TEXT: DAVE BLEWER
  DAVE BLEWER
  31021
  31021
  
  BY DAVE BLEWER
  BY DAVE BLEWER
  EDITING & PROOFREADING: ROBIN ELLIOTT
  EDITING & PROOFREADING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: CHRIS KUHLMANN & JUSTIN RUSSELL
  ART: CHRIS KUHLMANN & JUSTIN RUSSELL
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  Dedication: Jim Butcher, for the inspiration, and the damn good read!
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with 
  permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE DANBURY CURSE
  THE DANBURY CURSE
  03
  03
  BY DAVE BLEWER
  BY DAVE BLEWER
  EDITING & PROOFREADING: ROBIN ELLIOTT
  EDITING & PROOFREADING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: CHRIS KUHLMANN & JUSTIN RUSSELL
  ART: CHRIS KUHLMANN & JUSTIN RUSSELL
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  Dedication: Jim Butcher, for the inspiration, and the damn good read!
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with 
  permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE DANBURY CURSE
  THE DANBURY CURSE
  03
  03
  
  This adventure takes place in England sometime 
  during the Middle Ages. This is an England haunted by 
  giants, faeries and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our web-
  site at www.tripleacegames.com Regardless of how many 
  players you have someone must play the knight. Every-
  one else is a member of his entourage. They are not com-
  mon servants, but trusted friends and conﬁ dants. The 
  characters have 20 experience points.
  If you intend to play in this adventure, you should 
  stop reading now. Advanced knowledge of the scenario 
  will only spoil your enjoyment of the game. The GM 
  should read the entire adventure twice before play be-
  gins. Knowing the basic ﬂ ow and details in advance will 
  greatly speed up play and make the game run smoother.
  The adventure details how the heroes get caught up 
  in blasphemous pact between the Baron of Danbury 
  and the sidhe of the Summer Court. While travelling 
  through the bleak landscape of East Anglia, degener-
  ate bandits in the marshes, which surround the fertile 
  Danbury lands, ambush the heroes. Reporting the at-
  tack to the local lord involves the heroes in a hunt for 
  his son, recently captured by unknown enemies. What 
  follows is a chase, which takes the heroes into lands 
  unknown and encounters with creatures both terrible 
  and beautiful.
  THE DANBURY FIEFDOM
  THE DANBURY FIEFDOM
  The Fiefdom of Danbury is a thriving community. The 
  castle and village are built on the only hill in over 100 
  square miles. With long summers and mild winters, the 
  land is fertile and provides a good harvest to the local 
  inhabitants. A lush forest surrounds Danbury providing 
  plentiful lumber.
  However, beyond the ﬁ efdom things are very differ-
  ent. Danbury is an oasis within the dank marshes found 
  on the east coast of Anglia. Hard men and woman live 
  in this unforgiving mire, eating a diet of ﬁ sh, fungus and 
  waterfowl. On the cold nights they huddle around peat 
  ﬁ res and worship at altars to pagan gods.
  These marsh people live in insular villages, each 
  dominated by a chieftain—who rules by the strength of 
  his arm—these villagers raid one another or have turned 
  brigand, preying upon the causeways which link Dan-
  bury to the west and North.
  The villagers also raid Danbury, however they are no 
  match for the skilled foresters who patrol the borders. 
  The raiders also claim the forest pits itself against their 
  intrusions turning them from the true path through the 
  dark woods, until they are hopelessly lost and wander 
  into an ambush.
  The marsh people swear the rulers of Danbury have 
  made a pact with the gods of the forest—and they are 
  correct.
  THE FAE
  THE FAE
  Alongside the mortal realm there exists another—
  The land of the Fae. This world can only be reached 
  through a very few rare gates and portals, however 
  events in the fae lands can have a direct effect upon the 
  mortal realm.
  The inhabitants of the fae lands are supernatural 
  creatures, commonly called faeries or elves.  The fae—or 
  sidhe (pronounced shee), as they call themselves—are 
  divided into two rival camps, the Summer and Winter 
  Courts, each ruled by a queen. These two courts are 
  locked in an eternal struggle, which manifests itself as 
  the passing of the seasons on the mortal realm.
  An outsider viewing the courts might believe that of 
  the two courts, the Summer would be the most benign 
  of the two. However do not be fooled, all sidhe are capri-
  cious, alien, and extremely dangerous. What may appear 
  to be beautiful summer nymph who only has your best 
  interests at heart, will probably turn out to be a mali-
  cious trickster intent on claiming your soul.
  THE DANBURY CURSE
  THE DANBURY CURSE
  2
  This adventure takes place in England sometime 
  during the Middle Ages. This is an England haunted by 
  giants, faeries and other monsters, though—the England 
  as told in old tales, like those of Mallory.
  Pre-generated characters can be found on our web-
  site at www.tripleacegames.com Regardless of how many 
  players you have someone must play the knight. Every-
  one else is a member of his entourage. They are not com-
  mon servants, but trusted friends and conﬁ dants. The 
  characters have 20 experience points.
  If you intend to play in this adventure, you should 
  stop reading now. Advanced knowledge of the scenario 
  will only spoil your enjoyment of the game. The GM 
  should read the entire adventure twice before play be-
  gins. Knowing the basic ﬂ ow and details in advance will 
  greatly speed up play and make the game run smoother.
  The adventure details how the heroes get caught up 
  in blasphemous pact between the Baron of Danbury 
  and the sidhe of the Summer Court. While travelling 
  through the bleak landscape of East Anglia, degener-
  ate bandits in the marshes, which surround the fertile 
  Danbury lands, ambush the heroes. Reporting the at-
  tack to the local lord involves the heroes in a hunt for 
  his son, recently captured by unknown enemies. What 
  follows is a chase, which takes the heroes into lands 
  unknown and encounters with creatures both terrible 
  and beautiful.
  THE DANBURY FIEFDOM
  THE DANBURY FIEFDOM
  The Fiefdom of Danbury is a thriving community. The 
  castle and village are built on the only hill in over 100 
  square miles. With long summers and mild winters, the 
  land is fertile and provides a good harvest to the local 
  inhabitants. A lush forest surrounds Danbury providing 
  plentiful lumber.
  However, beyond the ﬁ efdom things are very differ-
  ent. Danbury is an oasis within the dank marshes found 
  on the east coast of Anglia. Hard men and woman live 
  in this unforgiving mire, eating a diet of ﬁ sh, fungus and 
  waterfowl. On the cold nights they huddle around peat 
  ﬁ res and worship at altars to pagan gods.
  These marsh people live in insular villages, each 
  dominated by a chieftain—who rules by the strength of 
  his arm—these villagers raid one another or have turned 
  brigand, preying upon the causeways which link Dan-
  bury to the west and North.
  The villagers also raid Danbury, however they are no 
  match for the skilled foresters who patrol the borders. 
  The raiders also claim the forest pits itself against their 
  intrusions turning them from the true path through the 
  dark woods, until they are hopelessly lost and wander 
  into an ambush.
  The marsh people swear the rulers of Danbury have 
  made a pact with the gods of the forest—and they are 
  correct.
  THE FAE
  THE FAE
  Alongside the mortal realm there exists another—
  The land of the Fae. This world can only be reached 
  through a very few rare gates and portals, however 
  events in the fae lands can have a direct effect upon the 
  mortal realm.
  The inhabitants of the fae lands are supernatural 
  creatures, commonly called faeries or elves.  The fae—or 
  sidhe (pronounced shee), as they call themselves—are 
  divided into two rival camps, the Summer and Winter 
  Courts, each ruled by a queen. These two courts are 
  locked in an eternal struggle, which manifests itself as 
  the passing of the seasons on the mortal realm.
  An outsider viewing the courts might believe that of 
  the two courts, the Summer would be the most benign 
  of the two. However do not be fooled, all sidhe are capri-
  cious, alien, and extremely dangerous. What may appear 
  to be beautiful summer nymph who only has your best 
  interests at heart, will probably turn out to be a mali-
  cious trickster intent on claiming your soul.
  THE DANBURY CURSE
  THE DANBURY CURSE
  2
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  3
  The sidhe love to make deals and bargains with fool-
  ish mortals--however, invariably the mortal always comes 
  to regret them, no matter how beneﬁ cial the deal may 
  initially seem.
  THE PACT
  THE PACT
  The good weather, which blesses Danbury, is the re-
  sult of a bargain the Danbury’s made with the fae of the 
  Summer Court, by the present Lord’s great grandfather, 
  but not without a price
  The second born son of the Danbury’s is replaced 
  with a fae changeling within three days of his birth. 
  The impostor remains with the human family until the 
  ﬁ rst-born son replaces his father as the baron, at which 
  time the changeling and the human are swapped again. 
  Often the newly returned human is too confused by the 
  new world he ﬁ nds himself in, to function and has to 
  be sequestered away—his sudden absence explained by 
  illness or accident. 
    The Danbury’s get fertile lands (and guaranteed 
  sons), and all the riches this brings, the sidhe get noble 
  sons educated in the way of the humans. The returned 
  fae nobles serve the Summer Court well in their strug-
  gles with the devious, and deadly Winter Court.
  However, the Summer Courts meddling with the local-
  ised weather patterns of East Anglia has had a detrimental 
  effect on the lands surrounding Danbury. They are locked 
  in a perpetual late autumn/early winter, creating the dis-
  mal mire, which the marsh people are forced to live in. 
  These harsh living conditions have caused them to return 
  to the worship of old and terrible pagan gods.
  CAUGHT IN WINTER’S GRASP
  CAUGHT IN WINTER’S GRASP
  Certain members of the Winter Court have long 
  chafed at their inability to hold sway over the lands of 
  Danbury for their seasonally mandated time, and have 
  hatched a plan to reverse situation. 
  The Changeling of the most recent second son, Hugh 
  Danbury, often travels beyond the borders of Danbury as 
  part of his education. He never travels without a heav-
  ily armed escort of the Baron’s best men—usually more 
  than enough to defeat the poorly armed Marsh People. 
  However one of the trickster lords of the Winter 
  Court—Lord Flux—has decided to answer the unheeded 
  prayers of the marsh people. One of his minions ap-
  peared to them in the guise of a disgusting toad, and 
  instructed them to capture Hugh Danbury and bring him 
  unharmed to a stone cairn deep in the marshlands. Their 
  god even provided them with the tools they needed to 
  destroy his guards.
  The cairn is a portal into the fae lands. Flux plans on 
  taking the Changeling deep into the Realm of Winter 
  and sacriﬁ cing him in a ritual designed to permanently 
  destroy Summer’s sway over the Danbury lands.
  Of course, he wasn’t planning on a certain wandering 
  knight and his retinue to get mixed up in his plan…
  AMBUSH!
  AMBUSH!
  Your wanderlust and luck have brought you to 
  the marshlands of East Anglia. Although the rest 
  of Briton enjoys a warm early spring, the land 
  around you is wet, cold and miserable. A biting 
  wind blows from the north and there is scant shel-
  ter from it. The rain is almost constant, frequently 
  turning into a freezing slushy hail.
  You travel along a distinctly marked causeway. 
  Experimentation has taught you the marsh which 
  stretches to the horizon south, north, and west of 
  you cannot be trusted for it is ﬁ lled with sinkholes 
  and quagmires which would spell the doom for 
  any man in armor.
  To the east can be seen the Danbury Forest, named 
  for the lord of these lands. His castle—shielded 
  from this God forsaken weather—lies on the other 
  side of the forest and promises a warm bed for 
  the night.
  Suddenly the peat around you erupts as dirty fur 
  clad savages armed with crude pikes menace you! 
  Further away from the causeway other ﬁ gures 
  emerge from the swamp, inbred women surface from 
  beneath the frigid marsh, armed with javelins.
  The heroes have been ambushed by one of the many 
  marsh families who have turned brigand in order to sur-
  vive. Call for a Notice roll. Those who fail are surprised 
  for the ﬁ rst round of combat.
  There is one marsh warrior for each of the heroes. 
  These jab at the heroes (or their mounts) with their 
  pikes—taking advantage of the reach their weapons give 
  them. A further number of female warriors, equal to the 
  number of heroes, are 5” away ready to back up their 
  men-folk with javelins ready to throw and swords. The 
  marsh chieftain hangs back with the women, but will 
  charge in as soon as one of his people fall.
  The brigands will ﬁ ght until two of their number 
  fall, or the chieftain is defeated, at which point they will 
  break away and ﬂ ee into the marsh. This cowardly attack 
  should be reported to the Baron.
  Marsh Chieftain (1): See page 19.
  Marsh Warriors (2 per hero): See page 19.
  DANBURY FOREST
  DANBURY FOREST
  The causeway the heroes followed across the marsh 
  becomes a well-marked trail within the forest, which 
  surrounds the lands of Danbury. The trees provide a 
  welcome respite from the biting wind, and the deeper 
  they travel the warmer it becomes. Soon, the depriva-
  tions of the marsh are forgotten as the heroes enjoy a 
  warm summer day.
  THE DANBURY CURSE
  THE DANBURY CURSE
  3
  The sidhe love to make deals and bargains with fool-
  ish mortals--however, invariably the mortal always comes 
  to regret them, no matter how beneﬁ cial the deal may 
  initially seem.
  THE PACT
  THE PACT
  The good weather, which blesses Danbury, is the re-
  sult of a bargain the Danbury’s made with the fae of the 
  Summer Court, by the present Lord’s great grandfather, 
  but not without a price
  The second born son of the Danbury’s is replaced 
  with a fae changeling within three days of his birth. 
  The impostor remains with the human family until the 
  ﬁ rst-born son replaces his father as the baron, at which 
  time the changeling and the human are swapped again. 
  Often the newly returned human is too confused by the 
  new world he ﬁ nds himself in, to function and has to 
  be sequestered away—his sudden absence explained by 
  illness or accident. 
    The Danbury’s get fertile lands (and guaranteed 
  sons), and all the riches this brings, the sidhe get noble 
  sons educated in the way of the humans. The returned 
  fae nobles serve the Summer Court well in their strug-
  gles with the devious, and deadly Winter Court.
  However, the Summer Courts meddling with the local-
  ised weather patterns of East Anglia has had a detrimental 
  effect on the lands surrounding Danbury. They are locked 
  in a perpetual late autumn/early winter, creating the dis-
  mal mire, which the marsh people are forced to live in. 
  These harsh living conditions have caused them to return 
  to the worship of old and terrible pagan gods.
  CAUGHT IN WINTER’S GRASP
  CAUGHT IN WINTER’S GRASP
  Certain members of the Winter Court have long 
  chafed at their inability to hold sway over the lands of 
  Danbury for their seasonally mandated time, and have 
  hatched a plan to reverse situation. 
  The Changeling of the most recent second son, Hugh 
  Danbury, often travels beyond the borders of Danbury as 
  part of his education. He never travels without a heav-
  ily armed escort of the Baron’s best men—usually more 
  than enough to defeat the poorly armed Marsh People. 
  However one of the trickster lords of the Winter 
  Court—Lord Flux—has decided to answer the unheeded 
  prayers of the marsh people. One of his minions ap-
  peared to them in the guise of a disgusting toad, and 
  instructed them to capture Hugh Danbury and bring him 
  unharmed to a stone cairn deep in the marshlands. Their 
  god even provided them with the tools they needed to 
  destroy his guards.
  The cairn is a portal into the fae lands. Flux plans on 
  taking the Changeling deep into the Realm of Winter 
  and sacriﬁ cing him in a ritual designed to permanently 
  destroy Summer’s sway over the Danbury lands.
  Of course, he wasn’t planning on a certain wandering 
  knight and his retinue to get mixed up in his plan…
  AMBUSH!
  AMBUSH!
  Your wanderlust and luck have brought you to 
  the marshlands of East Anglia. Although the rest 
  of Briton enjoys a warm early spring, the land 
  around you is wet, cold and miserable. A biting 
  wind blows from the north and there is scant shel-
  ter from it. The rain is almost constant, frequently 
  turning into a freezing slushy hail.
  You travel along a distinctly marked causeway. 
  Experimentation has taught you the marsh which 
  stretches to the horizon south, north, and west of 
  you cannot be trusted for it is ﬁ lled with sinkholes 
  and quagmires which would spell the doom for 
  any man in armor.
  To the east can be seen the Danbury Forest, named 
  for the lord of these lands. His castle—shielded 
  from this God forsaken weather—lies on the other 
  side of the forest and promises a warm bed for 
  the night.
  Suddenly the peat around you erupts as dirty fur 
  clad savages armed with crude pikes menace you! 
  Further away from the causeway other ﬁ gures 
  emerge from the swamp, inbred women surface from 
  beneath the frigid marsh, armed with javelins.
  The heroes have been ambushed by one of the many 
  marsh families who have turned brigand in order to sur-
  vive. Call for a Notice roll. Those who fail are surprised 
  for the ﬁ rst round of combat.
  There is one marsh warrior for each of the heroes. 
  These jab at the heroes (or their mounts) with their 
  pikes—taking advantage of the reach their weapons give 
  them. A further number of female warriors, equal to the 
  number of heroes, are 5” away ready to back up their 
  men-folk with javelins ready to throw and swords. The 
  marsh chieftain hangs back with the women, but will 
  charge in as soon as one of his people fall.
  The brigands will ﬁ ght until two of their number 
  fall, or the chieftain is defeated, at which point they will 
  break away and ﬂ ee into the marsh. This cowardly attack 
  should be reported to the Baron.
  Marsh Chieftain (1): See page 19.
  Marsh Warriors (2 per hero): See page 19.
  DANBURY FOREST
  DANBURY FOREST
  The causeway the heroes followed across the marsh 
  becomes a well-marked trail within the forest, which 
  surrounds the lands of Danbury. The trees provide a 
  welcome respite from the biting wind, and the deeper 
  they travel the warmer it becomes. Soon, the depriva-
  tions of the marsh are forgotten as the heroes enjoy a 
  warm summer day.
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  4
  Players may be suspicious over this sudden change in 
  temperature; however there are no signs of sorcery or 
  other devilry at the border between the marshlands and 
  the forest. Have a character with a scholarly or religious 
  background make a Common Knowledge roll. If he is 
  successful remind him that one of the many beneﬁ ts of 
  a pious, and honourable lord is the blessing of good 
  weather and crops.
  After an hour or so of travelling, the heroes are dis-
  covered by a patrol of Danbury foresters. The foresters 
  make no attempt at stealth and can be heard for several 
  minutes before they appear. 
  The foresters are cautious, but friendly, asking the 
  heroes what business they have in the lands of Danbury. 
  If the heroes report the attack out on the marsh, they 
  are apologetic and offer to accompany the heroes back 
  to the castle.
    Curious heroes will probably quiz the foresters on 
  the situation in the marshes. The foresters have nothing 
  good to say about the marsh people, believing them 
  to be savages who still haven’t abandoned the pagan 
  ways. Obviously, they are unaware of the pact their 
  lord maintains with the fae of the Summer Court, and 
  if asked about the distinct change of weather between 
  the marsh and the forest, they genuinely look puzzled, 
  it is just how it is, and not something they have ever 
  given any thought. 
  Danbury Foresters (5): See page 17.
  CASTLE DANBURY
  CASTLE DANBURY
  Beyond the forest are well-deﬁ ned ﬁ elds, which feed 
  the people of Danbury. The village sprawls across the 
  lower slopes of a very steep hill. A forbidding castle has 
  been built upon the summit of the hill giving it a com-
  manding view of the lands all around it. From its battle-
  ments ﬂ utter banners depicting the heraldic design of 
  the Danbury’s. The banner is divided per bend sinister 
  (a diagonal line from top right to bottom left); the left 
  hand ﬁ eld is vert (green), and the right hand gules (red). 
  A blazing symbolic sun overlays this design in the center 
  of the shield. A single track twists its way up the hill to 
  an open drawbridge. Beyond the castle is yet more for-
  est for several miles, and then the gently rolling dunes 
  where the land meets the sea.
  The weather here is pleasantly warm, a light breeze 
  cools the brow. The peasants toiling in the ﬁ elds look 
  happy and well fed. Some of them peer at the new 
  arrivals curiously, but they return to their work a few 
  moments later. Visitors to Danbury are fairly com-
  mon.
  The foresters lead the heroes to the castles entrance 
  where they are met by the castles seneschal a one eyed 
  elderly man—Robert—who listens to their tale with 
  interest, and resignation. Regretfully he tells them they 
  aren’t the ﬁ rst to be attacked out on the marsh, the brig-
  ands are becoming bold.
  Robert tells the heroes Lord Danbury is presently 
  indisposed, but should be able to see the heroes soon. 
  They are shown into a chamber where they can relax and 
  partake of sweet meats and beer. 
  Truthfully, Danbury is ﬁ ne, but he is an arrogant 
  man and wishes to make visitors—especially those 
  who are only wandering knights—wait, believing in 
  doing so he proves how much more important than 
  them he is.
  The heroes could use this time to question one of 
  the young serving women, Mary. She isn’t likely to talk 
  to anyone who is highborn, but will certainly talk to 
  someone who is of a similar station—especially if they 
  are charismatic or attractive. Listed below are questions, 
  which the heroes will probably want to ask. It will see 
  more natural if you paraphrase the answers rather than 
  reading them verbatim. If the heroes ask a question not 
  detailed here the GM will have to wing it however, we 
  think enough information has been given previously to 
  deal with most enquiries.
  Why is Baron Danbury indisposed?
  He is in council with his seneschal and heir. I am 
  not allowed to enter the council chamber when 
  they discuss important matters—the baron scares 
  me especially since I spilt a jug of wine on him at 
  the last banquet.
  What can you tell me about the Danbury Family?
  The Danbury Family has held these lands for 
  years, ever since a Squire Danbury saved one of 
  the king’s favourite nephews from a boar. I don’t 
  know which king, it was even before my Gram-
  ma’s time.
   Anyway, There are only three Danbury’s—the 
  Baron, and his sons Simon and Hugh. The Baron 
  scares me, he has such a temper, and Lord Simon 
  isn’t much better. However Lord Hugh is such a 
  sweet lad, more like his dear departed mother, I 
  say. Lord Hugh is so friendly; he has a thirst for 
  knowledge, that one.
  Lady Danbury? She died during Hugh’s birth, god 
  rest her soul. I was only a girl at the time and I 
  never knew her.
  What can you tell me about the brigands out 
  on the marsh?
