist.  
  Quotations: All quotations are closed content.
  Chapter 1: Characters
  The Bloodline descriptions are closed content.  The Bloodline traits are open 
  content. The Class descriptions are closed content.  All other class features are 
  open content. All other text in this chapter is open content.
  Chapter 2: Magic
  This entire chapter is open content.
  Chapter 3: Guide to Arthurian Legend
  The NPC statistical blocks are open content.  All other text is closed content. 
  Chapter 4: Arthurian Adventuring
  The NPC statistical blocks are open content.  The Jousting rules are open content. 
  All other text is closed content. 
  Chapter 5: Magic Items
  This entire chapter is open content.
  Chapter 6: Bestiary
  This entire chapter is open content.
  
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