  Those pagan savages! I saw one once up close, 
  after he had been captured by the foresters and 
  was being brought back for trial. He was covered 
  in furs with duck feathers in his hair. I remember 
  him glaring at us, and muttering, but I couldn’t 
  make out the words.  He was trying to cast some 
  sort of spell on us all, I just know it. Luckily he was 
  executed before his foul gods heard his prayers.
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  4
  Players may be suspicious over this sudden change in 
  temperature; however there are no signs of sorcery or 
  other devilry at the border between the marshlands and 
  the forest. Have a character with a scholarly or religious 
  background make a Common Knowledge roll. If he is 
  successful remind him that one of the many beneﬁ ts of 
  a pious, and honourable lord is the blessing of good 
  weather and crops.
  After an hour or so of travelling, the heroes are dis-
  covered by a patrol of Danbury foresters. The foresters 
  make no attempt at stealth and can be heard for several 
  minutes before they appear. 
  The foresters are cautious, but friendly, asking the 
  heroes what business they have in the lands of Danbury. 
  If the heroes report the attack out on the marsh, they 
  are apologetic and offer to accompany the heroes back 
  to the castle.
    Curious heroes will probably quiz the foresters on 
  the situation in the marshes. The foresters have nothing 
  good to say about the marsh people, believing them 
  to be savages who still haven’t abandoned the pagan 
  ways. Obviously, they are unaware of the pact their 
  lord maintains with the fae of the Summer Court, and 
  if asked about the distinct change of weather between 
  the marsh and the forest, they genuinely look puzzled, 
  it is just how it is, and not something they have ever 
  given any thought. 
  Danbury Foresters (5): See page 17.
  CASTLE DANBURY
  CASTLE DANBURY
  Beyond the forest are well-deﬁ ned ﬁ elds, which feed 
  the people of Danbury. The village sprawls across the 
  lower slopes of a very steep hill. A forbidding castle has 
  been built upon the summit of the hill giving it a com-
  manding view of the lands all around it. From its battle-
  ments ﬂ utter banners depicting the heraldic design of 
  the Danbury’s. The banner is divided per bend sinister 
  (a diagonal line from top right to bottom left); the left 
  hand ﬁ eld is vert (green), and the right hand gules (red). 
  A blazing symbolic sun overlays this design in the center 
  of the shield. A single track twists its way up the hill to 
  an open drawbridge. Beyond the castle is yet more for-
  est for several miles, and then the gently rolling dunes 
  where the land meets the sea.
  The weather here is pleasantly warm, a light breeze 
  cools the brow. The peasants toiling in the ﬁ elds look 
  happy and well fed. Some of them peer at the new 
  arrivals curiously, but they return to their work a few 
  moments later. Visitors to Danbury are fairly com-
  mon.
  The foresters lead the heroes to the castles entrance 
  where they are met by the castles seneschal a one eyed 
  elderly man—Robert—who listens to their tale with 
  interest, and resignation. Regretfully he tells them they 
  aren’t the ﬁ rst to be attacked out on the marsh, the brig-
  ands are becoming bold.
  Robert tells the heroes Lord Danbury is presently 
  indisposed, but should be able to see the heroes soon. 
  They are shown into a chamber where they can relax and 
  partake of sweet meats and beer. 
  Truthfully, Danbury is ﬁ ne, but he is an arrogant 
  man and wishes to make visitors—especially those 
  who are only wandering knights—wait, believing in 
  doing so he proves how much more important than 
  them he is.
  The heroes could use this time to question one of 
  the young serving women, Mary. She isn’t likely to talk 
  to anyone who is highborn, but will certainly talk to 
  someone who is of a similar station—especially if they 
  are charismatic or attractive. Listed below are questions, 
  which the heroes will probably want to ask. It will see 
  more natural if you paraphrase the answers rather than 
  reading them verbatim. If the heroes ask a question not 
  detailed here the GM will have to wing it however, we 
  think enough information has been given previously to 
  deal with most enquiries.
  Why is Baron Danbury indisposed?
  He is in council with his seneschal and heir. I am 
  not allowed to enter the council chamber when 
  they discuss important matters—the baron scares 
  me especially since I spilt a jug of wine on him at 
  the last banquet.
  What can you tell me about the Danbury Family?
  The Danbury Family has held these lands for 
  years, ever since a Squire Danbury saved one of 
  the king’s favourite nephews from a boar. I don’t 
  know which king, it was even before my Gram-
  ma’s time.
   Anyway, There are only three Danbury’s—the 
  Baron, and his sons Simon and Hugh. The Baron 
  scares me, he has such a temper, and Lord Simon 
  isn’t much better. However Lord Hugh is such a 
  sweet lad, more like his dear departed mother, I 
  say. Lord Hugh is so friendly; he has a thirst for 
  knowledge, that one.
  Lady Danbury? She died during Hugh’s birth, god 
  rest her soul. I was only a girl at the time and I 
  never knew her.
  What can you tell me about the brigands out 
  on the marsh?
  Those pagan savages! I saw one once up close, 
  after he had been captured by the foresters and 
  was being brought back for trial. He was covered 
  in furs with duck feathers in his hair. I remember 
  him glaring at us, and muttering, but I couldn’t 
  make out the words.  He was trying to cast some 
  sort of spell on us all, I just know it. Luckily he was 
  executed before his foul gods heard his prayers.
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  5
  From what I hear, they live in horrible little 
  villages out on the marshes. These villages 
  are built around blood-soaked shrines to 
  their gods. They sacrifice travelers they kid-
  nap in their raids before these shrines. I hear 
  their gods crave the blood of women and 
  children. 
  What Foul Gods? 
  Rumor says they worship a disgusting toad god. 
  One of the kitchen boys, Tom, said he found 
  a charm in the forest, which was carved in the 
  shape of their god. I wasn’t so sure—it just looked 
  like an odd shaped stone to me.
  Anyway, the Seneschal found him looking at it, 
  and took it from him. Poor Tom, the Seneschal 
  had him whipped to scourge him of the pagan 
  inﬂ uence—the wounds got infected and he died. 
  I liked him…
  Some think the Marsh People have cursed the Dan-
  bury family, but I don’t hold with any of that sort 
  of talk.
  What Curse? Here the serving maids voice drops to a 
  whisper, and she leans forward conspiratorially. 
  The second born son of the Danbury’s always 
  meets a terrible end, soon after his father dies. 
  The last one hung himself out in the gardens only 
  a week after his brother became Baron. His Uncle 
  took a tumble down the stairs, and was left feeble 
  for the rest of his life, rarely leaving his rooms. 
  They say it has been like this for generations, the 
  second son always suffers a tragedy—but, as I 
  said I don’t hold with it.
  Anyway, Lord Hugh—the present Second Son, 
  seems unworried by the curse. He is a beautiful 
  lad. 
  Is the weather here always so nice?
  Yes, because we dwell in the warmth of the love of 
  God. Our faith has rewarded us with short win-
  ters and long summers. Those heathens out in the 
  marsh have turned their back on The Lord and 
  have been repaid for their treachery with weather, 
  which reﬂ ects the sorry state of their souls—bleak 
  and desolate.
  My Gramma used to say that when she was a 
  child, the weather in Danbury was no better than 
  it was in the marsh, but then the Lord went on 
  a pilgrimage and dedicated his life anew to the 
  Lord God. When he returned, he brought the good 
  weather with him.  
  AN AUDIENCE WITH BARON DANBURY
  AN AUDIENCE WITH BARON DANBURY
  Eventually the heroes are summoned to Baron Dan-
  bury, in his council chambers. Also present are his ﬁ rst-
  born son Simon, and his Seneschal Sir Robert Malden.
  The Baron is genuinely sorry to learn of their alterca-
  tion with the brigands out on the marsh. There is little 
  he can offer in way of real recompense, but does offer 
  to provide them with provisions and an armed escort, 
  which will take them to the far edges of the marsh. He 
  also offers them lodgings for the night. 
  Simon on the other hand, wants to know all about the 
  group’s journeys and adventures. Although the Danbury 
  lands are provincial, and hard to reach, stories of the he-
  roes’ adventures have preceded them. The Baron’s son 
  wishes to discover which are true, and which have grown 
  with the telling. 
  The Seneschal does not speak to the heroes beyond 
  initially greeting them. He only stirs when the baron 
  mentions re-provisioning the heroes, where he nods.
  As the meeting comes to a close, the council chamber 
  doors are thrown open and two men-at-arms enter help-
  ing a badly injured third. The injured fellow is shaking 
  badly, and although no wound is obvious, his hands and 
  face are black from frostbite.
  Simon Danbury recovers ﬁ rst from this rude intru-
  sion, exclaiming “Godffery, where is my brother!”
  A SOLDIER’S DYING WORDS  
  A SOLDIER’S DYING WORDS  
  The Soldier is gravely ill, and near death, but he lasts 
  long enough to utter a few words.
  “They came out of the trees, marsh people… Their 
  weapons were so cold. Sir Southmore ordered me 
  to get Lord Hugh free. We rode hard, but a spear, 
  which then melted, hit me…
  I got clear. I swore the lord was right behind me, 
  but I saw he had been snared in a net of ice. All 
  the others were dead, so I rode here…
  I am sorry my Lords, I have failed you…”
  Both the Danbury’s are visibly shocked by this tale, 
  and immediately set about organising search parties for 
  the younger Danbury. The heroes should offer their serv-
  ices, but if they don’t Simon pleads with them to help. 
  They have dealt with the unnatural before. Claiming God 
  sent them here to help recover his brother.
  If the heroes ask why Hugh was out in the forest in 
  the ﬁ rst place, they are told he has a particular love of na-
  ture and often takes rides into the forest, to either hunt 
  or just survey the land. He is always well protected, and 
  nothing like this has ever happened before.
  If the heroes are terribly impolite, they may ask the 
  Baron, and his son about the Danbury curse, or the 
  source of the lands good weather. These questions will 
  THE DANBURY CURSE
  THE DANBURY CURSE
  5
  From what I hear, they live in horrible little 
  villages out on the marshes. These villages 
  are built around blood-soaked shrines to 
  their gods. They sacrifice travelers they kid-
  nap in their raids before these shrines. I hear 
  their gods crave the blood of women and 
  children. 
  What Foul Gods? 
  Rumor says they worship a disgusting toad god. 
  One of the kitchen boys, Tom, said he found 
  a charm in the forest, which was carved in the 
  shape of their god. I wasn’t so sure—it just looked 
  like an odd shaped stone to me.
  Anyway, the Seneschal found him looking at it, 
  and took it from him. Poor Tom, the Seneschal 
  had him whipped to scourge him of the pagan 
  inﬂ uence—the wounds got infected and he died. 
  I liked him…
  Some think the Marsh People have cursed the Dan-
  bury family, but I don’t hold with any of that sort 
  of talk.
  What Curse? Here the serving maids voice drops to a 
  whisper, and she leans forward conspiratorially. 
  The second born son of the Danbury’s always 
  meets a terrible end, soon after his father dies. 
  The last one hung himself out in the gardens only 
  a week after his brother became Baron. His Uncle 
  took a tumble down the stairs, and was left feeble 
  for the rest of his life, rarely leaving his rooms. 
  They say it has been like this for generations, the 
  second son always suffers a tragedy—but, as I 
  said I don’t hold with it.
  Anyway, Lord Hugh—the present Second Son, 
  seems unworried by the curse. He is a beautiful 
  lad. 
  Is the weather here always so nice?
  Yes, because we dwell in the warmth of the love of 
  God. Our faith has rewarded us with short win-
  ters and long summers. Those heathens out in the 
  marsh have turned their back on The Lord and 
  have been repaid for their treachery with weather, 
  which reﬂ ects the sorry state of their souls—bleak 
  and desolate.
  My Gramma used to say that when she was a 
  child, the weather in Danbury was no better than 
  it was in the marsh, but then the Lord went on 
  a pilgrimage and dedicated his life anew to the 
  Lord God. When he returned, he brought the good 
  weather with him.  
  AN AUDIENCE WITH BARON DANBURY
  AN AUDIENCE WITH BARON DANBURY
  Eventually the heroes are summoned to Baron Dan-
  bury, in his council chambers. Also present are his ﬁ rst-
  born son Simon, and his Seneschal Sir Robert Malden.
  The Baron is genuinely sorry to learn of their alterca-
  tion with the brigands out on the marsh. There is little 
  he can offer in way of real recompense, but does offer 
  to provide them with provisions and an armed escort, 
  which will take them to the far edges of the marsh. He 
  also offers them lodgings for the night. 
  Simon on the other hand, wants to know all about the 
  group’s journeys and adventures. Although the Danbury 
  lands are provincial, and hard to reach, stories of the he-
  roes’ adventures have preceded them. The Baron’s son 
  wishes to discover which are true, and which have grown 
  with the telling. 
  The Seneschal does not speak to the heroes beyond 
  initially greeting them. He only stirs when the baron 
  mentions re-provisioning the heroes, where he nods.
  As the meeting comes to a close, the council chamber 
  doors are thrown open and two men-at-arms enter help-
  ing a badly injured third. The injured fellow is shaking 
  badly, and although no wound is obvious, his hands and 
  face are black from frostbite.
  Simon Danbury recovers ﬁ rst from this rude intru-
  sion, exclaiming “Godffery, where is my brother!”
  A SOLDIER’S DYING WORDS  
  A SOLDIER’S DYING WORDS  
  The Soldier is gravely ill, and near death, but he lasts 
  long enough to utter a few words.
  “They came out of the trees, marsh people… Their 
  weapons were so cold. Sir Southmore ordered me 
  to get Lord Hugh free. We rode hard, but a spear, 
  which then melted, hit me…
  I got clear. I swore the lord was right behind me, 
  but I saw he had been snared in a net of ice. All 
  the others were dead, so I rode here…
  I am sorry my Lords, I have failed you…”
  Both the Danbury’s are visibly shocked by this tale, 
  and immediately set about organising search parties for 
  the younger Danbury. The heroes should offer their serv-
  ices, but if they don’t Simon pleads with them to help. 
  They have dealt with the unnatural before. Claiming God 
  sent them here to help recover his brother.
  If the heroes ask why Hugh was out in the forest in 
  the ﬁ rst place, they are told he has a particular love of na-
  ture and often takes rides into the forest, to either hunt 
  or just survey the land. He is always well protected, and 
  nothing like this has ever happened before.
  If the heroes are terribly impolite, they may ask the 
  Baron, and his son about the Danbury curse, or the 
  source of the lands good weather. These questions will 
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  6
  be met with icy silence—excuse the pun—as the Dan-
  bury’s refuse to even answer questions, born from gos-
  sip, and demand to know which one of their servants is 
  peddling tales about the family. However, a successful 
  Notice roll will detect the any questions of this sort make 
  the Danbury’s very uncomfortable.
  From this point on, both the Baron and Simon will be 
  very reserved with the heroes. Simon, particularly will be 
  very disappointed with them.
  THE ICE CLEARING
  THE ICE CLEARING
  The Baron sends out several search parties to look 
  for his son. He is more than happy for the heroes to 
  form their own search party, and will provide them with 
  foresters.
  They are told Sir Hugh used to roam the forest, so it is 
  very hard to predict where they may have been attacked. 
  He never left the safety of the forest however, and rarely 
  even went to its edge. He knows how dangerous the sav-
  ages of the marsh are, and holds a healthy respect for 
  them. He always went out with a retinue of men at arms, 
  squires, and foresters though.
  With this in mind, search parties are sent out in every 
  direction. The Baron, his son, and the Seneschal each 
  leading separate parties. The heroes are free to decide 
  where they want to search, it doesn’t matter which di-
  rection they choose, they are going to be the ones who 
  discover the attack site. Ideally this will be near the 
  Marsh edge of the Forest, but it doesn’t really matter. If 
  the attack site is found near the coast, then it just shows 
  how determined the attackers were.
  As the heroes make their way through the forest call 
  for a Notice or Survival (whichever is highest) roll. Those 
  who succeed become aware the normal sounds of life, 
  which ﬁ ll the forest, have died away. 
  As they progress through the forest it becomes distinctly 
  colder, until ice can be seen underfoot, and the trees be-
  come coated in frost and ice. Soon after they ﬁ nd a squirrel, 
  which appears to have been ﬂ ash frozen to a branch.
  Eventually they ﬁ nd themselves in the clearing where 
  the attack took place. Men-at-arms, and foresters can be 
  seen frozen in place, killed by the terrible sudden cold, 
  obviously victims of an ambush, for many of them were 
  reaching for their weapons when they died. A horse has 
  been frozen in place as it reared in alarm, and its rider 
  has slid from the saddle only to shatter when he hit 
  the ground. His grisly corpse remains mercifully frozen 
  otherwise the resulting sight may test the constitution of 
  even the hardiest veteran of the battleﬁ eld. As it is, the 
  forester’s are far too disturbed to enter the ambush site 
  proper and investigation must fall to the heroes.
  Notice rolls reveal that each bears a single wound 
  probably from a spear. However the victim froze before 
  he could react to the injury. The weapons are nowhere 
  to be found, and it must be deduced they were retrieved 
  by the attackers. In truth, they were destroyed when they 
  released the power of the Winter fae.
  Tracking rolls discover where Godffery and Hugh 
  tried to break free. One of the escapers obviously failed. 
  His horse has been dispatched with a single cut to the 
  throat and something was dragged off to the south obvi-
  ously in a sack or net.
  Hugh’s horse was not frozen to death—although it is 
  very cold, the only creature in the clearing who wasn’t 
  frozen to death. A canny hero might—correctly—deduce 
  this means Hugh was spared such a chilly fate as well.
  The Heroes face a choice now. True heroes will track 
  the attackers back to their lair hoping to surprise them. 
  However cautious (lets not use the word cowardly) he-
  roes might wish to return to Castle Danbury to inform 
  the Baron about his son’s fate and gather reinforce-
  ments. The sidebar on page 7, details how the adventure 
  is affected if the players take this un-heroic path.
  Danbury Foresters (2 per hero): See page 17.
  THE MARSH VILLAGE
  THE MARSH VILLAGE
  Following the tracks through the forest is surprisingly 
  easy—the attackers are on foot and are dragging Hugh 
  in either a sack or a net. In fact they are so easy to fol-
  low, the heroes don’t need to make Tracking rolls to ﬁ nd 
  them.
  However once the tracks leave the forest, they get 
  harder to ﬁ nd. The marsh warriors are back in a land 
  they know well, and the marsh itself conspires with them 
  to hide their tracks.
  The heroes must make a Tracking (-2) roll to ﬁ nd the 
  tracks again, it might take them a while to ﬁ nd the tracks, 
  one check can be made every twenty minutes of search-
  ing. Actually the length of time it takes the heroes to ﬁ nd 
  the tracks has no effect upon the adventure as written, 
  but the players need not know this, and they may feel 
  time pressing upon them. Following the tracks leads the 
  heroes to one of the marsh villages.
  Village is probably too grand a word for this collection 
  of hovels. The marsh is too unstable to support a wall or 
  palisade, but the village is surrounded by a shallow moat 
  across which a single peat causeway gives access.
  The village itself is little more than a collection of low 
  roofed buildings surrounding an open area. The marsh 
  around is ﬂ at and scouts approaching it suffer a –2 to 
  their Stealth rolls to avoid being spotted. Once in posi-
  tion have the Hero make a Notice roll, and depending on 
  the success of his roll relate the following, successes are 
  cumulative, so a hero also spots everything listed in the 
  lesser success brackets:
  Failure: You have obviously chosen your viewing 
  position badly. Between the mud, the insects, and the 
  constant drizzle you can’t make out a great deal. You will 
  have to ﬁ nd a better position.
  Success: You cannot spot any men—however there 
  does seem to be about a dozen woman. They look tough, 
  and competent, carrying swords and javelins. A few 
  scrawny inbred looking children scurry around, playing 
  at war.
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  6
  be met with icy silence—excuse the pun—as the Dan-
  bury’s refuse to even answer questions, born from gos-
  sip, and demand to know which one of their servants is 
  peddling tales about the family. However, a successful 
  Notice roll will detect the any questions of this sort make 
  the Danbury’s very uncomfortable.
  From this point on, both the Baron and Simon will be 
  very reserved with the heroes. Simon, particularly will be 
  very disappointed with them.
  THE ICE CLEARING
  THE ICE CLEARING
  The Baron sends out several search parties to look 
  for his son. He is more than happy for the heroes to 
  form their own search party, and will provide them with 
  foresters.
  They are told Sir Hugh used to roam the forest, so it is 
  very hard to predict where they may have been attacked. 
  He never left the safety of the forest however, and rarely 
  even went to its edge. He knows how dangerous the sav-
  ages of the marsh are, and holds a healthy respect for 
  them. He always went out with a retinue of men at arms, 
  squires, and foresters though.
  With this in mind, search parties are sent out in every 
  direction. The Baron, his son, and the Seneschal each 
  leading separate parties. The heroes are free to decide 
  where they want to search, it doesn’t matter which di-
  rection they choose, they are going to be the ones who 
  discover the attack site. Ideally this will be near the 
  Marsh edge of the Forest, but it doesn’t really matter. If 
  the attack site is found near the coast, then it just shows 
  how determined the attackers were.
  As the heroes make their way through the forest call 
  for a Notice or Survival (whichever is highest) roll. Those 
  who succeed become aware the normal sounds of life, 
  which ﬁ ll the forest, have died away. 
  As they progress through the forest it becomes distinctly 
  colder, until ice can be seen underfoot, and the trees be-
  come coated in frost and ice. Soon after they ﬁ nd a squirrel, 
  which appears to have been ﬂ ash frozen to a branch.
  Eventually they ﬁ nd themselves in the clearing where 
  the attack took place. Men-at-arms, and foresters can be 
  seen frozen in place, killed by the terrible sudden cold, 
  obviously victims of an ambush, for many of them were 
  reaching for their weapons when they died. A horse has 
  been frozen in place as it reared in alarm, and its rider 
  has slid from the saddle only to shatter when he hit 
  the ground. His grisly corpse remains mercifully frozen 
  otherwise the resulting sight may test the constitution of 
  even the hardiest veteran of the battleﬁ eld. As it is, the 
  forester’s are far too disturbed to enter the ambush site 
  proper and investigation must fall to the heroes.
  Notice rolls reveal that each bears a single wound 
  probably from a spear. However the victim froze before 
  he could react to the injury. The weapons are nowhere 
  to be found, and it must be deduced they were retrieved 
  by the attackers. In truth, they were destroyed when they 
  released the power of the Winter fae.
  Tracking rolls discover where Godffery and Hugh 
  tried to break free. One of the escapers obviously failed. 
  His horse has been dispatched with a single cut to the 
  throat and something was dragged off to the south obvi-
  ously in a sack or net.
  Hugh’s horse was not frozen to death—although it is 
  very cold, the only creature in the clearing who wasn’t 
  frozen to death. A canny hero might—correctly—deduce 
  this means Hugh was spared such a chilly fate as well.
  The Heroes face a choice now. True heroes will track 
  the attackers back to their lair hoping to surprise them. 
  However cautious (lets not use the word cowardly) he-
  roes might wish to return to Castle Danbury to inform 
  the Baron about his son’s fate and gather reinforce-
  ments. The sidebar on page 7, details how the adventure 
  is affected if the players take this un-heroic path.
  Danbury Foresters (2 per hero): See page 17.
  THE MARSH VILLAGE
  THE MARSH VILLAGE
  Following the tracks through the forest is surprisingly 
  easy—the attackers are on foot and are dragging Hugh 
  in either a sack or a net. In fact they are so easy to fol-
  low, the heroes don’t need to make Tracking rolls to ﬁ nd 
  them.
  However once the tracks leave the forest, they get 
  harder to ﬁ nd. The marsh warriors are back in a land 
  they know well, and the marsh itself conspires with them 
  to hide their tracks.
  The heroes must make a Tracking (-2) roll to ﬁ nd the 
  tracks again, it might take them a while to ﬁ nd the tracks, 
  one check can be made every twenty minutes of search-
  ing. Actually the length of time it takes the heroes to ﬁ nd 
  the tracks has no effect upon the adventure as written, 
  but the players need not know this, and they may feel 
  time pressing upon them. Following the tracks leads the 
  heroes to one of the marsh villages.
  Village is probably too grand a word for this collection 
  of hovels. The marsh is too unstable to support a wall or 
  palisade, but the village is surrounded by a shallow moat 
  across which a single peat causeway gives access.
  The village itself is little more than a collection of low 
  roofed buildings surrounding an open area. The marsh 
  around is ﬂ at and scouts approaching it suffer a –2 to 
  their Stealth rolls to avoid being spotted. Once in posi-
  tion have the Hero make a Notice roll, and depending on 
  the success of his roll relate the following, successes are 
  cumulative, so a hero also spots everything listed in the 
  lesser success brackets:
  Failure: You have obviously chosen your viewing 
  position badly. Between the mud, the insects, and the 
  constant drizzle you can’t make out a great deal. You will 
  have to ﬁ nd a better position.
  Success: You cannot spot any men—however there 
  does seem to be about a dozen woman. They look tough, 
  and competent, carrying swords and javelins. A few 
  scrawny inbred looking children scurry around, playing 
  at war.
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  7
  First Raise: Finally you spot a single man in the 
  center of the village. His hair has been decorated with 
  feather taken from ducks and other marsh birds. He also 
  carries a similarly decorated staff
  Second Raise: Beside the man can be seen a squat 
  idol, made from clay or baked mud it appears to be in 
  the form of a foul toad-like creature. The way the man 
  moves before it, it is obvious he holds it in high regard.
  ATTACKING THE VILLAGE 
  ATTACKING THE VILLAGE 
  Approaching the village undetected is virtually impos-
  sible, especially if the heroes have a large group of men 
  at arms with them. It is possible, but unlikely, the heroes 
  are only hoping to get information from the villagers. 
  However the marsh people will assume the worst and 
  take defensive measures. The individual features of the 
  village are detailed below, but we will quickly describe 
  what they do here:
  At the ﬁ rst sign of intruders the causeway is ﬁ red, 
  making it impassable, and the children are herded into 
  one of the buildings for safety. The marsh women then 
  proceed to throw javelins at the intruders once they 
  come into range. If anyone makes it across the moat, sav-
  age women wielding swords meet them.
  The Shaman uses his Heathen Gestures ability to repel 
  intruders, targeting those clad in metal armor crossing 
  the moat, if any of the intruders enter the village he will 
  spend a round calling on the toad guardian which will 
  attack the invaders. 
  The Causeway: 12” long, and 2” wide, and made of 
  peat infused with ﬂ ammable gasses, the causeway is ﬁ red 
  as soon as the heroes are spotted. Rather than creating a 
  wall of ﬂ ame it smolders with a blue ﬂ ame. 
  Anyone attempting to cross the causeway takes d10 
  damage +2 for every piece of metal armor they wear, 
  every round. Riding horses refuse to cross the ﬂ ames, but 
  warhorses can be coaxed across with an opposed Spirit 
  roll. Heroes with the Ace Edge can forgo the roll—such 
  is their bond with their mount.
  The Moat: 8” wide and ﬁ lled with waist high ﬁ lthy 
  marsh water, and counts as Difﬁ cult Ground (see Sav-
  age Worlds). Anyone who falls into this water will begin 
  to drown (see hazards in Savage Worlds). Heroes who 
  have been knocked prone can grab a lungful of air 
  which lasts for a number of rounds equal to half their 
  Vigor die. However, If the Shaman also gained a Raise 
  on his Heathen Shout attack roll, they start to drown 
  immediately.
  Regaining their feet calls for a successful Strength roll 
  where the bonus the armor provides becomes a penalty 
  (leather gives a –1 penalty, chain –2, and plate –3). Obvi-
  ously, if they have been Shaken by the shaman’s Heathen 
  Gestures, they will have to recover ﬁ rst. If the hero has 
  the Brawny Edge he gains a +2 bonus to the Strength 
  roll. Two people can help a fallen hero, each giving him 
  a further +2 bonus.
  The Loathsome Idol: As mentioned above, the 
  shaman can call forth a toad guardian, doing so takes 
  an entire round—during which he can take no other 
  actions—but, does not require a successful arcane skill 
  roll.
  Once the Shaman ﬁ nishes his calling, the baked mud 
  cracks and then explodes revealing the disgusting min-
  ion of the Winter Court beneath.
  THE AFTERMATH
  THE AFTERMATH
  Once the shaman and the toad guardian have been 
  defeated, the warriors will ask for quarter. Seeing what 
  they believe to be their god cut down in front of them 
  saps all the ﬁ ght from them. The survivors are more than 
  willing to talk. Read or paraphrase the passage below to 
  the Heroes. If any of the Heroes are so un-chivalrous as 
  to harm any of the children, then the woman ﬁ ght to the 
  last, and the text below is delivered as dying words:
  “You slew Gharaghick! His spawn will hunt you 
  down you are doomed!
  Gharaghick, told us how to set the seasons straight. 
  Those ﬁ ends on the hill had stolen our summers, 
  to set things right again, we had to capture one 
  of their number and sacriﬁ ce him at the Cairn of 
  the one who started all this. He sacriﬁ ced part of 
  his strength to give us the weapons to overcome 
  the hill men. 
  That is where our men are now. You are too late. 
  He is lost to you! Soon the sun will return!
  Marsh Shaman: See page 19.
  Toad Guardian: See page 20.
  Marsh Warriors (4 per hero): See page 19, 
  RETURN TO DANBURY
  RETURN TO DANBURY
  The marsh woman are referring to the cairn of Baron 
  Danbury’s great grandfather, who demanded with his dy-
  RETURNING TO THE BARON
  RETURNING TO THE BARON
  Unfortunately, the heroes are the ﬁ rst to return—
  none of the other search parties have found any-
  thing. Riders must be sent out to ﬁ nd the baron, his 
  son, and the seneschal, all of which takes several 
  hours. Sensible heroes will realise they are losing 
  valuable time and will be able to return to the clear-
  ing quickly—allowing the scenario to continue as 
  written.However, if they wait for the baron  the ad-
  venture will be affected in the following ways. On 
  the plus side, this means the heroes will be able to 
  overcome the marsh village people with very little 
  effort, such will the force they bring to bear, but 
  unfortunately events in the fae Lands will have ad-
  vanced signiﬁ cantly. 
  Look for the sidebars on pages xx,and xx.
  THE DANBURY CURSE
  THE DANBURY CURSE
  7
  First Raise: Finally you spot a single man in the 
  center of the village. His hair has been decorated with 
  feather taken from ducks and other marsh birds. He also 
  carries a similarly decorated staff
  Second Raise: Beside the man can be seen a squat 
  idol, made from clay or baked mud it appears to be in 
  the form of a foul toad-like creature. The way the man 
  moves before it, it is obvious he holds it in high regard.
  ATTACKING THE VILLAGE 
  ATTACKING THE VILLAGE 
  Approaching the village undetected is virtually impos-
  sible, especially if the heroes have a large group of men 
  at arms with them. It is possible, but unlikely, the heroes 
  are only hoping to get information from the villagers. 
  However the marsh people will assume the worst and 
  take defensive measures. The individual features of the 
  village are detailed below, but we will quickly describe 
  what they do here:
  At the ﬁ rst sign of intruders the causeway is ﬁ red, 
  making it impassable, and the children are herded into 
  one of the buildings for safety. The marsh women then 
  proceed to throw javelins at the intruders once they 
  come into range. If anyone makes it across the moat, sav-
  age women wielding swords meet them.
  The Shaman uses his Heathen Gestures ability to repel 
  intruders, targeting those clad in metal armor crossing 
  the moat, if any of the intruders enter the village he will 
  spend a round calling on the toad guardian which will 
  attack the invaders. 
  The Causeway: 12” long, and 2” wide, and made of 
  peat infused with ﬂ ammable gasses, the causeway is ﬁ red 
  as soon as the heroes are spotted. Rather than creating a 
  wall of ﬂ ame it smolders with a blue ﬂ ame. 
  Anyone attempting to cross the causeway takes d10 
  damage +2 for every piece of metal armor they wear, 
  every round. Riding horses refuse to cross the ﬂ ames, but 
  warhorses can be coaxed across with an opposed Spirit 
  roll. Heroes with the Ace Edge can forgo the roll—such 
  is their bond with their mount.
  The Moat: 8” wide and ﬁ lled with waist high ﬁ lthy 
  marsh water, and counts as Difﬁ cult Ground (see Sav-
  age Worlds). Anyone who falls into this water will begin 
  to drown (see hazards in Savage Worlds). Heroes who 
  have been knocked prone can grab a lungful of air 
  which lasts for a number of rounds equal to half their 
  Vigor die. However, If the Shaman also gained a Raise 
  on his Heathen Shout attack roll, they start to drown 
  immediately.
  Regaining their feet calls for a successful Strength roll 
  where the bonus the armor provides becomes a penalty 
  (leather gives a –1 penalty, chain –2, and plate –3). Obvi-
  ously, if they have been Shaken by the shaman’s Heathen 
  Gestures, they will have to recover ﬁ rst. If the hero has 
  the Brawny Edge he gains a +2 bonus to the Strength 
  roll. Two people can help a fallen hero, each giving him 
  a further +2 bonus.
  The Loathsome Idol: As mentioned above, the 
  shaman can call forth a toad guardian, doing so takes 
  an entire round—during which he can take no other 
  actions—but, does not require a successful arcane skill 
  roll.
  Once the Shaman ﬁ nishes his calling, the baked mud 
  cracks and then explodes revealing the disgusting min-
  ion of the Winter Court beneath.
  THE AFTERMATH
  THE AFTERMATH
  Once the shaman and the toad guardian have been 
  defeated, the warriors will ask for quarter. Seeing what 
  they believe to be their god cut down in front of them 
  saps all the ﬁ ght from them. The survivors are more than 
  willing to talk. Read or paraphrase the passage below to 
  the Heroes. If any of the Heroes are so un-chivalrous as 
  to harm any of the children, then the woman ﬁ ght to the 
  last, and the text below is delivered as dying words:
  “You slew Gharaghick! His spawn will hunt you 
  down you are doomed!
  Gharaghick, told us how to set the seasons straight. 
  Those ﬁ ends on the hill had stolen our summers, 
  to set things right again, we had to capture one 
  of their number and sacriﬁ ce him at the Cairn of 
  the one who started all this. He sacriﬁ ced part of 
  his strength to give us the weapons to overcome 
  the hill men. 
  That is where our men are now. You are too late. 
  He is lost to you! Soon the sun will return!
  Marsh Shaman: See page 19.
  Toad Guardian: See page 20.
  Marsh Warriors (4 per hero): See page 19, 
  RETURN TO DANBURY
  RETURN TO DANBURY
  The marsh woman are referring to the cairn of Baron 
  Danbury’s great grandfather, who demanded with his dy-
  RETURNING TO THE BARON
  RETURNING TO THE BARON
  Unfortunately, the heroes are the ﬁ rst to return—
  none of the other search parties have found any-
  thing. Riders must be sent out to ﬁ nd the baron, his 
  son, and the seneschal, all of which takes several 
  hours. Sensible heroes will realise they are losing 
  valuable time and will be able to return to the clear-
  ing quickly—allowing the scenario to continue as 
  written.However, if they wait for the baron  the ad-
  venture will be affected in the following ways. On 
  the plus side, this means the heroes will be able to 
  overcome the marsh village people with very little 
  effort, such will the force they bring to bear, but 
  unfortunately events in the fae Lands will have ad-
  vanced signiﬁ cantly. 
  Look for the sidebars on pages xx,and xx.
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  8
  ing breath to be buried out in the marsh he had created 
  with his pact.
  The foresters accompanying the heroes are aware 
  of the cairn, but do not know it’s exact location—they 
  hardly ever venture into the marsh. The Baron knows of 
  the location though.
  The journey back to Castle Danbury is uneventful 
  (unless the GM has other plans). By the time the heroes 
  get back all of the other search parties have returned, 
  obviously empty-handed.
  If the heroes had the foresight to send back one of the 
  foresters’s to inform the Baron of their ﬁ ndings, then the 
  heroes encounter the Danbury’s in the Forest riding at 
  the head of nearly 50 men. The events described below 
  can take place during the journey, similarly, if the Baron 
  and his men accompanied them to the Marsh village, 
  then these events will take place on the road—tweak the 
  events to suit the situation.
  The Baron hears of their arrival and meets them at the 
  castle gates, frantic to hear news about his lost son. The 
  heroes are ushered into his council chambers along with 
  Sir Robert, and Simon.
  As the heroes tell their tale, the Baron gets paler and 
  paler, and Simon becomes more and more confused. The 
  Seneschal says very little, he just looks sadly resigned.
  THE CURSE REVEALED
  THE CURSE REVEALED
  When the heroes have ﬁ nished their 
  tale, the Baron thinks for a few seconds 
  and then starts to speak, read allowed the 
  text below, the preferred way is to impart 
  it or to paraphrase it while answering the 
  player’s questions:
  “Somebody—or thing—has broken 
  the pact.
  I know you have noticed the abrupt 
  difference in weather between the 
  Danbury lands and the marsh. Well, 
  it isn’t natural—it’s a result of a pact 
  my great Grandfather made with oth-
  erworldly being called the Summer 
  Court.
  In exchange for the second born son, 
  Danbury is blessed with long sum-
  mers, and short mild winters. I know, 
  Simon, you are confused, but let me 
  explain.
  The second born son is taken within 
  days of his birth, and replaced with a 
  changeling—a creature which looks, 
  and too an extent, behaves like child 
  it replaced, but it isn’t. It’s not even 
  human! When the father dies, the 
  changeling is taken back, and the 
  child—now a man—is left again in 
  his place.
  From what I can fathom, the Summer 
  Court gains a noble schooled in the 
  ways of man, which is important to 
  THE HEROES WERE 
  THE HEROES WERE 
  ACCOMPANIED BY THE DANBURY’S
  ACCOMPANIED BY THE DANBURY’S
  If the heroes returned to Danbury before tracking 
  the attackers to the marsh village, then they will 
  have such an overwhelming force that the village 
  woman will give up without a ﬁ ght, and the Sha-
  man will grudgingly tell them where Hugh has been 
  taken.
  However, as soon as he gets the opportunity he 
  will loose the Toad Guardian, which will track them 
  into the fae lands. The demonic fae will attack at 
  the worst possible time for the heroes, preferably 
  when they are already in combat with minions of 
  the Winter Court.
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  8
  ing breath to be buried out in the marsh he had created 
  with his pact.
  The foresters accompanying the heroes are aware 
  of the cairn, but do not know it’s exact location—they 
  hardly ever venture into the marsh. The Baron knows of 
  the location though.
  The journey back to Castle Danbury is uneventful 
  (unless the GM has other plans). By the time the heroes 
  get back all of the other search parties have returned, 
  obviously empty-handed.
  If the heroes had the foresight to send back one of the 
  foresters’s to inform the Baron of their ﬁ ndings, then the 
  heroes encounter the Danbury’s in the Forest riding at 
  the head of nearly 50 men. The events described below 
  can take place during the journey, similarly, if the Baron 
  and his men accompanied them to the Marsh village, 
  then these events will take place on the road—tweak the 
  events to suit the situation.
  The Baron hears of their arrival and meets them at the 
  castle gates, frantic to hear news about his lost son. The 
  heroes are ushered into his council chambers along with 
  Sir Robert, and Simon.
  As the heroes tell their tale, the Baron gets paler and 
  paler, and Simon becomes more and more confused. The 
  Seneschal says very little, he just looks sadly resigned.
  THE CURSE REVEALED
  THE CURSE REVEALED
  When the heroes have ﬁ nished their 
  tale, the Baron thinks for a few seconds 
  and then starts to speak, read allowed the 
  text below, the preferred way is to impart 
  it or to paraphrase it while answering the 
  player’s questions:
  “Somebody—or thing—has broken 
  the pact.
  I know you have noticed the abrupt 
  difference in weather between the 
  Danbury lands and the marsh. Well, 
  it isn’t natural—it’s a result of a pact 
  my great Grandfather made with oth-
  erworldly being called the Summer 
  Court.
  In exchange for the second born son, 
  Danbury is blessed with long sum-
  mers, and short mild winters. I know, 
  Simon, you are confused, but let me 
  explain.
  The second born son is taken within 
  days of his birth, and replaced with a 
  changeling—a creature which looks, 
  and too an extent, behaves like child 
  it replaced, but it isn’t. It’s not even 
  human! When the father dies, the 
  changeling is taken back, and the 
  child—now a man—is left again in 
  his place.
  From what I can fathom, the Summer 
  Court gains a noble schooled in the 
  ways of man, which is important to 
  THE HEROES WERE 
  THE HEROES WERE 
  ACCOMPANIED BY THE DANBURY’S
  ACCOMPANIED BY THE DANBURY’S
  If the heroes returned to Danbury before tracking 
  the attackers to the marsh village, then they will 
  have such an overwhelming force that the village 
  woman will give up without a ﬁ ght, and the Sha-
  man will grudgingly tell them where Hugh has been 
  taken.
  However, as soon as he gets the opportunity he 
  will loose the Toad Guardian, which will track them 
  into the fae lands. The demonic fae will attack at 
  the worst possible time for the heroes, preferably 
  when they are already in combat with minions of 
  the Winter Court.
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  9
  them for reasons I do not know. The son when he 
  returns is healthy, and unmarked. Unfortunately, 
  the strain of the return has been too much for 
  them; my own brother, Guy, hung himself, and my 
  uncle’s mind snapped under the strain. He lived 
  his entire life a raving lunatic.
  We get good weather. I for one curse the bargain 
  my ancestor made, and I would also curse his 
  memory, but he realised his folly, and before he 
  died he declared he didn’t deserve an eternal rest 
  with his family, and demanded he be interned 
  under a stone cairn out in the marsh.
  I would have passed the secret of the Pact onto 
  you Simon from my deathbed, if I died in battle, 
  Sir Robert would ensure you would learn every-
  thing. Until then the secret had to be kept.
  I tried to hide Hugh, I had him sent away, as soon 
  as he was born, but the switch was still made us-
  ing some dark sorcery. I ordered him to be under 
  a constant guard, but it still happened, without 
  anyone seeing anything.
  I had no choice but to keep the changeling safe, for 
  the well being of my own son depended on it. If I 
  could I would have imprisoned the creature, but 
  it demanded the right to roam. I dare not deny it 
  for fear of the fate of Hugh.
  And now he has been taken. By what or whom I 
  do not know. Obviously, a third party is using the 
  marsh—maybe this Summer Court is as factious 
  as our own courts?
  I will not lose my son to this! I will chase them 
  down and retrieve the creature, and then I will 
  ﬁ nd a way to reclaim my lost child!
  I can only call upon your chivalrous nature and 
  ask you to aid us. My family’s folly brought this 
  upon us, but now we must make a stand and say 
  no more! What do you say?
  Assuming the heroes agree—if they don’t the adven-
  ture ends here—the Baron will open a nearby chest and 
  produce three swords. They are crude and dull and the 
  blades look brittle and ill used.
  The Baron approaches the knight character, and again 
  the baron speaks:
  My research has led me to believe that these crea-
  tures of the Summer Court have a morbid fear of 
  cold iron. With this in mind I had these three great 
  swords created in secret. They have never seen a 
  forge, and are dull and ill formed, but they may 
  prove to be our greatest weapon. With Sir Robert’s 
  permission I would like you to carry one, good 
  knight. My son and I shall carry the others.
  The Baron cannot be sure this isn’t part of a ruse 
  designed to leave the Castle undefended, and so cannot 
  take his entire force. The Baron, and Simon leave at the 
  head of 50 handpicked men. The Castle is left in the 
  capable hands of his Seneschal, Sir Robert Malden. The 
  heroes are asked to ride alongside the Baron at his side.
  Things have changed forever between the Baron and 
  his ﬁ rst-born son. Simon will never be able to bring 
  himself to forgive his father for the secrets he has kept. 
  However, he loves the creature he believed to be his 
  brother—whether he be human or not—and is deter-
  mined to recover him.
  Father and son ride together one last time. One ﬁ ght-
  ing for his long lost son, the other for his brother.
  THE CAIRN
  THE CAIRN
  The journey through the forest and out into the 
  marshes is uneventful. The force is large enough to be 
  visible for several miles, allowing the marsh men to avoid 
  them. Baron Danbury knows full well where his ancestor 
  was interred, and leads them straight there.
  The cairn itself is abandoned, there is no sign of the 
  marsh warriors, and has been cut into the side of one 
  of the rare shallow hills found in this barren landscape. 
  The stone door, which protected its contents, has been 
  moved aside, and a narrow stone-lined passageway can 
  bee seen leading into the darkness. Call for Notice rolls, 
  those who succeed realise the passageway appears to be 
  too long for the actual cairn. It disappears into darkness 
  COLD IRON
  COLD IRON
  Technically cold iron in the 12th Century meant any 
  iron whether it was worked or not. However, for the 
  purposes of this adventure—and in keeping with 
  recent fantasy tropes—cold iron means unheated 
  iron.
  The sword the heroes are given has never been tem-
  pered in a blacksmiths forge, the weapon is brittle 
  and its damage die type is reduced one step if the 
  wielder should ever roll a 1 on his Fighting roll. If 
  the damage die drops below a d4, the weapon is 
  destroyed.
  NEW WEAPON - COLD IRON
  NEW WEAPON - COLD IRON
  Weapon 
   
   
  Damage  
  Weight  
  Notes
  Cold Iron Great sword  
  Str+d8  
  12 
   
  Parry –1, 2 hands
  THE DANBURY CURSE
  THE DANBURY CURSE
  9
  them for reasons I do not know. The son when he 
  returns is healthy, and unmarked. Unfortunately, 
  the strain of the return has been too much for 
  them; my own brother, Guy, hung himself, and my 
  uncle’s mind snapped under the strain. He lived 
  his entire life a raving lunatic.
  We get good weather. I for one curse the bargain 
  my ancestor made, and I would also curse his 
  memory, but he realised his folly, and before he 
  died he declared he didn’t deserve an eternal rest 
  with his family, and demanded he be interned 
  under a stone cairn out in the marsh.
  I would have passed the secret of the Pact onto 
  you Simon from my deathbed, if I died in battle, 
  Sir Robert would ensure you would learn every-
  thing. Until then the secret had to be kept.
  I tried to hide Hugh, I had him sent away, as soon 
  as he was born, but the switch was still made us-
  ing some dark sorcery. I ordered him to be under 
  a constant guard, but it still happened, without 
  anyone seeing anything.
  I had no choice but to keep the changeling safe, for 
  the well being of my own son depended on it. If I 
  could I would have imprisoned the creature, but 
  it demanded the right to roam. I dare not deny it 
  for fear of the fate of Hugh.
  And now he has been taken. By what or whom I 
  do not know. Obviously, a third party is using the 
  marsh—maybe this Summer Court is as factious 
  as our own courts?
  I will not lose my son to this! I will chase them 
  down and retrieve the creature, and then I will 
  ﬁ nd a way to reclaim my lost child!
  I can only call upon your chivalrous nature and 
  ask you to aid us. My family’s folly brought this 
  upon us, but now we must make a stand and say 
  no more! What do you say?
  Assuming the heroes agree—if they don’t the adven-
  ture ends here—the Baron will open a nearby chest and 
  produce three swords. They are crude and dull and the 
  blades look brittle and ill used.
  The Baron approaches the knight character, and again 
  the baron speaks:
  My research has led me to believe that these crea-
  tures of the Summer Court have a morbid fear of 
  cold iron. With this in mind I had these three great 
  swords created in secret. They have never seen a 
  forge, and are dull and ill formed, but they may 
  prove to be our greatest weapon. With Sir Robert’s 
  permission I would like you to carry one, good 
  knight. My son and I shall carry the others.
  The Baron cannot be sure this isn’t part of a ruse 
  designed to leave the Castle undefended, and so cannot 
  take his entire force. The Baron, and Simon leave at the 
  head of 50 handpicked men. The Castle is left in the 
  capable hands of his Seneschal, Sir Robert Malden. The 
  heroes are asked to ride alongside the Baron at his side.
  Things have changed forever between the Baron and 
  his ﬁ rst-born son. Simon will never be able to bring 
  himself to forgive his father for the secrets he has kept. 
  However, he loves the creature he believed to be his 
  brother—whether he be human or not—and is deter-
  mined to recover him.
  Father and son ride together one last time. One ﬁ ght-
  ing for his long lost son, the other for his brother.
  THE CAIRN
  THE CAIRN
  The journey through the forest and out into the 
  marshes is uneventful. The force is large enough to be 
  visible for several miles, allowing the marsh men to avoid 
  them. Baron Danbury knows full well where his ancestor 
  was interred, and leads them straight there.
  The cairn itself is abandoned, there is no sign of the 
  marsh warriors, and has been cut into the side of one 
  of the rare shallow hills found in this barren landscape. 
  The stone door, which protected its contents, has been 
  moved aside, and a narrow stone-lined passageway can 
  bee seen leading into the darkness. Call for Notice rolls, 
  those who succeed realise the passageway appears to be 
  too long for the actual cairn. It disappears into darkness 
  COLD IRON
  COLD IRON
  Technically cold iron in the 12th Century meant any 
  iron whether it was worked or not. However, for the 
  purposes of this adventure—and in keeping with 
  recent fantasy tropes—cold iron means unheated 
  iron.
  The sword the heroes are given has never been tem-
  pered in a blacksmiths forge, the weapon is brittle 
  and its damage die type is reduced one step if the 
  wielder should ever roll a 1 on his Fighting roll. If 
  the damage die drops below a d4, the weapon is 
  destroyed.
  NEW WEAPON - COLD IRON
  NEW WEAPON - COLD IRON
  Weapon 
   
   
  Damage  
  Weight  
  Notes
  Cold Iron Great sword  
  Str+d8  
  12 
   
  Parry –1, 2 hands
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  10
  10
  when it should have emerged from the other side. Any-
  one who rides around the other side of cairn ﬁ nds no 
  other openings.
  Nothing prevents access to the cairn, though the 
  passage is only wide enough for the heroes to enter in 
  single file. The stone lining the walls is not dressed, 
  and the passageway continues for about 20”—well 
  outside the shallow hill.
  As the heroes progress it gets distinctly colder, 
  until frost can be seen on the earthen floor, roof, and 
  the stone lining the walls. 5” into the passageway a 
  faint cold glow can be seen ahead. This proves to be a 
  barrier of some sort crackling with energy, and coated 
  in frost and ice, hiding whatever is beyond it.
  Only those who possess a rare confidence and 
  self-possession can pierce this barrier relatively un-
  harmed. Its freezing fire will consume the majority of 
  those who try. This is fancy talk for only Wild Cards 
  can continue beyond the barrier, any extras will be 
  slain. The Baron’s troops will have to await the he-
  roes’ return.
  However, even Wild Cards might not pass through 
  unharmed. Call for Vigor rolls, those who fail suffer 
  a Fatigue Level from the biting cold. This Fatigue 
  lasts until the end of the encounter with the winter 
  hounds.
  If the party are so un-heroic that they send one of 
  the Baron’s men in first to scout out the situation they 
  have condemned a man to death. After a few tense 
  silent moments they hear a sudden scream, which 
  suddenly cuts off. If they had tied a rope around the 
  poor man, it suddenly goes slack and when reeled 
  back in, the end has been severed and frozen.
  Beyond the barrier is a large cold chamber—larger 
  than the entire cairn appeared from the outside. At 
  the far end of the chamber can be seen a gateway 
  formed from living plants and roots which have 
  grown through the earthen roof above. Within the 
  gateway is a swirling portal filled with twisting light.
  Before the gateway is arrayed a number of extremely 
  large hounds. Their eyes burn with an unnatural cold 
  light and their fur is coated in ice. Most alarming of all 
  are their fangs, which appear to be icicles.
  These fae hounds were once men who sold their 
  souls to the Winter Court for a fleeting mortal pleas-
  ure, and now spend eternity serving their master’s 
  and mistresses. They have been set here to prevent 
  anyone who survives the barrier from entering into 
  the Fae Lands.
  The hounds are not intelligent, as we would judge 
  it, but are cunning, and attempt to catch their foes in 
  their overlapping damaging winter auras. The hounds 
  fight to the last.
  Winter Hounds (1 per Hero +1): See page 20
  INTO THE FAE LANDS
  INTO THE FAE LANDS
  Once the winter hounds have been dispatched the 
  heroes can turn their attention to the fae gate. All the 
  heroes have to do is enter the swirling lights, and they 
  will be transported to the Fae Lands. Cautious heroes 
  may experiment before taking the ﬁ nal plunge. However, 
  only a living conscious being—and, luckily their personal 
  possessions—can travel through the gate.
  Passing through the gate is very disorientating. He-
  roes arrive the other side automatically Shaken. They 
  ﬁ nd themselves in a wooded grove that is deep in the 
  grip of autumn—the ground is carpeted in fallen leaves. 
  At their backs is a shallow cave, with no sign of a portal 
  or gateway.
  Scattered around the grove are the corpses of marsh 
  warriors—covered in autumnal leaves. Above grey 
  clouds scud quickly across the sky, blown by a strong 
  wind, which somehow does not disturb the fallen leaves. 
  Far to the east can be seen the deep blue sky of a mid 
  summers day, and far to the west can be seen brooding 
  dark clouds heavy with snow.
  As the heroes are examining the bodies--they have all 
  met violent ends, and died ﬁ ghting—other warriors sud-
  denly arrive on the scene. They attempt to arrive stealth-
  ily, make a group Stealth roll opposed by the heroes 
  Notice check.
  The newly arrived warriors are scouts from a much 
  larger force sent by the Summer Court to investigate the 
  activity at the gate into the mortal lands. Unfortunately for 
  the heroes they assume they are mortal agents of the Win-
  ter Court, and as such, not protected by the pacts, which 
  prevent open conﬂ ict between the two courts, and attack.
  It’s possible, but unlikely, that the heroes will im-
  mediately surrender. Baron Danbury will try to urge this 
  course of action if he gets the chance—he recognises the 
  warriors as members of the Summer Court. If they do so, 
  the warriors accept their surrender, but are still wary. 
  Five rounds later the main force will arrive, a large 
  contingent of summer warriors led by a fae noble called 
  Lord Zephyr. Zephyr recognizes the Danbury heraldic 
  design as that of a mortal who (unknowingly) champions 
  summer. He calls a halt to the combat, and questions the 
  heroes as to their reasons for being in the Fae Lands.
  As soon as the heroes mention the kidnapping of the 
  changeling Danbury, he ends the discussion. 
  “Lord Sumerisle must hear of this! You will accom-
  pany me to his court, and repeat your tale.”
  The noble cannot be swayed from this and will drag 
  the heroes in bronze chains if necessary. If the heroes used 
  their cold iron weapons during the battle with his troops 
  he demands they be tied into their scabbards, but does not 
  take them, such is his fear of their power over his kind.
  Summer Warriors (2 per Hero): see page 19.
  Fae Mounts (2 per hero): see page 18.
  Lord Zephyr: Use Fae Noble (see page 17). Raise 
  Strength and Vigor to d10 (Toughness 9[2]), and Fight-
  ing to D10 (Parry 9).
  Summer Warriors (10 per Hero): see page 19.
  Fae Mounts (10 per hero): see page 18.
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  10
  10
  when it should have emerged from the other side. Any-
  one who rides around the other side of cairn ﬁ nds no 
  other openings.
  Nothing prevents access to the cairn, though the 
  passage is only wide enough for the heroes to enter in 
  single file. The stone lining the walls is not dressed, 
  and the passageway continues for about 20”—well 
  outside the shallow hill.
  As the heroes progress it gets distinctly colder, 
  until frost can be seen on the earthen floor, roof, and 
  the stone lining the walls. 5” into the passageway a 
  faint cold glow can be seen ahead. This proves to be a 
  barrier of some sort crackling with energy, and coated 
  in frost and ice, hiding whatever is beyond it.
  Only those who possess a rare confidence and 
  self-possession can pierce this barrier relatively un-
  harmed. Its freezing fire will consume the majority of 
  those who try. This is fancy talk for only Wild Cards 
  can continue beyond the barrier, any extras will be 
  slain. The Baron’s troops will have to await the he-
  roes’ return.
  However, even Wild Cards might not pass through 
  unharmed. Call for Vigor rolls, those who fail suffer 
  a Fatigue Level from the biting cold. This Fatigue 
  lasts until the end of the encounter with the winter 
  hounds.
  If the party are so un-heroic that they send one of 
  the Baron’s men in first to scout out the situation they 
  have condemned a man to death. After a few tense 
  silent moments they hear a sudden scream, which 
  suddenly cuts off. If they had tied a rope around the 
  poor man, it suddenly goes slack and when reeled 
  back in, the end has been severed and frozen.
  Beyond the barrier is a large cold chamber—larger 
  than the entire cairn appeared from the outside. At 
  the far end of the chamber can be seen a gateway 
  formed from living plants and roots which have 
  grown through the earthen roof above. Within the 
  gateway is a swirling portal filled with twisting light.
  Before the gateway is arrayed a number of extremely 
  large hounds. Their eyes burn with an unnatural cold 
  light and their fur is coated in ice. Most alarming of all 
  are their fangs, which appear to be icicles.
  These fae hounds were once men who sold their 
  souls to the Winter Court for a fleeting mortal pleas-
  ure, and now spend eternity serving their master’s 
  and mistresses. They have been set here to prevent 
  anyone who survives the barrier from entering into 
  the Fae Lands.
  The hounds are not intelligent, as we would judge 
  it, but are cunning, and attempt to catch their foes in 
  their overlapping damaging winter auras. The hounds 
  fight to the last.
  Winter Hounds (1 per Hero +1): See page 20
  INTO THE FAE LANDS
  INTO THE FAE LANDS
  Once the winter hounds have been dispatched the 
  heroes can turn their attention to the fae gate. All the 
  heroes have to do is enter the swirling lights, and they 
  will be transported to the Fae Lands. Cautious heroes 
  may experiment before taking the ﬁ nal plunge. However, 
  only a living conscious being—and, luckily their personal 
  possessions—can travel through the gate.
  Passing through the gate is very disorientating. He-
  roes arrive the other side automatically Shaken. They 
  ﬁ nd themselves in a wooded grove that is deep in the 
  grip of autumn—the ground is carpeted in fallen leaves. 
  At their backs is a shallow cave, with no sign of a portal 
  or gateway.
  Scattered around the grove are the corpses of marsh 
  warriors—covered in autumnal leaves. Above grey 
  clouds scud quickly across the sky, blown by a strong 
  wind, which somehow does not disturb the fallen leaves. 
  Far to the east can be seen the deep blue sky of a mid 
  summers day, and far to the west can be seen brooding 
  dark clouds heavy with snow.
  As the heroes are examining the bodies--they have all 
  met violent ends, and died ﬁ ghting—other warriors sud-
  denly arrive on the scene. They attempt to arrive stealth-
  ily, make a group Stealth roll opposed by the heroes 
  Notice check.
  The newly arrived warriors are scouts from a much 
  larger force sent by the Summer Court to investigate the 
  activity at the gate into the mortal lands. Unfortunately for 
  the heroes they assume they are mortal agents of the Win-
  ter Court, and as such, not protected by the pacts, which 
  prevent open conﬂ ict between the two courts, and attack.
  It’s possible, but unlikely, that the heroes will im-
  mediately surrender. Baron Danbury will try to urge this 
  course of action if he gets the chance—he recognises the 
  warriors as members of the Summer Court. If they do so, 
  the warriors accept their surrender, but are still wary. 
  Five rounds later the main force will arrive, a large 
  contingent of summer warriors led by a fae noble called 
  Lord Zephyr. Zephyr recognizes the Danbury heraldic 
  design as that of a mortal who (unknowingly) champions 
  summer. He calls a halt to the combat, and questions the 
  heroes as to their reasons for being in the Fae Lands.
  As soon as the heroes mention the kidnapping of the 
  changeling Danbury, he ends the discussion. 
  “Lord Sumerisle must hear of this! You will accom-
  pany me to his court, and repeat your tale.”
  The noble cannot be swayed from this and will drag 
  the heroes in bronze chains if necessary. If the heroes used 
  their cold iron weapons during the battle with his troops 
  he demands they be tied into their scabbards, but does not 
  take them, such is his fear of their power over his kind.
  Summer Warriors (2 per Hero): see page 19.
  Fae Mounts (2 per hero): see page 18.
  Lord Zephyr: Use Fae Noble (see page 17). Raise 
  Strength and Vigor to d10 (Toughness 9[2]), and Fight-
  ing to D10 (Parry 9).
  Summer Warriors (10 per Hero): see page 19.
  Fae Mounts (10 per hero): see page 18.
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  11
  11
  THE SUMMER LANDS
  THE SUMMER LANDS
  As the heroes are escorted east, it becomes notice-
  ably warmer, and the trees start to lose their autumnal 
  look and start to blossom and bud. Soon even this passes 
  and the heroes are experiencing a warm summers day. 
  The air is alive with the sound of birdsong, and gentle 
  wooded hills stretch as far as the horizon.
  Nestled in one of the valleys can be seen a camp, the 
  court of Lord Sumerisle. It seems peaceful, protected by 
  a palisade, within which can be seen all the trappings 
  of a travelling nobles camp including a command tent, 
  rows of barrack tents, horse pickets, and a makeshift 
  tourney ground.
  As they get closer they can see the command tent 
  is open sided and within fae nobles recline on chaise 
  lounges as they eat, gossip or watch dancers. Baron Dan-
  bury rides alongside the heroes and whispers urgently 
  to them.
  “Your souls are in mortal peril here. These crea-
  tures will seem friendly, and pleasant, but what-
  ever you do enter into no bargains here, and think 
  twice before accepting any gifts. Often those gifts 
  prove to be a rose with hidden wicked thorns. Be 
  alert!”
  THE COURT OF SUMERISLE
  THE COURT OF SUMERISLE
  As the heroes are led through the camp all activity 
  comes slowly to a halt as the fae come to stare at their 
  mortal visitors. If the heroes are in chains they are given 
  pitiless looks, but if they are travel unbound the looks 
  are more curious and speculative.
  Sumerisle’s Court is unlike anything the heroes have 
  ever encountered before.  The nobles lounging around 
  are both male and female and clad in clothes, which 
  leave very little to the imagination—a shocking sight to 
  a god fearing 12th century knight.  Long tables ﬁ lled with 
  treats, sweetmeats, and bottles from which servants keep 
  the plates and goblets of the nobles full. The nobles are 
  entertained by a troupe of musicians. Those who suc-
  ceed at a Notice roll realise the music they play is becom-
  ing a little ragged. Looking at the musicians reveals them 
  to be mortal. Sweat drips from their brows, and they are 
  clearly exhausted, yet seem unable to stop playing.
  Lord Sumerisle sits upon a grand throne at the far end 
  of the tent. A large muscular man with strange orange 
  eyes, he greets the heroes with a warm pleasant smile 
  (even if they are shackled) and signals for the players to 
  cease. The music stops, and the musicians’ drop where 
  they stand, too exhausted to move.
  Sumerisle offers them refreshment, and orders them 
  unchained. If any of the heroes hesitate to accept the 
  offered food, Sumerisle smiles knowingly and reassures 
  them the food is offered willingly, with nothing expected 
  in return apart from their tale.
  As soon as the heroes mention the changeling, Sum-
  erisle’s demeanour changes. He orders the tent cleared, 
  and the sides dropped. The rest of the fae leave with-
  out argument, and the exhausted mortal players drag 
  themselves to their feet and leave. The servants untie the 
  sides of the tent and let them drop. As the sides drop, the 
  sounds of the camp outside diminish until ﬁ nally—with 
  the dropping of the last side—they disappear altogeth-
  er.
  Sumerisle asks the heroes to continue their tale, 
  listening carefully, and only interrupting to ask percep-
  tive questions. When they ﬁ nish he is silent for several 
  minutes, deep in thought. Finally he speaks:
  “I fear I know the villain behind this plot. Lord 
  Flux a Winter Court warlord. Word had reached 
  me of his troops marshalling near the Autumn 
  Oak, so I travelled here to see what was afoot. It 
  seems my worst fear has been realised.
  You know of the two Courts of the Fae yes? Summer 
  and Winter? There is a third—the Shadow Court, who 
  seek to end the peace, which exists between the other 
  two. If Summer and Winter should go to war again, the 
  slaughter would be terrible, and your world—the mortal 
  world—would be blighted with chaotic weather.
  Flux, as I long suspected is a member of the Shad-
  ow Court, which counts among its members both 
  those who serve Winter, and Summer. What he 
  must realise is the Danbury Changeling is a crea-
  ture ﬁ lled with Summer. He plans to sacriﬁ ce it on 
  the Autumn Tree, creating an imbalance between 
  the Courts, which will have to be redressed.
  However your presence here gives us hope, I am 
  forbidden by ancient pacts to directly strike 
  against a Lord of Winter, however, you are not so 
  bound. Declare yourself to Summer and you shall 
  become its champions able to strike against Flux 
  without fear of future reciprocation.”
  The heroes will be left with many questions, detailed 
  below are the most likely questions and Sumerisle’s an-
  swers. If the heroes ask a question not listed here, the 
  Gm will have to wing an answer. Enough information 
  should be given in this adventure to answer most unex-
  pected questions:
  Why does this Shadow Court want to cause such 
  Strife?
  “As in the mortal realm, there are some here who 
  live only for war. Being eternal, we need to con-
  trol our conﬂ icts much more than you do, lest 
  they last for centuries. Those in the Shadow Court 
  chafe under these rules and bounds, and seek to 
  destroy the old order.”
  Can you tell us more about this Lord Flux?
  THE DANBURY CURSE
  THE DANBURY CURSE
  11
  11
  THE SUMMER LANDS
  THE SUMMER LANDS
  As the heroes are escorted east, it becomes notice-
  ably warmer, and the trees start to lose their autumnal 
  look and start to blossom and bud. Soon even this passes 
  and the heroes are experiencing a warm summers day. 
  The air is alive with the sound of birdsong, and gentle 
  wooded hills stretch as far as the horizon.
  Nestled in one of the valleys can be seen a camp, the 
  court of Lord Sumerisle. It seems peaceful, protected by 
  a palisade, within which can be seen all the trappings 
  of a travelling nobles camp including a command tent, 
  rows of barrack tents, horse pickets, and a makeshift 
  tourney ground.
  As they get closer they can see the command tent 
  is open sided and within fae nobles recline on chaise 
  lounges as they eat, gossip or watch dancers. Baron Dan-
  bury rides alongside the heroes and whispers urgently 
  to them.
  “Your souls are in mortal peril here. These crea-
  tures will seem friendly, and pleasant, but what-
  ever you do enter into no bargains here, and think 
  twice before accepting any gifts. Often those gifts 
  prove to be a rose with hidden wicked thorns. Be 
  alert!”
  THE COURT OF SUMERISLE
  THE COURT OF SUMERISLE
  As the heroes are led through the camp all activity 
  comes slowly to a halt as the fae come to stare at their 
  mortal visitors. If the heroes are in chains they are given 
  pitiless looks, but if they are travel unbound the looks 
  are more curious and speculative.
  Sumerisle’s Court is unlike anything the heroes have 
  ever encountered before.  The nobles lounging around 
  are both male and female and clad in clothes, which 
  leave very little to the imagination—a shocking sight to 
  a god fearing 12th century knight.  Long tables ﬁ lled with 
  treats, sweetmeats, and bottles from which servants keep 
  the plates and goblets of the nobles full. The nobles are 
  entertained by a troupe of musicians. Those who suc-
  ceed at a Notice roll realise the music they play is becom-
  ing a little ragged. Looking at the musicians reveals them 
  to be mortal. Sweat drips from their brows, and they are 
  clearly exhausted, yet seem unable to stop playing.
  Lord Sumerisle sits upon a grand throne at the far end 
  of the tent. A large muscular man with strange orange 
  eyes, he greets the heroes with a warm pleasant smile 
  (even if they are shackled) and signals for the players to 
  cease. The music stops, and the musicians’ drop where 
  they stand, too exhausted to move.
  Sumerisle offers them refreshment, and orders them 
  unchained. If any of the heroes hesitate to accept the 
  offered food, Sumerisle smiles knowingly and reassures 
  them the food is offered willingly, with nothing expected 
  in return apart from their tale.
  As soon as the heroes mention the changeling, Sum-
  erisle’s demeanour changes. He orders the tent cleared, 
  and the sides dropped. The rest of the fae leave with-
  out argument, and the exhausted mortal players drag 
  themselves to their feet and leave. The servants untie the 
  sides of the tent and let them drop. As the sides drop, the 
  sounds of the camp outside diminish until ﬁ nally—with 
  the dropping of the last side—they disappear altogeth-
  er.
  Sumerisle asks the heroes to continue their tale, 
  listening carefully, and only interrupting to ask percep-
  tive questions. When they ﬁ nish he is silent for several 
  minutes, deep in thought. Finally he speaks:
  “I fear I know the villain behind this plot. Lord 
  Flux a Winter Court warlord. Word had reached 
  me of his troops marshalling near the Autumn 
  Oak, so I travelled here to see what was afoot. It 
  seems my worst fear has been realised.
  You know of the two Courts of the Fae yes? Summer 
  and Winter? There is a third—the Shadow Court, who 
  seek to end the peace, which exists between the other 
  two. If Summer and Winter should go to war again, the 
  slaughter would be terrible, and your world—the mortal 
  world—would be blighted with chaotic weather.
  Flux, as I long suspected is a member of the Shad-
  ow Court, which counts among its members both 
  those who serve Winter, and Summer. What he 
  must realise is the Danbury Changeling is a crea-
  ture ﬁ lled with Summer. He plans to sacriﬁ ce it on 
  the Autumn Tree, creating an imbalance between 
  the Courts, which will have to be redressed.
  However your presence here gives us hope, I am 
  forbidden by ancient pacts to directly strike 
  against a Lord of Winter, however, you are not so 
  bound. Declare yourself to Summer and you shall 
  become its champions able to strike against Flux 
  without fear of future reciprocation.”
  The heroes will be left with many questions, detailed 
  below are the most likely questions and Sumerisle’s an-
  swers. If the heroes ask a question not listed here, the 
  Gm will have to wing an answer. Enough information 
  should be given in this adventure to answer most unex-
  pected questions:
  Why does this Shadow Court want to cause such 
  Strife?
  “As in the mortal realm, there are some here who 
  live only for war. Being eternal, we need to con-
  trol our conﬂ icts much more than you do, lest 
  they last for centuries. Those in the Shadow Court 
  chafe under these rules and bounds, and seek to 
  destroy the old order.”
  Can you tell us more about this Lord Flux?
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  12
  12
  “Not only is Flux a powerful, and skilled warrior, 
  but his very presence frays at the threads of real-
  ity. Be prepared for anything when you face him. 
  Beyond that, I can add little I am afraid.”
  How do we reach him?
  “He is accompanied by not only his own force, but 
  we must assume, troops lent to him by others of 
  the Shadow Court. My own troops will take the 
  ﬁ eld against them as a distraction. Technically 
  this will be a breaking of the pact of our people, 
  but as long as I am not instrumental directly in 
  the death of Flux, I should escape censure.
  You will travel apart from our main force. Lest 
  you be detected by his seers. Use the confusion to 
  ﬂ ank the battle and reach the Autumn Oak, and 
  prevent the changeling’s death.”
  If we do as you ask, what will it cost us?
  “Nothing, you will be doing Summer a great 
  service. There will be no cost to you beyond that 
  which Lord Flux may inﬂ ict.” 
  What is the Autumn Oak?
  “Between the Lands of Summer and Winter is a no 
  man’s land, where neither rule. You have seen it. A 
  single tree contains all the power of this land—the 
  Autumn Oak. If the changeling is killed upon the 
  tree his power will be transferred to Winter.” 
  What power does the changeling contain?
  “The changeling is our means of understand-
  ing, the fascinating, confusing, and maddening 
  creatures which inhabit the mortal realm. Yet 
  such knowledge does not come without a cost. 
  Each changeling contains a seed of summer. It is 
  his presence alone which gives Danbury it’s good 
  weather.”
  Where is the real Hugh Danbury?
  “I regret to say he did not accompany me, but rest 
  assured he is at my castle, where he is well looked 
  after. He is a sweet lad. I ﬁ nd him… Entertain-
  ing.”
  What is in this for us?
  “What is it you desire?”
  Lord Sumerisle smiles in a warm, and yet dangerous, 
  manner, his eyes twinkling merrily. An altruistic group 
  will use this offer of payment as an opportunity to end 
  the situation in Danbury, and all the sorrow (both for the 
  Danbury’s and the marsh people) it causes. However, a 
  more materialistic or selﬁ sh group may ask something 
  which directly aids them.
  In the—hopefully—unlikely chance the heroes take 
  this ignoble course. Use the guidelines below, but ignore 
  the downsides to the bargains. Of course, the Danbury’s 
  will be still locked in their miserable bargain, and the 
  heroes legend will diminish for their selﬁ shness.
  The meeting over, Lord Zephyr orders the camp to be 
  struck, and his troops readied to march.
  Lord Zephyr: Use Fae Noble (see page 17). Raise 
  Strength and Vigor to d10 (Toughness 9[2]), and Fight-
  ing to D10 (Parry 9).
  TEMPTATIONS
  TEMPTATIONS
  Getting a host this size ready to march to battle is no 
  easy task and takes several hours. During this time the 
  heroes will actually have very little to do, and might even 
  become bored. A condition the Summer nobles will be 
  more than happy to take advantage of.
  To many of the fae a mortal is little more than a play-
  thing to be triﬂ ed with and discarded when grown tired 
  of. The heroes are a new distraction, and they will be the 
  center of attention for a while. Some of the fae see the 
  opportunity to gain a champion and representative on 
  the mortal realm. Others are just toying with the heroes 
  as a cat toys with a mouse.
  As the camp prepares to march each hero will be 
  approached and tempted by at least one noble. Listed 
  below are suggestions on what forms these temptations 
  may take. These can be used as written or used as inspi-
  ration to craft temptations which best suit your player’s 
  characters:
  Healing: A fae noble will approach a wounded hero 
  with a draft, which he claims will cure all their wounds.  
  Drinking the sweet tasting liquid does as he claims, 
  Drawback: The healing draft taints the drinker’s 
  blood, making him resistant to all natural healing. The 
  character suffers a –1 to any attempts to heal him from 
  now on.
  At some point in the future the fae will appear to hero 
  (at a time when he is most wounded) and offer to remove 
  the taint, but at a price of his soul. A year later the hero 
  will be taken to become one of Summer’s hounds.
  Seduction: One of the fae approaches a hero with 
  the intention of seducing them. The beauty of the noble 
  is undeniable, and when one turns their focused atten-
  tion upon a mortal, the poor fool can be frozen like a 
  rabbit in bright light, unable to resist.
  To begin with the fae will engage the hero in light, 
  slightly ﬂ irty banter, appearing to be very friendly and 
  interested in what the hero has to say. If the hero seems 
  receptive to her advances, the fae will suggest they retire 
  to a quiet corner away from all the hubbub and noise of 
  the camp, where they can talk properly. 
  Once she has him alone, she will truly turn on her 
  charm, prompting a roll of her Persuasion opposed by 
  the Hero’s Spirit. Do not forget Charisma bonuses for the 
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  12
  12
  “Not only is Flux a powerful, and skilled warrior, 
  but his very presence frays at the threads of real-
  ity. Be prepared for anything when you face him. 
  Beyond that, I can add little I am afraid.”
  How do we reach him?
  “He is accompanied by not only his own force, but 
  we must assume, troops lent to him by others of 
  the Shadow Court. My own troops will take the 
  ﬁ eld against them as a distraction. Technically 
  this will be a breaking of the pact of our people, 
  but as long as I am not instrumental directly in 
  the death of Flux, I should escape censure.
  You will travel apart from our main force. Lest 
  you be detected by his seers. Use the confusion to 
  ﬂ ank the battle and reach the Autumn Oak, and 
  prevent the changeling’s death.”
  If we do as you ask, what will it cost us?
  “Nothing, you will be doing Summer a great 
  service. There will be no cost to you beyond that 
  which Lord Flux may inﬂ ict.” 
  What is the Autumn Oak?
  “Between the Lands of Summer and Winter is a no 
  man’s land, where neither rule. You have seen it. A 
  single tree contains all the power of this land—the 
  Autumn Oak. If the changeling is killed upon the 
  tree his power will be transferred to Winter.” 
  What power does the changeling contain?
  “The changeling is our means of understand-
  ing, the fascinating, confusing, and maddening 
  creatures which inhabit the mortal realm. Yet 
  such knowledge does not come without a cost. 
  Each changeling contains a seed of summer. It is 
  his presence alone which gives Danbury it’s good 
  weather.”
  Where is the real Hugh Danbury?
  “I regret to say he did not accompany me, but rest 
  assured he is at my castle, where he is well looked 
  after. He is a sweet lad. I ﬁ nd him… Entertain-
  ing.”
  What is in this for us?
  “What is it you desire?”
  Lord Sumerisle smiles in a warm, and yet dangerous, 
  manner, his eyes twinkling merrily. An altruistic group 
  will use this offer of payment as an opportunity to end 
  the situation in Danbury, and all the sorrow (both for the 
  Danbury’s and the marsh people) it causes. However, a 
  more materialistic or selﬁ sh group may ask something 
  which directly aids them.
  In the—hopefully—unlikely chance the heroes take 
  this ignoble course. Use the guidelines below, but ignore 
  the downsides to the bargains. Of course, the Danbury’s 
  will be still locked in their miserable bargain, and the 
  heroes legend will diminish for their selﬁ shness.
  The meeting over, Lord Zephyr orders the camp to be 
  struck, and his troops readied to march.
  Lord Zephyr: Use Fae Noble (see page 17). Raise 
  Strength and Vigor to d10 (Toughness 9[2]), and Fight-
  ing to D10 (Parry 9).
  TEMPTATIONS
  TEMPTATIONS
  Getting a host this size ready to march to battle is no 
  easy task and takes several hours. During this time the 
  heroes will actually have very little to do, and might even 
  become bored. A condition the Summer nobles will be 
  more than happy to take advantage of.
  To many of the fae a mortal is little more than a play-
  thing to be triﬂ ed with and discarded when grown tired 
  of. The heroes are a new distraction, and they will be the 
  center of attention for a while. Some of the fae see the 
  opportunity to gain a champion and representative on 
  the mortal realm. Others are just toying with the heroes 
  as a cat toys with a mouse.
  As the camp prepares to march each hero will be 
  approached and tempted by at least one noble. Listed 
  below are suggestions on what forms these temptations 
  may take. These can be used as written or used as inspi-
  ration to craft temptations which best suit your player’s 
  characters:
  Healing: A fae noble will approach a wounded hero 
  with a draft, which he claims will cure all their wounds.  
  Drinking the sweet tasting liquid does as he claims, 
  Drawback: The healing draft taints the drinker’s 
  blood, making him resistant to all natural healing. The 
  character suffers a –1 to any attempts to heal him from 
  now on.
  At some point in the future the fae will appear to hero 
  (at a time when he is most wounded) and offer to remove 
  the taint, but at a price of his soul. A year later the hero 
  will be taken to become one of Summer’s hounds.
  Seduction: One of the fae approaches a hero with 
  the intention of seducing them. The beauty of the noble 
  is undeniable, and when one turns their focused atten-
  tion upon a mortal, the poor fool can be frozen like a 
  rabbit in bright light, unable to resist.
  To begin with the fae will engage the hero in light, 
  slightly ﬂ irty banter, appearing to be very friendly and 
  interested in what the hero has to say. If the hero seems 
  receptive to her advances, the fae will suggest they retire 
  to a quiet corner away from all the hubbub and noise of 
  the camp, where they can talk properly. 
  Once she has him alone, she will truly turn on her 
  charm, prompting a roll of her Persuasion opposed by 
  the Hero’s Spirit. Do not forget Charisma bonuses for the 
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  13
  13
  fae. If the hero has a negative Charisma this is applied to 
  his Spirit roll. However a vow of chastity or similar gives 
  a +2 bonus. If the hero fails he is led away by the fae to 
  return a while later suitably exhausted.
  A companion can save him from this terrible fate by 
  interceding before he is led away. Once he leaves with the 
  fae, he cannot be found until he returns. Attempting to 
  talk a character out of an encounter he may regret gives 
  the hero a further +2 bonus to the roll. Stopping a hero 
  who has already become enchanted will require violence.
  Drawback: The hero becomes addicted to the fae 
  noble--treat as the Hindrance Habit (Major).
  Traits: A fae noble approaches a hero and openly of-
  fers him a bargain. The fae will permanently raise one of 
  his traits (to a maximum of d12+1) if he agrees to serve 
  the noble. The fae is quite open that after a year and a 
  day has passed the hero will be brought to the summer 
  lands to serve him here. The fae assures him that life 
  in the fae lands is a pleasant one, and he will never go 
  without food or drink.
  The hero may attempt to haggle, but the best he can 
  get is ﬁ ve years in the mortal realm before the payment 
  is due. Once the deal is struck it is sealed with a kiss on 
  the forehead or a handshake depending on the fae. The 
  heroes’ trait is raised immediately.
  Drawback: Once the agreed upon time has passed, 
  the hero is brought to the Summer Land and transformed 
  into a Hound of Summer.
  BREAKING THE BARGAIN
  BREAKING THE BARGAIN
  Any heroes foolish enough to make a deal with the 
  sidhe will almost certainly regret it at a later date. When 
  the full folly of their actions hits them they may wish to 
  break their bargains, or their friends and companions 
  may seek a way out of their predicament for them.
  Doing so will be no easy task, and would be a fairly 
  epic adventure in its own right. The trick is offering the 
  fae something they value more than a mortal soul. This 
  can involve tracking down a renegade sidhe or besting 
  the Winter Court in some way. It will certainly not be 
  easy, and will probably cost all involved their lives.
  FINDING HUGH
  FINDING HUGH
  Heroes may attempt to escape the temptations of the 
  command tent, by taking a look round the camp. Doing 
  so they ﬁ nd a penned off area where the summer hounds 
  are kennelled.
  Summer hounds are similar in size to the winter 
  hounds encountered in the cairn, earlier in the adven-
  ture. However, summer hounds have an almost ﬂ ame 
  red pelt which seems to smoke. Their teeth appear to be 
  formed from soot and charcoal.
  The hounds are friendly, behaving almost like pup-
  pies, craving the hero’s pats and praise. As the hero 
  watches a slender form makes himself visible through 
  the throng. 
  It is a human, he is well dressed, and obviously well 
  cared for, yet he also behaves like a hound, and the 
  animals around him accept his presence without com-
  plaint. He squats on all fours and grins at the hero. His 
  facial features are unmistakably similar to his father and 
  brother. It is Hugh Danbury!
  No doubt the angry heroes and Danbury’s will bring 
  this discovery to the attention of Lord Sumerisle. The 
  fae lord apologises for the deception claiming he didn’t 
  want to distract anyone from the task ahead of them. He 
  explains away Hugh’s condition thusly:
  “Hugh had a troubled childhood, he sensed how 
  different he was from us, and unfortunately there 
  were precious few children for him to play with. 
  He grew close to our hounds, which were once 
  mortals themselves; maybe he sensed his kinship 
  with them.
  Eventually the lad refused to be parted from 
  them, and they accepted him into their pack. He 
  is happy with them, and we make sure he is clean 
  and healthy. He eats well, and not of the same 
  fare we feed the hounds.”
   If the heroes demand Hugh’s release, Sumerisle gen-
  tly points out the folly of this action.
  “The lad is happy with the hounds. If we take him 
  away from his pack, he will pine for them, and 
  they for him. His wits can be returned to him, but 
  to do this we will need the changeling. I promise 
  you, bring me the changeling, and I will restore 
  your son. He will be the same boy you remember, 
  but he will be yours. I swear to do this for you!
  Hopefully the heroes will realise the gravity of such 
  an oath from one of the sidhe lords. They can try and 
  escape with Hugh, but escaping from a camp which has 
  been roused for war, with a lad who thinks he is a dog, 
  and is howling for his pack would be a feat beyond even 
  the greatest of heroes.
  MARCHING TO WAR
  MARCHING TO WAR
  Eventually the summer army is mustered and ready 
  to march. Lord Sumerisle reminds the heroes one more 
  time that they are not to travel with the main force, but 
  a mille or so north of the column. This will put them 
  in the best position to ﬂ ank Flux’s forces and reach the 
  Autumn Oak.
  Those who need them are provided with fae war 
  mounts. Remember, these mounts are trained for bat-
  tle—something a riding horse is not. The heroes are told 
  the fae horses know where they are going so the heroes 
  need not worry about navigation. Independently minded 
  heroes may feel a certain amount of unease at this.
  Considering its size, the summer host is remarkably 
  silent. The fae army is over 200 strong and they make 
  THE DANBURY CURSE
  THE DANBURY CURSE
  13
  13
  fae. If the hero has a negative Charisma this is applied to 
  his Spirit roll. However a vow of chastity or similar gives 
  a +2 bonus. If the hero fails he is led away by the fae to 
  return a while later suitably exhausted.
  A companion can save him from this terrible fate by 
  interceding before he is led away. Once he leaves with the 
  fae, he cannot be found until he returns. Attempting to 
  talk a character out of an encounter he may regret gives 
  the hero a further +2 bonus to the roll. Stopping a hero 
  who has already become enchanted will require violence.
  Drawback: The hero becomes addicted to the fae 
  noble--treat as the Hindrance Habit (Major).
  Traits: A fae noble approaches a hero and openly of-
  fers him a bargain. The fae will permanently raise one of 
  his traits (to a maximum of d12+1) if he agrees to serve 
  the noble. The fae is quite open that after a year and a 
  day has passed the hero will be brought to the summer 
  lands to serve him here. The fae assures him that life 
  in the fae lands is a pleasant one, and he will never go 
  without food or drink.
  The hero may attempt to haggle, but the best he can 
  get is ﬁ ve years in the mortal realm before the payment 
  is due. Once the deal is struck it is sealed with a kiss on 
  the forehead or a handshake depending on the fae. The 
  heroes’ trait is raised immediately.
  Drawback: Once the agreed upon time has passed, 
  the hero is brought to the Summer Land and transformed 
  into a Hound of Summer.
  BREAKING THE BARGAIN
  BREAKING THE BARGAIN
  Any heroes foolish enough to make a deal with the 
  sidhe will almost certainly regret it at a later date. When 
  the full folly of their actions hits them they may wish to 
  break their bargains, or their friends and companions 
  may seek a way out of their predicament for them.
  Doing so will be no easy task, and would be a fairly 
  epic adventure in its own right. The trick is offering the 
  fae something they value more than a mortal soul. This 
  can involve tracking down a renegade sidhe or besting 
  the Winter Court in some way. It will certainly not be 
  easy, and will probably cost all involved their lives.
  FINDING HUGH
  FINDING HUGH
  Heroes may attempt to escape the temptations of the 
  command tent, by taking a look round the camp. Doing 
  so they ﬁ nd a penned off area where the summer hounds 
  are kennelled.
  Summer hounds are similar in size to the winter 
  hounds encountered in the cairn, earlier in the adven-
  ture. However, summer hounds have an almost ﬂ ame 
  red pelt which seems to smoke. Their teeth appear to be 
  formed from soot and charcoal.
  The hounds are friendly, behaving almost like pup-
  pies, craving the hero’s pats and praise. As the hero 
  watches a slender form makes himself visible through 
  the throng. 
  It is a human, he is well dressed, and obviously well 
  cared for, yet he also behaves like a hound, and the 
  animals around him accept his presence without com-
  plaint. He squats on all fours and grins at the hero. His 
  facial features are unmistakably similar to his father and 
  brother. It is Hugh Danbury!
  No doubt the angry heroes and Danbury’s will bring 
  this discovery to the attention of Lord Sumerisle. The 
  fae lord apologises for the deception claiming he didn’t 
  want to distract anyone from the task ahead of them. He 
  explains away Hugh’s condition thusly:
  “Hugh had a troubled childhood, he sensed how 
  different he was from us, and unfortunately there 
  were precious few children for him to play with. 
  He grew close to our hounds, which were once 
  mortals themselves; maybe he sensed his kinship 
  with them.
  Eventually the lad refused to be parted from 
  them, and they accepted him into their pack. He 
  is happy with them, and we make sure he is clean 
  and healthy. He eats well, and not of the same 
  fare we feed the hounds.”
   If the heroes demand Hugh’s release, Sumerisle gen-
  tly points out the folly of this action.
  “The lad is happy with the hounds. If we take him 
  away from his pack, he will pine for them, and 
  they for him. His wits can be returned to him, but 
  to do this we will need the changeling. I promise 
  you, bring me the changeling, and I will restore 
  your son. He will be the same boy you remember, 
  but he will be yours. I swear to do this for you!
  Hopefully the heroes will realise the gravity of such 
  an oath from one of the sidhe lords. They can try and 
  escape with Hugh, but escaping from a camp which has 
  been roused for war, with a lad who thinks he is a dog, 
  and is howling for his pack would be a feat beyond even 
  the greatest of heroes.
  MARCHING TO WAR
  MARCHING TO WAR
  Eventually the summer army is mustered and ready 
  to march. Lord Sumerisle reminds the heroes one more 
  time that they are not to travel with the main force, but 
  a mille or so north of the column. This will put them 
  in the best position to ﬂ ank Flux’s forces and reach the 
  Autumn Oak.
  Those who need them are provided with fae war 
  mounts. Remember, these mounts are trained for bat-
  tle—something a riding horse is not. The heroes are told 
  the fae horses know where they are going so the heroes 
  need not worry about navigation. Independently minded 
  heroes may feel a certain amount of unease at this.
  Considering its size, the summer host is remarkably 
  silent. The fae army is over 200 strong and they make 
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  14
  14
  less noise than a mortal force of 50. Once the army is out 
  of sight, there is no sign of them. It would be a pleasant 
  ride, if so much did not wait on its outcome.
  Soon the heroes leave the pleasant summer forest 
  and enter the autumnal woodland, as they advance. Call 
  for Notice checks (at –1 because of the crackling leaves 
  underfoot). Those who succeed detect a sibilant hissing 
  ahead, and aren’t surprised when they are suddenly at-
  tacked by what at ﬁ rst glance appears to be swarms of 
  insects, but actually proves to be a cloud of tiny winged 
  warriors, each armed with a tiny sword.
  Winter Sprites make superb, scouts they are able to 
  cover ground quickly, and can go unnoticed when nec-
  essary. They are also more than capable of defending 
  themselves, should the need arise.
  Luckily for the heroes, their relative lack of numbers, 
  coupled with the fact they are mortals has emboldened 
  the sprites into attacking, rather than ﬂ eeing back to 
  their master to report their ﬁ ndings. The heroes will 
  have to deal with the swarms or the entire plan may be 
  compromised.
  Winter Sprite Swarm (2): see page 20.
  THE BATTLE OF THE OAK
  THE BATTLE OF THE OAK
  The rest of the journey through the autumn woods 
  is uneventful. Eventually the heroes crest a hill and look 
  upon an awe inspiring sight.
  A huge oak dominates the area. Its roots have cracked 
  and ruptured the earth all around it preventing any tree 
  to grow within more than a mile, and created a series of 
  gullies all snaking towards the impressive tree. 
  Arrayed before the tree and facing east is a large force, 
  at least a thousand strong.  Fae heavy cavalry is deployed 
  alongside foot soldiers, some of whom hold the leashes 
  of straining winter hounds. Lord Flux’s forces are obvi-
  ously aware of the approaching Summer troops.
  The only way to approach the tree is to follow one of 
  the gullies created by its roots. These mini canyons have 
  walls taller than a man on a horse, but are only wide 
  enough for single ﬁ le travel. The heroes can attempt to 
  dash across the open ground between the gullies, but 
  they do so in full view of the Flux’s troops and will have 
  to cross several gullies. If they want to surprise those at 
  the tree, they will have to use one of the gullies.
  As the heroes are discussing their options, Lord Sum-
  erisle’s troops emerge into the open. They march to-
  wards their foes, and then break into an easy jog, which 
  soon becomes a charge.
  With a bloodcurdling roar the two forces smash into 
  one another, and even from this distance it is evident 
  that no quarter is given or asked for, the slaughter is hor-
  riﬁ c—even for those used to the brutal sight of combat 
  in the 12th Century.
  Slowly, the defender’s numerical superiority begins to 
  tell, and the attackers are surrounded. Sumerisle and his 
  men are doomed unless the heroes can win through to 
  the Autumn Oak and stop Lord Flux.
  A HEROIC SACRIFICE
  A HEROIC SACRIFICE
  Note: If for whatever reason, the Danbury’s are not 
  accompanying the heroes. You can omit this part of the 
  adventure. It purely exists to ensure an NPC does not ac-
  cidentally steal the glory from a player character. If only 
  one Danbury has made it this far, he sacriﬁ ces himself as 
  written, but obviously does not need a widened gully to 
  do so.
  The heroes are able to descend to the cracked ﬁ eld 
  with little difﬁ culty—and do so without drawing the at-
  tention of anyone on the ﬁ eld of battle. Once they enter 
  a gully it is simply a case of following it to the tree. About 
  halfway to their destination, disaster strikes.
  THE FAE COURTS
  THE FAE COURTS
  The fae—or sidhe (pronounced shee), as they call 
  themselves—are predominantly divided into two 
  competing camps—those who serve Summer, and 
  those who serve Winter.
  These two courts wage an eternal, ritualised strug-
  gle, which manifests itself as the passing seasons 
  in the mortal world. In ages past this struggle has 
  turned into open conﬂ ict and full-scale war, which 
  left one side of the other temporarily decimated. 
  During these terrible times the mortal world was 
  afﬂ icted by ice ages or long blistering heat waves, 
  which eventually caused once fertile lands to be 
  now deserts.
  To prevent such a terrible slaughter occurring again, 
  the Queens of the Courts secretly struck a bargain. 
  To prevent such open conﬂ ict again, the two courts 
  would act through mortal agents and champions. 
  They also agreed to allow each court to be domi-
  nant for a speciﬁ c time in any year. Thus each court 
  would taste victory, and defeat, but without the 
  great costs such defeats would inﬂ ict.
  The majority of fae are unaware of this bargain, and 
  are deceived into thinking they are locked in a per-
  petual war by their commanders. Most fae are too 
  long lived to pay much attention to the passage of 
  time, and have failed to notice the deﬁ ned ebb and 
  ﬂ ow of their victories.
  Now the queens measure their victories and defeats 
  by their inﬂ uence over the folk of the mortal world, 
  who they tempt and damn with their schemes. Dan-
  bury was one such victory for the Summer Court. 
  Other areas lie in the thrall of the Winter Court such 
  as the islands far to the north.
  However, some who are aware of the pact—such 
  as Lord Flux, this adventures villain—chafe under 
  it, and desire to engage in true battle once more. 
  These members of the self proclaimed Shadow 
  Court attempt to break the pact between the 
  Queens, and restart the wars of old. In truth they 
  care not which Court rules supreme, just that the 
  wars recommence. 
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  14
  14
  less noise than a mortal force of 50. Once the army is out 
  of sight, there is no sign of them. It would be a pleasant 
  ride, if so much did not wait on its outcome.
  Soon the heroes leave the pleasant summer forest 
  and enter the autumnal woodland, as they advance. Call 
  for Notice checks (at –1 because of the crackling leaves 
  underfoot). Those who succeed detect a sibilant hissing 
  ahead, and aren’t surprised when they are suddenly at-
  tacked by what at ﬁ rst glance appears to be swarms of 
  insects, but actually proves to be a cloud of tiny winged 
  warriors, each armed with a tiny sword.
  Winter Sprites make superb, scouts they are able to 
  cover ground quickly, and can go unnoticed when nec-
  essary. They are also more than capable of defending 
  themselves, should the need arise.
  Luckily for the heroes, their relative lack of numbers, 
  coupled with the fact they are mortals has emboldened 
  the sprites into attacking, rather than ﬂ eeing back to 
  their master to report their ﬁ ndings. The heroes will 
  have to deal with the swarms or the entire plan may be 
  compromised.
  Winter Sprite Swarm (2): see page 20.
  THE BATTLE OF THE OAK
  THE BATTLE OF THE OAK
  The rest of the journey through the autumn woods 
  is uneventful. Eventually the heroes crest a hill and look 
  upon an awe inspiring sight.
  A huge oak dominates the area. Its roots have cracked 
  and ruptured the earth all around it preventing any tree 
  to grow within more than a mile, and created a series of 
  gullies all snaking towards the impressive tree. 
  Arrayed before the tree and facing east is a large force, 
  at least a thousand strong.  Fae heavy cavalry is deployed 
  alongside foot soldiers, some of whom hold the leashes 
  of straining winter hounds. Lord Flux’s forces are obvi-
  ously aware of the approaching Summer troops.
  The only way to approach the tree is to follow one of 
  the gullies created by its roots. These mini canyons have 
  walls taller than a man on a horse, but are only wide 
  enough for single ﬁ le travel. The heroes can attempt to 
  dash across the open ground between the gullies, but 
  they do so in full view of the Flux’s troops and will have 
  to cross several gullies. If they want to surprise those at 
  the tree, they will have to use one of the gullies.
  As the heroes are discussing their options, Lord Sum-
  erisle’s troops emerge into the open. They march to-
  wards their foes, and then break into an easy jog, which 
  soon becomes a charge.
  With a bloodcurdling roar the two forces smash into 
  one another, and even from this distance it is evident 
  that no quarter is given or asked for, the slaughter is hor-
  riﬁ c—even for those used to the brutal sight of combat 
  in the 12th Century.
  Slowly, the defender’s numerical superiority begins to 
  tell, and the attackers are surrounded. Sumerisle and his 
  men are doomed unless the heroes can win through to 
  the Autumn Oak and stop Lord Flux.
  A HEROIC SACRIFICE
  A HEROIC SACRIFICE
  Note: If for whatever reason, the Danbury’s are not 
  accompanying the heroes. You can omit this part of the 
  adventure. It purely exists to ensure an NPC does not ac-
  cidentally steal the glory from a player character. If only 
  one Danbury has made it this far, he sacriﬁ ces himself as 
  written, but obviously does not need a widened gully to 
  do so.
  The heroes are able to descend to the cracked ﬁ eld 
  with little difﬁ culty—and do so without drawing the at-
  tention of anyone on the ﬁ eld of battle. Once they enter 
  a gully it is simply a case of following it to the tree. About 
  halfway to their destination, disaster strikes.
  THE FAE COURTS
  THE FAE COURTS
  The fae—or sidhe (pronounced shee), as they call 
  themselves—are predominantly divided into two 
  competing camps—those who serve Summer, and 
  those who serve Winter.
  These two courts wage an eternal, ritualised strug-
  gle, which manifests itself as the passing seasons 
  in the mortal world. In ages past this struggle has 
  turned into open conﬂ ict and full-scale war, which 
  left one side of the other temporarily decimated. 
  During these terrible times the mortal world was 
  afﬂ icted by ice ages or long blistering heat waves, 
  which eventually caused once fertile lands to be 
  now deserts.
  To prevent such a terrible slaughter occurring again, 
  the Queens of the Courts secretly struck a bargain. 
  To prevent such open conﬂ ict again, the two courts 
  would act through mortal agents and champions. 
  They also agreed to allow each court to be domi-
  nant for a speciﬁ c time in any year. Thus each court 
  would taste victory, and defeat, but without the 
  great costs such defeats would inﬂ ict.
  The majority of fae are unaware of this bargain, and 
  are deceived into thinking they are locked in a per-
  petual war by their commanders. Most fae are too 
  long lived to pay much attention to the passage of 
  time, and have failed to notice the deﬁ ned ebb and 
  ﬂ ow of their victories.
  Now the queens measure their victories and defeats 
  by their inﬂ uence over the folk of the mortal world, 
  who they tempt and damn with their schemes. Dan-
  bury was one such victory for the Summer Court. 
  Other areas lie in the thrall of the Winter Court such 
  as the islands far to the north.
  However, some who are aware of the pact—such 
  as Lord Flux, this adventures villain—chafe under 
  it, and desire to engage in true battle once more. 
  These members of the self proclaimed Shadow 
  Court attempt to break the pact between the 
  Queens, and restart the wars of old. In truth they 
  care not which Court rules supreme, just that the 
  wars recommence. 
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  15
  15
  A detachment of winter warriors, arriving late for the 
  battle, spots the heroes as they pick their way towards 
  the oak. With a shout the warriors swarm towards the 
  heroes dropping into the gully to pursue them.
  There are far too many of them for the heroes to de-
  feat in combat—at least ﬁ fty, or more—their only hope 
  is to make a run for it. At a point where the gully widens 
  enough to allow two warriors to ﬁ ght side by side, Baron 
  Danbury and his son stop, and turn to face the oncoming 
  horde.
  “You go on, my son and I will stop them for as 
  long as we can, this is a natural choke point so we 
  have the advantage. You go and save my son!”
  It is possible the heroes will demand to take the 
  Danbury’s cold Iron weapons, quite rightly arguing they 
  need every advantage they can get when facing the de-
  monic Lord Flux. However, if they take the swords they 
  will be removing the only advantage the Danbury’s truly 
  have, and will soon be overwhelmed by the fae warriors. 
  See the sidebar on page 16 for details on how this will 
  effect the ﬁ nal confrontation.
  THE LORD OF CHAOS
  THE LORD OF CHAOS
  Leaving the Danbury’s to their prob-
  able grisly fate, the heroes hurry on to-
  wards the oak. Ahead can be heard the 
  sound of chanting in a lyrical, unknown 
  language. The chanting is so loud it can 
  be heard above the sound of battle. The 
  gully turns sharply to the west and then 
  suddenly opens out in a large clearing.
  20” away from the heroes is the enor-
  mous Autumn Oak, its bark knotted and 
  gnarled. Pinned to the tree by iron nails 
  in each hand and foot is the Danbury 
  changeling. Even from this distance it is 
  evident the nails are slowly corrupting 
  and dissolving the ﬂ esh of the changeling. 
  The poor creature is silently writhing in 
  agony.
  Before the captive, watching specula-
  tively is a giant, bigger than even the larg-
  est knight. Two large antlers sprout from 
  his bald head. He wears armor crafted 
  from wood and carries a great axe with a 
  wickedly sharp—yet wooden blade.
  Scattered throughout the clearing are 
  a number of fur clad fae warriors. Sev-
  eral of them hold back straining winter 
  hounds with leather leashes.
  Lord Flux does not join battle until half 
  of his bodyguards have been dispatched. 
  He is an extremely dangerous foe, and 
  must not be underestimated. He makes 
  full use of every attack option available 
  to him, including called shots against un-
  protected heads, disarming attacks against those armed 
  with cold iron swords. He neither gives nor expects any 
  quarter.
  WASTED TIME
  WASTED TIME
  If the heroes foolishly dallied at Castle Danbury, 
  waiting for the Baron and his son to return, then 
  they have made their task now all the harder. The 
  changeling has been nailed to the Autumn Oak for 
  so long it is nearly destroyed. The nails must be re-
  moved within ten combat rounds or Lord Flux will 
  be victorious.
  Pulling the nails free takes two rounds; luckily it 
  does not require a trait roll of any kind. The oak, 
  seems to aid the hero rejecting the nails.
  If the changeling isn’t removed in time his power 
  transfers into the tree, weakening the Summer 
  Court, causing the mortal realm to suffer long cold 
  winters, and damning any surviving Danbury’s to 
  short, guilt wracked, miserable lives.
  THE DANBURY CURSE
  THE DANBURY CURSE
  15
  15
  A detachment of winter warriors, arriving late for the 
  battle, spots the heroes as they pick their way towards 
  the oak. With a shout the warriors swarm towards the 
  heroes dropping into the gully to pursue them.
  There are far too many of them for the heroes to de-
  feat in combat—at least ﬁ fty, or more—their only hope 
  is to make a run for it. At a point where the gully widens 
  enough to allow two warriors to ﬁ ght side by side, Baron 
  Danbury and his son stop, and turn to face the oncoming 
  horde.
  “You go on, my son and I will stop them for as 
  long as we can, this is a natural choke point so we 
  have the advantage. You go and save my son!”
  It is possible the heroes will demand to take the 
  Danbury’s cold Iron weapons, quite rightly arguing they 
  need every advantage they can get when facing the de-
  monic Lord Flux. However, if they take the swords they 
  will be removing the only advantage the Danbury’s truly 
  have, and will soon be overwhelmed by the fae warriors. 
  See the sidebar on page 16 for details on how this will 
  effect the ﬁ nal confrontation.
  THE LORD OF CHAOS
  THE LORD OF CHAOS
  Leaving the Danbury’s to their prob-
  able grisly fate, the heroes hurry on to-
  wards the oak. Ahead can be heard the 
  sound of chanting in a lyrical, unknown 
  language. The chanting is so loud it can 
  be heard above the sound of battle. The 
  gully turns sharply to the west and then 
  suddenly opens out in a large clearing.
  20” away from the heroes is the enor-
  mous Autumn Oak, its bark knotted and 
  gnarled. Pinned to the tree by iron nails 
  in each hand and foot is the Danbury 
  changeling. Even from this distance it is 
  evident the nails are slowly corrupting 
  and dissolving the ﬂ esh of the changeling. 
  The poor creature is silently writhing in 
  agony.
  Before the captive, watching specula-
  tively is a giant, bigger than even the larg-
  est knight. Two large antlers sprout from 
  his bald head. He wears armor crafted 
  from wood and carries a great axe with a 
  wickedly sharp—yet wooden blade.
  Scattered throughout the clearing are 
  a number of fur clad fae warriors. Sev-
  eral of them hold back straining winter 
  hounds with leather leashes.
  Lord Flux does not join battle until half 
  of his bodyguards have been dispatched. 
  He is an extremely dangerous foe, and 
  must not be underestimated. He makes 
  full use of every attack option available 
  to him, including called shots against un-
  protected heads, disarming attacks against those armed 
  with cold iron swords. He neither gives nor expects any 
  quarter.
  WASTED TIME
  WASTED TIME
  If the heroes foolishly dallied at Castle Danbury, 
  waiting for the Baron and his son to return, then 
  they have made their task now all the harder. The 
  changeling has been nailed to the Autumn Oak for 
  so long it is nearly destroyed. The nails must be re-
  moved within ten combat rounds or Lord Flux will 
  be victorious.
  Pulling the nails free takes two rounds; luckily it 
  does not require a trait roll of any kind. The oak, 
  seems to aid the hero rejecting the nails.
  If the changeling isn’t removed in time his power 
  transfers into the tree, weakening the Summer 
  Court, causing the mortal realm to suffer long cold 
  winters, and damning any surviving Danbury’s to 
  short, guilt wracked, miserable lives.
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  16
  16
  VICTORY
  VICTORY
  When Lord Flux is ﬁ nally slain, he explodes in a foun-
  tain of possibility—a chaotic cascade of light, sound and 
  seething protoplasmic matter—hundreds of feet into the 
  air. Such is the force of this explosion that it throws eve-
  ryone off their feet for miles around, bringing the raging 
  battle to a sudden, rude halt.
  The forces of Winter are thrown into disarray by the 
  spectacular death of their leader, and ﬂ ee from the ﬁ eld 
  heading west towards the Winter Lands. Sumerisle’s 
  force is far too exhausted and depleted to give chase.
  Lord Flux: See page 18
  Winter Warriors (1 per hero): see page 20.
  Winter Hounds (1 per 2 heroes): see page 20.
  THE CURSE BROKEN
  THE CURSE BROKEN
  Sumerisle has survived the battle, as have the Dan-
  bury’s if they were left with their cold iron swords. All 
  three, bloodied, beaten but unbowed, enter the clearing 
  with Hugh Danbury scuttling along beside them—not 
  quite on all fours.
  Sumerisle approaches the changeling, still writhing 
  on the tree. Hugh Danbury notices his doppelganger 
  and approaches whimpering with confusion and 
  alarm.
  Sumerisle places his hand gently on Hugh’s head, 
  calming the mortal. Then he grasps the nails piercing the 
  changeling’s feet. Hissing with pain he pulls them free 
  and throws them to the ground quickly. He then pulls 
  the nails from the changeling’s hands, grimacing as his 
  hands start to smoke as if immersed in acid.
  The Changeling falls from the tree, and Hugh instinc-
  tively catches it before it hits the ground. He holds his 
  mutilated doppelganger, staring at its face in confusion.
  Then, the changeling starts to come apart disintegrat-
  ing in Hugh’s arms like he was made from leaves. The 
  wind catches these blackened ﬂ akes and spins them 
  away.
  The look of confusion in Hugh’s eyes changes, some-
  how becoming more aware. Slowly he rises, wincing 
  at the pain in his back, and looks around at everyone 
  present.
  “Where am I? How did I get here?”
  Questioning Hugh, it soon become evident he has all 
  the memories of his changeling. Sumerisle assures the 
  heroes, his mind is intact, and although the memories 
  passed into him from the changeling, the summer seed 
  did not. The pact between the Danbury’s and the fae of 
  the Summer Court is broken.
  The Danbury curse is ended.
  He thanks them all personally for the service they have 
  done him this day, and escorts them back to the place 
  where the cairn portal deposited them. Mysteriously the 
  portal awaits them.
  The Fae Lord thanks them all again, clasping each in 
  a ﬁ rm handshake. He stands silently and watches them 
  enter the portal and leave the fae lands.
  AFTERMATH
  AFTERMATH
  With the summer seed removed from the land the 
  weather in Danbury and its environs returns to a more 
  natural cycle. The seasons return to their natural se-
  quence and slowly the marshes drain, leaving fertile 
  land behind.
  The people of Danbury and the erstwhile marsh 
  people slowly start to mix. Gradually the two peoples 
  overcome their mutual distrust, and discover they 
  actually have a lot in common. Five years later is the 
  ﬁ rst marriage between a lowly herder and a marsh 
  maiden. Within three generations the two people have 
  so thoroughly intermarried all previous enmity is both 
  forgotten and utterly pointless.
  Baron Danbury rediscovers a new lust for life and 
  his old good humor. He remarries, and his young 
  bride gives him two more children a boy and girl who 
  are named after the heroes who restored his son to 
  him. The Baron lives for another twenty-three years 
  and dies peacefully in his bed, surrounded by his 
  family.
  Simon Danbury proves an able ruler after his fa-
  ther’s death and does much to repair relations with 
  the marsh people. He funds the building of a new vil-
  lage on the site of the old cairn, and calls this village 
  Faebridge. The passage of time twists the town’s name 
  to Fambridge, its remarkable beginnings are long for-
  gotten.
  Hugh Danbury suffers a couple of months of vague 
  formless nightmares, but they soon pass. He dedicates 
  himself to the church and lives a long and pious life, 
  rising high in the clergy.
  What happens to the heroes of this tale? Well, it is 
  far too early to ﬁ nish their tale. Some of them may 
  have returned with scars both physical and spiritual 
  from their sojourn to the Fae Lands, and these will 
  have to be overcome. However, three things can be 
  certain.
  The Summer and Winter Courts are not ﬁ nished 
  with them yet.
  Neither is the Shadow Court…
  THE DANBURY’S FALLEN
  THE DANBURY’S FALLEN
  If the heroes took possession of the Danbury’s cold 
  iron swords, then the father and son are doomed. 
  They are quickly overwhelmed and slain.
  Six rounds into the combat with Lord Flux and his 
  bodyguards, the pursuing winter warriors begin to 
  arrive. Luckily the narrowness of the gully prevents 
  them from arriving en masse. Each round after the 
  sixth two more winter warriors enter the fray from 
  the same gully the heroes emerged from.
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  16
  16
  VICTORY
  VICTORY
  When Lord Flux is ﬁ nally slain, he explodes in a foun-
  tain of possibility—a chaotic cascade of light, sound and 
  seething protoplasmic matter—hundreds of feet into the 
  air. Such is the force of this explosion that it throws eve-
  ryone off their feet for miles around, bringing the raging 
  battle to a sudden, rude halt.
  The forces of Winter are thrown into disarray by the 
  spectacular death of their leader, and ﬂ ee from the ﬁ eld 
  heading west towards the Winter Lands. Sumerisle’s 
  force is far too exhausted and depleted to give chase.
  Lord Flux: See page 18
  Winter Warriors (1 per hero): see page 20.
  Winter Hounds (1 per 2 heroes): see page 20.
  THE CURSE BROKEN
  THE CURSE BROKEN
  Sumerisle has survived the battle, as have the Dan-
  bury’s if they were left with their cold iron swords. All 
  three, bloodied, beaten but unbowed, enter the clearing 
  with Hugh Danbury scuttling along beside them—not 
  quite on all fours.
  Sumerisle approaches the changeling, still writhing 
  on the tree. Hugh Danbury notices his doppelganger 
  and approaches whimpering with confusion and 
  alarm.
  Sumerisle places his hand gently on Hugh’s head, 
  calming the mortal. Then he grasps the nails piercing the 
  changeling’s feet. Hissing with pain he pulls them free 
  and throws them to the ground quickly. He then pulls 
  the nails from the changeling’s hands, grimacing as his 
  hands start to smoke as if immersed in acid.
  The Changeling falls from the tree, and Hugh instinc-
  tively catches it before it hits the ground. He holds his 
  mutilated doppelganger, staring at its face in confusion.
  Then, the changeling starts to come apart disintegrat-
  ing in Hugh’s arms like he was made from leaves. The 
  wind catches these blackened ﬂ akes and spins them 
  away.
  The look of confusion in Hugh’s eyes changes, some-
  how becoming more aware. Slowly he rises, wincing 
  at the pain in his back, and looks around at everyone 
  present.
  “Where am I? How did I get here?”
  Questioning Hugh, it soon become evident he has all 
  the memories of his changeling. Sumerisle assures the 
  heroes, his mind is intact, and although the memories 
  passed into him from the changeling, the summer seed 
  did not. The pact between the Danbury’s and the fae of 
  the Summer Court is broken.
  The Danbury curse is ended.
  He thanks them all personally for the service they have 
  done him this day, and escorts them back to the place 
  where the cairn portal deposited them. Mysteriously the 
  portal awaits them.
  The Fae Lord thanks them all again, clasping each in 
  a ﬁ rm handshake. He stands silently and watches them 
  enter the portal and leave the fae lands.
  AFTERMATH
  AFTERMATH
  With the summer seed removed from the land the 
  weather in Danbury and its environs returns to a more 
  natural cycle. The seasons return to their natural se-
  quence and slowly the marshes drain, leaving fertile 
  land behind.
  The people of Danbury and the erstwhile marsh 
  people slowly start to mix. Gradually the two peoples 
  overcome their mutual distrust, and discover they 
  actually have a lot in common. Five years later is the 
  ﬁ rst marriage between a lowly herder and a marsh 
  maiden. Within three generations the two people have 
  so thoroughly intermarried all previous enmity is both 
  forgotten and utterly pointless.
  Baron Danbury rediscovers a new lust for life and 
  his old good humor. He remarries, and his young 
  bride gives him two more children a boy and girl who 
  are named after the heroes who restored his son to 
  him. The Baron lives for another twenty-three years 
  and dies peacefully in his bed, surrounded by his 
  family.
  Simon Danbury proves an able ruler after his fa-
  ther’s death and does much to repair relations with 
  the marsh people. He funds the building of a new vil-
  lage on the site of the old cairn, and calls this village 
  Faebridge. The passage of time twists the town’s name 
  to Fambridge, its remarkable beginnings are long for-
  gotten.
  Hugh Danbury suffers a couple of months of vague 
  formless nightmares, but they soon pass. He dedicates 
  himself to the church and lives a long and pious life, 
  rising high in the clergy.
  What happens to the heroes of this tale? Well, it is 
  far too early to ﬁ nish their tale. Some of them may 
  have returned with scars both physical and spiritual 
  from their sojourn to the Fae Lands, and these will 
  have to be overcome. However, three things can be 
  certain.
  The Summer and Winter Courts are not ﬁ nished 
  with them yet.
  Neither is the Shadow Court…
  THE DANBURY’S FALLEN
  THE DANBURY’S FALLEN
  If the heroes took possession of the Danbury’s cold 
  iron swords, then the father and son are doomed. 
  They are quickly overwhelmed and slain.
  Six rounds into the combat with Lord Flux and his 
  bodyguards, the pursuing winter warriors begin to 
  arrive. Luckily the narrowness of the gully prevents 
  them from arriving en masse. Each round after the 
  sixth two more winter warriors enter the fray from 
  the same gully the heroes emerged from.
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  17
  17
  BESTIARY
  BESTIARY
  BARON JAMES DANBURY
  BARON JAMES DANBURY
  A gruff, bitter man who still grieves for the loss of his 
  beloved wife, which was further honed by the replace-
  ment of his newborn son with a Changeling.
  Baron Danbury has as little to do with his youngest 
  ”son” as he can, but knows the well being of his lost son 
  relies on him keeping the changeling safe.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10, Guts d8, Intimidation d8, Knowl-
  edge (Battle) d8, Notice d6, Riding d10
  Charisma: +0
  Pace: 6; Parry: 8/7; Toughness: 11(3)
  Hindrances: Death Wish (see his lost son again), Mean
  Edges: Block, Brawny, Noble. Very Rich
  Gear: Plate armor (+3), steel Helm (+3), great sword 
  (2d8, Parry –1, 2 hands), warhammer (Str+ d6, AP1 vs. 
  Rigid armor), warhorse (see Savage Worlds).
  SIMON DANBURY
  SIMON DANBURY
  The oldest son of Baron Danbury, and totally unaware 
  of the secrets behind his families prosperity—he will not 
  learn of it until his father is on his deathbed. Simon is 
  aware of the gulf between his father and younger brother, 
  and believes the Baron blames Hugh for the death of his 
  mother. Simon tries to make up for his father’s actions, 
  and although Hugh can be a bit strange, and distant he 
  seems generally fond of Simon and constantly plagues 
  him with questions.
  Simon is totally enamored with the romance of the 
  time, and wishes he could become a wandering knight 
  ﬁ nding adventure on the road.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Knowledge (Battle) d4, No-
  tice d8, Persuasion d8, Riding d8, Shooting d8
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 8(2)
  Hindrances: Heroic, Loyal
  Edges: Charismatic, Command, Noble, Rich
  Gear: Chain Hauberk (+2), medium shield (+1 Parry, 
  +2 Toughness against ranged attacks), long sword (Str 
  +d8), crossbow (15/30/60, 2d6, AP2, 2 actions to re-
  load), warhorse (see Savage Worlds).
  DANBURY FORESTERS
  DANBURY FORESTERS
  These men-at-arms serve as the ﬁ rst line of defense 
  between the good folk of Danbury and the degenerate 
  marsh warriors. They know the forest well, and when the 
  time comes will defend it ﬁ ercely
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Danbury Forests) d8, 
  Notice d8, Stealth d8, Survival d8, Tracking d8
  Charisma: 0
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Loyal
  Edges: Woodsman
  Gear: Leather (+1), bow (12/24/48, 2d6), short sword 
  (Str+d6), 12 arrows, riding horse (see Savage Worlds).
  FAE NOBLE
  FAE NOBLE
  These are stats for generic fae nobles. Adjust them 
  to suit your needs. Fae nobles appear as very attractive 
  knights. However there is something vaguely alien about 
  them, be it an unnatural eye. Hair, or skin color, or some-
  thing else indeﬁ nable, but off-putting 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Persuasion d8, Riding d8, 
  Stealth d8, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 8; Toughness: 8(2)
  Hindrances: Outsider, Vow (To the Summer Court)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8)
  Special Abilities:
  Block: +1 to Parry.
  Command: Troops under the nobles command gain a 
  +1 to rolls to becoming unshaken.
  NEW MONSTROUS ABILITIES
  NEW MONSTROUS ABILITIES
  FAE
  FAE
  Fae creatures are not of this earth, they are capri-
  cious eternal creatures which delight in tricking 
  mortals into deals which initially look to favor the 
  mortal, with the true cost to their souls only becom-
  ing apparent later.
  Fae are commonly divided into two courts, Sum-
  mer and Winter. There are a few unaligned fae, but 
  maintaining there neutrality is taxing, and most 
  eventually side with one court or another. The two 
  courts are locked in a perpetual war, with each side 
  trying to best the others. Most of the time, they are 
  locked in a stalemate. The shifting tides of this war 
  manifest itself as the changing seasons in the mortal 
  world.
  The fae take double damage from cold the iron 
  weapons, and gain a +2 bonus to resist Smart 
  tricks. If a fae can be tricked into giving its word on 
  something, it must do all in its power to abide by 
  the agreement.
  Furthermore, fae of the Winter Court gain +2 
  Toughness against attacks, with a cold trapping, and 
  suffer +2 damage from ﬁ re attacks. Conversely fae 
  of the Summer Court gain +2 Toughness against 
  attacks with a ﬁ re trapping, and suffer +2 damage 
  from ice attacks.
  THE DANBURY CURSE
  THE DANBURY CURSE
  17
  17
  BESTIARY
  BESTIARY
  BARON JAMES DANBURY
  BARON JAMES DANBURY
  A gruff, bitter man who still grieves for the loss of his 
  beloved wife, which was further honed by the replace-
  ment of his newborn son with a Changeling.
  Baron Danbury has as little to do with his youngest 
  ”son” as he can, but knows the well being of his lost son 
  relies on him keeping the changeling safe.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10, Guts d8, Intimidation d8, Knowl-
  edge (Battle) d8, Notice d6, Riding d10
  Charisma: +0
  Pace: 6; Parry: 8/7; Toughness: 11(3)
  Hindrances: Death Wish (see his lost son again), Mean
  Edges: Block, Brawny, Noble. Very Rich
  Gear: Plate armor (+3), steel Helm (+3), great sword 
  (2d8, Parry –1, 2 hands), warhammer (Str+ d6, AP1 vs. 
  Rigid armor), warhorse (see Savage Worlds).
  SIMON DANBURY
  SIMON DANBURY
  The oldest son of Baron Danbury, and totally unaware 
  of the secrets behind his families prosperity—he will not 
  learn of it until his father is on his deathbed. Simon is 
  aware of the gulf between his father and younger brother, 
  and believes the Baron blames Hugh for the death of his 
  mother. Simon tries to make up for his father’s actions, 
  and although Hugh can be a bit strange, and distant he 
  seems generally fond of Simon and constantly plagues 
  him with questions.
  Simon is totally enamored with the romance of the 
  time, and wishes he could become a wandering knight 
  ﬁ nding adventure on the road.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Knowledge (Battle) d4, No-
  tice d8, Persuasion d8, Riding d8, Shooting d8
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 8(2)
  Hindrances: Heroic, Loyal
  Edges: Charismatic, Command, Noble, Rich
  Gear: Chain Hauberk (+2), medium shield (+1 Parry, 
  +2 Toughness against ranged attacks), long sword (Str 
  +d8), crossbow (15/30/60, 2d6, AP2, 2 actions to re-
  load), warhorse (see Savage Worlds).
  DANBURY FORESTERS
  DANBURY FORESTERS
  These men-at-arms serve as the ﬁ rst line of defense 
  between the good folk of Danbury and the degenerate 
  marsh warriors. They know the forest well, and when the 
  time comes will defend it ﬁ ercely
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Danbury Forests) d8, 
  Notice d8, Stealth d8, Survival d8, Tracking d8
  Charisma: 0
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Loyal
  Edges: Woodsman
  Gear: Leather (+1), bow (12/24/48, 2d6), short sword 
  (Str+d6), 12 arrows, riding horse (see Savage Worlds).
  FAE NOBLE
  FAE NOBLE
  These are stats for generic fae nobles. Adjust them 
  to suit your needs. Fae nobles appear as very attractive 
  knights. However there is something vaguely alien about 
  them, be it an unnatural eye. Hair, or skin color, or some-
  thing else indeﬁ nable, but off-putting 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Persuasion d8, Riding d8, 
  Stealth d8, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 8; Toughness: 8(2)
  Hindrances: Outsider, Vow (To the Summer Court)
  Gear: Bronze chain (+2), medium shield (Parry +1, +2 
  toughness v. ranged attacks), long sword (Str+d8)
  Special Abilities:
  Block: +1 to Parry.
  Command: Troops under the nobles command gain a 
  +1 to rolls to becoming unshaken.
  NEW MONSTROUS ABILITIES
  NEW MONSTROUS ABILITIES
  FAE
  FAE
  Fae creatures are not of this earth, they are capri-
  cious eternal creatures which delight in tricking 
  mortals into deals which initially look to favor the 
  mortal, with the true cost to their souls only becom-
  ing apparent later.
  Fae are commonly divided into two courts, Sum-
  mer and Winter. There are a few unaligned fae, but 
  maintaining there neutrality is taxing, and most 
  eventually side with one court or another. The two 
  courts are locked in a perpetual war, with each side 
  trying to best the others. Most of the time, they are 
  locked in a stalemate. The shifting tides of this war 
  manifest itself as the changing seasons in the mortal 
  world.
  The fae take double damage from cold the iron 
  weapons, and gain a +2 bonus to resist Smart 
  tricks. If a fae can be tricked into giving its word on 
  something, it must do all in its power to abide by 
  the agreement.
  Furthermore, fae of the Winter Court gain +2 
  Toughness against attacks, with a cold trapping, and 
  suffer +2 damage from ﬁ re attacks. Conversely fae 
  of the Summer Court gain +2 Toughness against 
  attacks with a ﬁ re trapping, and suffer +2 damage 
  from ice attacks.
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  18
  18
  Noble: +2 Charisma
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  Or
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  Very Attractive: +4 Charisma
  FAE WAR MOUNTS
  FAE WAR MOUNTS
  Fae mounts are unnatural looking horses—they are 
  too perfect and have an unnatural orange or blue tint to 
  their coat depending on their origin.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d6
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Fleet-Footed: Fae mounts roll a d10 running die.
  Kick: Str+d4
  Size +3: Fae war mounts are large powerful animals.
  Winter Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using 
  a cold trapping; +2 to resist Smart Tricks. +2 damage 
  from ﬁ re attacks. 
  Or
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  LORD FLUX—WARLORD OF THE 
  LORD FLUX—WARLORD OF THE 
  WINTER COURT
  WINTER COURT
  Lord Flux is a heavily muscled warrior in wooden 
  armor, which resembles plate mail. He would appear 
  human if it wasn’t for the two great antlers, which grow 
  from his otherwise bald head.
  Flux is one of the most able of the Winter Court war-
  lords, and secretly, a member of the Shadow Court, a 
  cabal of powerful fae who seek to return the old days of 
  constant warfare. 
  He is behind the kidnapping of the Danbury changeling. 
  He ﬁ gures if the creature is sacriﬁ ced upon the Autumn 
  Oak, not only will the balance be restored, but the Winter 
  Court, but also Summer will be severely weakened.
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength 
  d10, Vigor d10
  Skills: Fighting d10+2, Guts d8, Intimidation d12, 
  Knowledge (Battle) d8, Notice d6, Persuasion d10, Rid-
  ing d10
  Pace: 6; Parry: 10; Toughness: 12(3)
  Special Abilities:
  Armor +3: Enchanted wooden armor.
  Brawny: +1 to Toughness.
  Combat Reﬂ exes: +2 to recover from Shaken.
  First Strike: Free attack at the ﬁ rst foe to approach him 
  every round.
  Flux: The fae’s very presence distorts reality. See the 
  sidebar on page xx.
  Hardy:  Two Shaken results does not cause a wound to 
  Lord Flux.
  Improved Block: +2 to Parry.
  Improved Nerves of Steel: Lord Flux ignores 2 points 
  of Wound Penalty.
  Size +1: Lord Flux is much larger than a human.
  Summer’s End: Lord Flux’s enchanted wooden great 
  axe (Str+d10, +2 Fighting, AP 1, -1 to Parry, 2 Hands)
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  LORD FLUX FAE LORD OF CHAOS
  LORD FLUX FAE LORD OF CHAOS
  Not only is Lord Flux a superb warrior and tacti-
  cian—much better than most mortals—but, what makes 
  him truly deadly is his reality distortion power. Wherever 
  he goes weird and bizarre things happen.
  Whenever a hero uses a club as one of their initia-
  tive cards refer to the list below to see what affect it has. 
  Several distortion effects can happen in the same round. 
  Each card can only be used once, no matter how many 
  times they are drawn from the Action Deck.
  If Lord Flux draws a club, then there is no effect.
  For Example: Robert The Younger, Sir David’s trusty 
  squire has the Quick Edge. During the ﬁ rst round of 
  combat, he draws a 2 of hearts, followed by a 3 of clubs, 
  and ﬁ nally an Ace of clubs. Robert’s player has an inter-
  esting dilemma. Does he use the 3 of clubs go later in 
  the round, but get a potentially less dire ﬂ ux attempt, 
  or does he go ﬁ rst in the round and suffer a truly cata-
  strophic effect. Robert’s player shows surprising good 
  sense for once, and elects to use the 3 of clubs.
  Characters who are Level Headed do not get this 
  luxury. They must use the highest card drawn from the 
  Action Deck.
  The distortion effects come into action on the draw-
  ers initiative card, so in the example above, On Robert’s 
  turn one of Lord Flux’s Wounds would heal—the result 
  of a 3 of clubs.
  Several of the effects only trigger when a hero wounds 
  the fae lord. It is perfectly possible for these effects to 
  stack up and several of them hit one hero immediately.
  The detrimental effects can be negated at the cost of a 
  bennie, but it must be spent as the effect happens. Sadly 
  the effect of the Ace of clubs cannot be avoided this way.
  2: The earth around Lord Flux cracks and splinters. 
  Center the Large Burst Template on the fae lord—the 
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  18
  18
  Noble: +2 Charisma
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  Or
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  Very Attractive: +4 Charisma
  FAE WAR MOUNTS
  FAE WAR MOUNTS
  Fae mounts are unnatural looking horses—they are 
  too perfect and have an unnatural orange or blue tint to 
  their coat depending on their origin.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d6
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Fleet-Footed: Fae mounts roll a d10 running die.
  Kick: Str+d4
  Size +3: Fae war mounts are large powerful animals.
  Winter Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using 
  a cold trapping; +2 to resist Smart Tricks. +2 damage 
  from ﬁ re attacks. 
  Or
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  LORD FLUX—WARLORD OF THE 
  LORD FLUX—WARLORD OF THE 
  WINTER COURT
  WINTER COURT
  Lord Flux is a heavily muscled warrior in wooden 
  armor, which resembles plate mail. He would appear 
  human if it wasn’t for the two great antlers, which grow 
  from his otherwise bald head.
  Flux is one of the most able of the Winter Court war-
  lords, and secretly, a member of the Shadow Court, a 
  cabal of powerful fae who seek to return the old days of 
  constant warfare. 
  He is behind the kidnapping of the Danbury changeling. 
  He ﬁ gures if the creature is sacriﬁ ced upon the Autumn 
  Oak, not only will the balance be restored, but the Winter 
  Court, but also Summer will be severely weakened.
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength 
  d10, Vigor d10
  Skills: Fighting d10+2, Guts d8, Intimidation d12, 
  Knowledge (Battle) d8, Notice d6, Persuasion d10, Rid-
  ing d10
  Pace: 6; Parry: 10; Toughness: 12(3)
  Special Abilities:
  Armor +3: Enchanted wooden armor.
  Brawny: +1 to Toughness.
  Combat Reﬂ exes: +2 to recover from Shaken.
  First Strike: Free attack at the ﬁ rst foe to approach him 
  every round.
  Flux: The fae’s very presence distorts reality. See the 
  sidebar on page xx.
  Hardy:  Two Shaken results does not cause a wound to 
  Lord Flux.
  Improved Block: +2 to Parry.
  Improved Nerves of Steel: Lord Flux ignores 2 points 
  of Wound Penalty.
  Size +1: Lord Flux is much larger than a human.
  Summer’s End: Lord Flux’s enchanted wooden great 
  axe (Str+d10, +2 Fighting, AP 1, -1 to Parry, 2 Hands)
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  LORD FLUX FAE LORD OF CHAOS
  LORD FLUX FAE LORD OF CHAOS
  Not only is Lord Flux a superb warrior and tacti-
  cian—much better than most mortals—but, what makes 
  him truly deadly is his reality distortion power. Wherever 
  he goes weird and bizarre things happen.
  Whenever a hero uses a club as one of their initia-
  tive cards refer to the list below to see what affect it has. 
  Several distortion effects can happen in the same round. 
  Each card can only be used once, no matter how many 
  times they are drawn from the Action Deck.
  If Lord Flux draws a club, then there is no effect.
  For Example: Robert The Younger, Sir David’s trusty 
  squire has the Quick Edge. During the ﬁ rst round of 
  combat, he draws a 2 of hearts, followed by a 3 of clubs, 
  and ﬁ nally an Ace of clubs. Robert’s player has an inter-
  esting dilemma. Does he use the 3 of clubs go later in 
  the round, but get a potentially less dire ﬂ ux attempt, 
  or does he go ﬁ rst in the round and suffer a truly cata-
  strophic effect. Robert’s player shows surprising good 
  sense for once, and elects to use the 3 of clubs.
  Characters who are Level Headed do not get this 
  luxury. They must use the highest card drawn from the 
  Action Deck.
  The distortion effects come into action on the draw-
  ers initiative card, so in the example above, On Robert’s 
  turn one of Lord Flux’s Wounds would heal—the result 
  of a 3 of clubs.
  Several of the effects only trigger when a hero wounds 
  the fae lord. It is perfectly possible for these effects to 
  stack up and several of them hit one hero immediately.
  The detrimental effects can be negated at the cost of a 
  bennie, but it must be spent as the effect happens. Sadly 
  the effect of the Ace of clubs cannot be avoided this way.
  2: The earth around Lord Flux cracks and splinters. 
  Center the Large Burst Template on the fae lord—the 
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  19
  19
  ground beneath the template becomes Difﬁ cult 
  Ground.
  3: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  4: Any old scars on heroes within 6” of Lord Flux rip 
  open, automatically shaking them.
  5: All of the weapons currently being used against 
  Lord Flux degrade one damage die type.
  6: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  7: The Next person to wound Lord Flux automatically 
  loses a die of Strength. The loss lasts until the end of the 
  encounter.
  8: The next hero to wound Lord Flux loses access to 
  the last Edge to beneﬁ t him for the rest of the encoun-
  ter. For instance, if a hero had the Brawny Edge and he 
  had been struck, but not wounded or shaken in the last 
  round, then he loses the Edge and all its relevant beneﬁ ts 
  (Toughness and encumbrance limit).
  9: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  10: All of the weapons currently being used against 
  Lord Flux degrade one damage die type
  Jack: The Next person to wound Lord Flux automati-
  cally loses a die of Stamina, and a point of Toughness. 
  The loss lasts until the end of the encounter.
  Queen: One of Lord Flux’s wounds (if any) spontane-
  ously heals.
  King: The next person to wound Lord Flux must use 
  their lowest initiative card instead of the highest for the 
  rest of the encounter. If they only draw one card, nor-
  mally or have the Quick Edge, they draw two cards and 
  must use the lowest.
  Ace: All Bennies spent by the heroes transfer to Lord 
  Flux after their effect has been determined. He can use 
  them as normal.
  MARSH CHIEFTAIN
  MARSH CHIEFTAIN
  The patriarch of a marsh clan must be the biggest, 
  strongest and scariest of his fellows if he hopes to cow 
  his followers.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, 
  Vigor d8
  Skills: Fighting d8, Intimidate d8, Notice d8, Stealth d8
  Charisma: -2
  Pace: 6; Parry: 5; Toughness: 9(2)
  Hindrances: Mean
  Edges: Brawny, Command
  Gear: Chain hauberk (+2), Great sword (Str+d10, -1 
  Parry, requires 2 hands)
  MARSH SHAMAN 
  MARSH SHAMAN 
  The marsh people’s spiritual and religious leader, 
  he has led them blindly into the worship of the Winter 
  Court.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d8, Healing d6, Intimidation 
  d8, Notice d6, Taunt D10
  Charisma: -2
  Pace: 5; Parry: 6; Toughness: 7(1)
  Hindrances: Obese, Ugly
  Edges: Luck, Strong Willed, Quick
  Gear: Furs (+1), Staff (Str+d4, +1 Parry, 2 hands)
  Special Abilities
  Heathen Gestures: This works just like the stun power. 
  The shaman uses his Intimidation skill in place of an 
  arcane skill. As well as resisting the powers effects with 
  a Vigor roll, they must also resist it with an Agility roll. 
  Failure means they have been knocked prone, which 
  may have further effects (see page xx). He has 10 Power 
  Points for this ability.
  MARSH WARRIOR
  MARSH WARRIOR
  These warriors have turned brigand. They lack the 
  coin to purchase decent weapons and armor, and cer-
  tainly lack the skill or resources to manufacture their 
  own. What weapons they have are scavenged from previ-
  ous victims.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Stealth d8, Throwing d6
  Charisma: -2
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Mean
  Gear: Furs (+1), crude pike (Str+d6, Reach 2, Requires 
  two hands), 3 javelins (3/6/12, Str+d6), short sword 
  (Str+d6).
  SUMMER WARRIORS
  SUMMER WARRIORS
  Warm, attractive, and friendly looking elﬁ n creatures, 
  these foot soldiers of the summer court are never the 
  less deadly when roused.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Riding d6, Stealth d8, 
  Throwing d6
  Pace: 8; Parry: 7/6; Toughness: 6(1)
  Hindrances: Vow (To the Summer Court)
  Gear: Leather (+1), short sword (Str+d6), spear 
  (Str+d4, Parry+1, 1” Reach, 2 hands)
  Special Abilities:
  Block: +1 to Parry.
  Fleet-Footed: Summer warriors roll a d10 running die.
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  TOAD GUARDIAN
  TOAD GUARDIAN
  As part of his bargain with the marsh people, Lord 
  THE DANBURY CURSE
  THE DANBURY CURSE
  19
  19
  ground beneath the template becomes Difﬁ cult 
  Ground.
  3: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  4: Any old scars on heroes within 6” of Lord Flux rip 
  open, automatically shaking them.
  5: All of the weapons currently being used against 
  Lord Flux degrade one damage die type.
  6: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  7: The Next person to wound Lord Flux automatically 
  loses a die of Strength. The loss lasts until the end of the 
  encounter.
  8: The next hero to wound Lord Flux loses access to 
  the last Edge to beneﬁ t him for the rest of the encoun-
  ter. For instance, if a hero had the Brawny Edge and he 
  had been struck, but not wounded or shaken in the last 
  round, then he loses the Edge and all its relevant beneﬁ ts 
  (Toughness and encumbrance limit).
  9: One of Lord Flux’s wounds (if any) spontaneously 
  heals.
  10: All of the weapons currently being used against 
  Lord Flux degrade one damage die type
  Jack: The Next person to wound Lord Flux automati-
  cally loses a die of Stamina, and a point of Toughness. 
  The loss lasts until the end of the encounter.
  Queen: One of Lord Flux’s wounds (if any) spontane-
  ously heals.
  King: The next person to wound Lord Flux must use 
  their lowest initiative card instead of the highest for the 
  rest of the encounter. If they only draw one card, nor-
  mally or have the Quick Edge, they draw two cards and 
  must use the lowest.
  Ace: All Bennies spent by the heroes transfer to Lord 
  Flux after their effect has been determined. He can use 
  them as normal.
  MARSH CHIEFTAIN
  MARSH CHIEFTAIN
  The patriarch of a marsh clan must be the biggest, 
  strongest and scariest of his fellows if he hopes to cow 
  his followers.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, 
  Vigor d8
  Skills: Fighting d8, Intimidate d8, Notice d8, Stealth d8
  Charisma: -2
  Pace: 6; Parry: 5; Toughness: 9(2)
  Hindrances: Mean
  Edges: Brawny, Command
  Gear: Chain hauberk (+2), Great sword (Str+d10, -1 
  Parry, requires 2 hands)
  MARSH SHAMAN 
  MARSH SHAMAN 
  The marsh people’s spiritual and religious leader, 
  he has led them blindly into the worship of the Winter 
  Court.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d8, Healing d6, Intimidation 
  d8, Notice d6, Taunt D10
  Charisma: -2
  Pace: 5; Parry: 6; Toughness: 7(1)
  Hindrances: Obese, Ugly
  Edges: Luck, Strong Willed, Quick
  Gear: Furs (+1), Staff (Str+d4, +1 Parry, 2 hands)
  Special Abilities
  Heathen Gestures: This works just like the stun power. 
  The shaman uses his Intimidation skill in place of an 
  arcane skill. As well as resisting the powers effects with 
  a Vigor roll, they must also resist it with an Agility roll. 
  Failure means they have been knocked prone, which 
  may have further effects (see page xx). He has 10 Power 
  Points for this ability.
  MARSH WARRIOR
  MARSH WARRIOR
  These warriors have turned brigand. They lack the 
  coin to purchase decent weapons and armor, and cer-
  tainly lack the skill or resources to manufacture their 
  own. What weapons they have are scavenged from previ-
  ous victims.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Stealth d8, Throwing d6
  Charisma: -2
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Mean
  Gear: Furs (+1), crude pike (Str+d6, Reach 2, Requires 
  two hands), 3 javelins (3/6/12, Str+d6), short sword 
  (Str+d6).
  SUMMER WARRIORS
  SUMMER WARRIORS
  Warm, attractive, and friendly looking elﬁ n creatures, 
  these foot soldiers of the summer court are never the 
  less deadly when roused.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Riding d6, Stealth d8, 
  Throwing d6
  Pace: 8; Parry: 7/6; Toughness: 6(1)
  Hindrances: Vow (To the Summer Court)
  Gear: Leather (+1), short sword (Str+d6), spear 
  (Str+d4, Parry+1, 1” Reach, 2 hands)
  Special Abilities:
  Block: +1 to Parry.
  Fleet-Footed: Summer warriors roll a d10 running die.
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  TOAD GUARDIAN
  TOAD GUARDIAN
  As part of his bargain with the marsh people, Lord 
  
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  20
  20
  Flux has provided them with a guardian in the form of 
  their loathsome heathen toad god. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, Tracking d10
  Pace: 4; Parry: 6; Toughness: 7
  Special Abilities:
  Claws: Str+d4.
  Leap: Toad guardians may leap 1d6+4”, attacking with 
  +2 to both their Fighting and Damage rolls.
  Nauseating:  Those who see the toad guardian, and fail 
  a Guts roll suffer a –1 penalty to all actions until the end 
  of the encounter. If the hero rolls a natural 1 on his Guts 
  die, he must roll on the Fear Table.
  Size: +1: Toad guardians are signiﬁ cantly bigger than a 
  human.
  Tongue: Toad guardians have a 4” long tongue. If they 
  get a raise on their Fighting roll, the target is afﬂ icted 
  with paralyzing spittle and must make a Vigor roll or be 
  paralyzed for 1d4 rounds.
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  WINTER HOUNDS
  WINTER HOUNDS
  These creatures were men once who sold their souls 
  to the Winter Court for a brief, and illusory beneﬁ t in 
  their mortal lives. Now they spend eternity serving their 
  masters. These are protecting the gateway to the fae 
  lands.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength 
  d8, Vigor d10
  Skills: Fighting d8, Notice d8
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Armor +1: Winter crusted pelt.
  Bite: Str+d6
  Fleet-Footed: Winter hounds roll a d10 running die.
  Go For The Throat: On a raise the winter hound attacks 
  the targets least armored area.
  Size +1: Winter hounds are as big, but much bulkier 
  than a man.
  Winter Aura: Winter hounds are surrounded by an aura 
  of burning cold Those adjacent to the hound take 1d10 
  damage each round.
  Winter Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using 
  a cold trapping; +2 to resist Smart Tricks. +2 damage 
  from ﬁ re attacks.
  WINTER WARRIORS
  WINTER WARRIORS
  Cold, attractive, and stern looking elﬁ n creatures, these 
  foot soldiers of the Winter Court are as hard as they look.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d8, Stealth d8, 
  Pace: 6; Parry: 5; Toughness: 7(1)
  Hindrances: Vow (To the Winter Court)
  Gear: Furs (+1), long swords (Str+d8), pike (Str+d8, 2” 
  Reach, 2 hands)
  Special Abilities:
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  WINTER SPRITE SWARM
  WINTER SPRITE SWARM
  These swarms are comprised of hundreds of tiny 
  winged humanoids, each one armed with a pin-sized 
  sword. They are vicious and have been known to deci-
  mate an enemy regiment in just a few minutes.
  Attributes: Agility d10, Smarts d6, Spirit d12, Strength 
  d8, Vigor d10
  Skills: Notice d6, Stealth d8
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  Sting: Winter sprite swarms inﬂ ict hundreds of tiny 
  sword wounds every round to their victims, hitting au-
  tomatically and causing 2d4 damage to everyone in the 
  template. Damage is applied to the least armored loca-
  tion. A character armed with a cold iron weapon only 
  takes d4 damage as the sprites fear the weapon and 
  avoid it.
  Split: The swarm can split into two smaller swarms. 
  When a swarm takes a wound, it splits into two swarms, 
  each the size of a Small Burst Template. The Toughness 
  of these smaller swarms is lowered by –2 (to 5 each).
   Swarm: Parry +2; because the swarm is composed of hun-
  dreds or thousands of creatures, cutting and piercing weap-
  ons do no real damage. A character can stomp to inﬂ ict his 
  Strength in damage each round. A character armed with a 
  cold iron weapon adds a +2 bonus to his damage.
  Winter Fae: +2 Toughness against attacks using a cold 
  trapping; +2 damage from ﬁ re attacks.
  NON-PLAYER STATISTICS—FOR PLAYERS
  NON-PLAYER STATISTICS—FOR PLAYERS
  BARON JAMES DANBURY
  BARON JAMES DANBURY
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10, Guts d8, Intimidation d8, Knowl-
  edge (Battle) d8, Notice d6, Riding d10
  Charisma: +0
  Pace: 6; Parry: 8/7; Toughness: 11(3)
  Hindrances: Death Wish (see his lost son again), Mean
  Edges: Block, Brawny, Noble. Very Rich
  Gear: Plate armor (+3), steel Helm (+3), great sword 
  (2d8, Parry –1, 2 hands), warhammer (Str+ d6, AP1 vs. 
  Rigid armor), warhorse (see Savage Worlds).
  DARING TALES OF CHIVALRY #03
  DARING TALES OF CHIVALRY #03
  20
  20
  Flux has provided them with a guardian in the form of 
  their loathsome heathen toad god. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, Tracking d10
  Pace: 4; Parry: 6; Toughness: 7
  Special Abilities:
  Claws: Str+d4.
  Leap: Toad guardians may leap 1d6+4”, attacking with 
  +2 to both their Fighting and Damage rolls.
  Nauseating:  Those who see the toad guardian, and fail 
  a Guts roll suffer a –1 penalty to all actions until the end 
  of the encounter. If the hero rolls a natural 1 on his Guts 
  die, he must roll on the Fear Table.
  Size: +1: Toad guardians are signiﬁ cantly bigger than a 
  human.
  Tongue: Toad guardians have a 4” long tongue. If they 
  get a raise on their Fighting roll, the target is afﬂ icted 
  with paralyzing spittle and must make a Vigor roll or be 
  paralyzed for 1d4 rounds.
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  WINTER HOUNDS
  WINTER HOUNDS
  These creatures were men once who sold their souls 
  to the Winter Court for a brief, and illusory beneﬁ t in 
  their mortal lives. Now they spend eternity serving their 
  masters. These are protecting the gateway to the fae 
  lands.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength 
  d8, Vigor d10
  Skills: Fighting d8, Notice d8
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Armor +1: Winter crusted pelt.
  Bite: Str+d6
  Fleet-Footed: Winter hounds roll a d10 running die.
  Go For The Throat: On a raise the winter hound attacks 
  the targets least armored area.
  Size +1: Winter hounds are as big, but much bulkier 
  than a man.
  Winter Aura: Winter hounds are surrounded by an aura 
  of burning cold Those adjacent to the hound take 1d10 
  damage each round.
  Winter Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using 
  a cold trapping; +2 to resist Smart Tricks. +2 damage 
  from ﬁ re attacks.
  WINTER WARRIORS
  WINTER WARRIORS
  Cold, attractive, and stern looking elﬁ n creatures, these 
  foot soldiers of the Winter Court are as hard as they look.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d8, Stealth d8, 
  Pace: 6; Parry: 5; Toughness: 7(1)
  Hindrances: Vow (To the Winter Court)
  Gear: Furs (+1), long swords (Str+d8), pike (Str+d8, 2” 
  Reach, 2 hands)
  Special Abilities:
  Winter Fae: Fae creatures take double damage from cold 
  iron weapons. +2 Toughness against attacks using a cold 
  trapping; +2 to resist Smart Tricks. +2 damage from ﬁ re 
  attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  WINTER SPRITE SWARM
  WINTER SPRITE SWARM
  These swarms are comprised of hundreds of tiny 
  winged humanoids, each one armed with a pin-sized 
  sword. They are vicious and have been known to deci-
  mate an enemy regiment in just a few minutes.
  Attributes: Agility d10, Smarts d6, Spirit d12, Strength 
  d8, Vigor d10
  Skills: Notice d6, Stealth d8
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  Sting: Winter sprite swarms inﬂ ict hundreds of tiny 
  sword wounds every round to their victims, hitting au-
  tomatically and causing 2d4 damage to everyone in the 
  template. Damage is applied to the least armored loca-
  tion. A character armed with a cold iron weapon only 
  takes d4 damage as the sprites fear the weapon and 
  avoid it.
  Split: The swarm can split into two smaller swarms. 
  When a swarm takes a wound, it splits into two swarms, 
  each the size of a Small Burst Template. The Toughness 
  of these smaller swarms is lowered by –2 (to 5 each).
   Swarm: Parry +2; because the swarm is composed of hun-
  dreds or thousands of creatures, cutting and piercing weap-
  ons do no real damage. A character can stomp to inﬂ ict his 
  Strength in damage each round. A character armed with a 
  cold iron weapon adds a +2 bonus to his damage.
  Winter Fae: +2 Toughness against attacks using a cold 
  trapping; +2 damage from ﬁ re attacks.
  NON-PLAYER STATISTICS—FOR PLAYERS
  NON-PLAYER STATISTICS—FOR PLAYERS
  BARON JAMES DANBURY
  BARON JAMES DANBURY
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10, Guts d8, Intimidation d8, Knowl-
  edge (Battle) d8, Notice d6, Riding d10
  Charisma: +0
  Pace: 6; Parry: 8/7; Toughness: 11(3)
  Hindrances: Death Wish (see his lost son again), Mean
  Edges: Block, Brawny, Noble. Very Rich
  Gear: Plate armor (+3), steel Helm (+3), great sword 
  (2d8, Parry –1, 2 hands), warhammer (Str+ d6, AP1 vs. 
  Rigid armor), warhorse (see Savage Worlds).
  
  THE DANBURY CURSE
  THE DANBURY CURSE
  21
  21
  SIMON DANBURY
  SIMON DANBURY
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Knowledge (Battle) d4, No-
  tice d8, Persuasion d8, Riding d8, Shooting d8
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 8(2)
  Hindrances: Heroic, Loyal
  Edges: Charismatic, Command, Noble, Rich
  Gear: Chain Hauberk (+2), medium shield (+1 Parry, 
  +2 Toughness against ranged attacks), long sword (Str 
  +d8), crossbow (15/30/60, 2d6, AP2, 2 actions to re-
  load), warhorse (see Savage Worlds).
  DANBURY FORESTERS
  DANBURY FORESTERS
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Danbury Forests) d8, 
  Notice d8, Stealth d8, Survival d8, Tracking d8
  Charisma: 0
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Loyal
  Edges: Woodsman
  Gear: Leather (+1), bow (12/24/48, 2d6), short sword 
  (Str+d6), 12 arrows, riding horse (see Savage Worlds).
  FAE WAR MOUNTS
  FAE WAR MOUNTS
  Fae mounts are unnatural looking horses—they are 
  too perfect and have an unnatural orange tint to their 
  coat.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d6
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Fleet-Footed: Fae mounts roll a d10 running die.
  Kick: Str+d4
  Size +3: Fae war mounts are large powerful animals.
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  THE DANBURY CURSE
  THE DANBURY CURSE
  21
  21
  SIMON DANBURY
  SIMON DANBURY
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d6, Knowledge (Battle) d4, No-
  tice d8, Persuasion d8, Riding d8, Shooting d8
  Charisma: +4
  Pace: 6; Parry: 7; Toughness: 8(2)
  Hindrances: Heroic, Loyal
  Edges: Charismatic, Command, Noble, Rich
  Gear: Chain Hauberk (+2), medium shield (+1 Parry, 
  +2 Toughness against ranged attacks), long sword (Str 
  +d8), crossbow (15/30/60, 2d6, AP2, 2 actions to re-
  load), warhorse (see Savage Worlds).
  DANBURY FORESTERS
  DANBURY FORESTERS
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Danbury Forests) d8, 
  Notice d8, Stealth d8, Survival d8, Tracking d8
  Charisma: 0
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Loyal
  Edges: Woodsman
  Gear: Leather (+1), bow (12/24/48, 2d6), short sword 
  (Str+d6), 12 arrows, riding horse (see Savage Worlds).
  FAE WAR MOUNTS
  FAE WAR MOUNTS
  Fae mounts are unnatural looking horses—they are 
  too perfect and have an unnatural orange tint to their 
  coat.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d6
  Pace: 8; Parry: 6; Toughness: 9(1)
  Special Abilities:
  Fleet-Footed: Fae mounts roll a d10 running die.
  Kick: Str+d4
  Size +3: Fae war mounts are large powerful animals.
  Summer Fae: Fae creatures take double damage from 
  cold iron weapons. +2 Toughness against attacks using a 
  ﬁ re trapping; +2 to resist Smart Tricks. +2 damage from 
  ice attacks, if the fae can be tricked into giving its word, it 
  must do all in its power to abide by the agreement.
  
  © 2009 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
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  Our heroic retinue has 
  arrived in the marshy land 
  of East Anglia. It seems to 
  be gripped by a permanent  
  winter that has made the 
  local marsh people turn to 
  the pagan gods hoping they 
  can return the true order of 
  the seasons.  
  All is not what it seems as our 
  heroes discover an oasis of 
  good weather keeping the Danbury lands in permanent  
  summer. They soon discover an ancient devilish pact with 
  an ancient folk called the Fae has secured this false summer. 
  Can they uncover the truth of the Fae and more importantly 
  break the curse?
  Find out more in The Danbury Curse, a brand new adventure 
  from Triple Ace Games for Daring Tales of Chivalry.
  IN AN ANCIENT LAND
  IN AN ANCIENT LAND
  LIE DARK SECRETS!
  LIE DARK SECRETS!
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of Chivalry/Savage Worlds - Daring Tales of Chivalry 03 - The Danbury Curse.pdf