TEXT: PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31006
  31006
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: DAVE BLEWER, RON BLESSING
  EDITING & PROOFREADING: DAVE BLEWER, RON BLESSING
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: JORDAN PEACOCK
  ART: JORDAN PEACOCK
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
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  A KNIGHT’S TALE
  A KNIGHT’S TALE
  01
  01
  
  2
  This adventure takes place in England sometime dur-
  ing the Middle Ages. This is an England haunted by giants 
  and faeries and others monsters, though: the England as 
  told in old tales, like those of Mallory.
  Pre-generated characters are included at the end of 
  the adventure. Regardless of how many players you have, 
  someone must always play a knight. Everyone else is a 
  member of his entourage. They are not common ser-
  vants, but trusted friends and conﬁ dants.
  The adventure details the vanquishing of an earth 
  faerie that is terrorizing an abbey full of monks who have 
  strayed from the path. To save their bodies, and maybe 
  their souls, the monks seek knights who can drive the 
  creature away for them. In order to accomplish their 
  task, the knights have close encounters with a divine 
  servant who guards a holy weapon and a French raiding 
  party that is attacking southern England.
  The adventure requires some travel, which allows the 
  GM to expand the adventure by adding in small cameos. 
  For instance, the heroes might meet a troll guarding a 
  bridge they have to cross, be attacked by goblins or ban-
  dits, or seduced by a witch who invites them to stay in 
  her hovel overnight.
  GOD WORKS IN MYSTERIOUS WAYS
  GOD WORKS IN MYSTERIOUS WAYS
  The characters begin the adventure traveling through 
  Somerset along the Roman road known as the Fosse Way 
  towards the walled town of Ilchester, a market town.
  As they crest a low hill, they spy a pair of monks walk-
  ing up the hill towards them. Characters who make a 
  successful Knowledge (Religion) roll recognize them as 
  members of the Benedictine order.
  When the monks see the heroes they begin to shout 
  loudly and wave their arms frantically, as if trying to catch 
  the characters’ attention.
  If the adventurers do not immediately move towards 
  the monks to investigate, the monks hitch their habits into 
  their belts and begin running towards the party, still shout-
  ing and waving. When they catch up with the wanderers, 
  they are visibly out of breath and panting heavily.
  Stopping, both monks place their hands on their 
  knees and gasp loudly for breath. Heroes trying to strike 
  up a conversation are answered by the waving of a hand 
  at them to signal that they have not yet recovered enough 
  to talk. The characters easily notice that both monks are 
  rather portly for people who are supposed to practice 
  temperance in all things. After a few minutes, the fatter 
  of the two monks, ﬁ nally catching his breath, straightens 
  up and speaks to the party.
  “Ah! Most honorable knights! Gallant heroes! De-
  fenders of our realm! To see you sat upon those 
  ﬁ ne, healthy horses and wearing such magniﬁ cent 
  armor does my eyes a world of good. Never before 
  have I seen such a wondrous sight.”
  As he speaks to them, have each character roll Notice. 
  With a success, the hero detects the aroma of brandy. A 
  hero that mentions the smell of alcohol at this point is 
  politely ignored by the monk, who blushes slightly as he 
  carries on speaking.
  “I am Brother Bernard, and my companion here 
  is Brother Gwydyon. We are Benedictine monks 
  from Muchelney Abbey, which lies a few miles to 
  the west . Our abbot, Father Constantine, sent us 
  out to ﬁ nd brave knights such as yourselves to aid 
  us with a...er...little problem we are having with a 
  ...um...yes, well I don't know the whole story, but 
  if could ﬁ nd it in your hearts to accompany us 
  back to the Abbey, I am sure that all will be made 
  known to you. We can provide food and a place to 
  rest for a while, if nothing else.”
  The monks wait patiently for the heroes’ answer, smil-
  ing politely and ﬁ ddling with the belts of their habits. 
  Once the party agrees to follow them, both monks leap 
  up and down for a short while, and hug each other excit-
  THE KNIGHT’S TALE
  THE KNIGHT’S TALE
  
  A KNIGHT’S TALE
  A KNIGHT’S TALE
  3
  edly. Then, remembering that they are in the presence of 
  strangers, they rapidly stop their strange behavior, both 
  looking rather sheepish as they straighten their habits.
  The journey to the Abbey takes the best part of two 
  days if the monks are not offered a horse to ride upon. 
  They walk at an extremely slow speed and take frequent 
  rest stops. If a character offers a horse to one of the 
  monks he begins tittering loudly and, in a loud whisper, 
  his companion tells him, “He said horse you fool!” At 
  this juncture the meaning of this particular phrase is 
  unknown to the heroes but hopefully becomes clearer 
  once they reach the abbey.
  Every time a village is entered, and the monks seem to 
  have a knack of ﬁ nding them with great regularity, they insist 
  on stopping for a quick bite to eat. After a dull and tortur-
  ously slow journey, the characters ﬁ nally arrive at the abbey.
  MUCHELNEY ABBEY
  MUCHELNEY ABBEY
  Muchelney Abbey is built on a large island in the 
  Somerset marshes and is only accessible on foot from 
  the mainland by way of an artiﬁ cial causeway. During the 
  winter months, the island can only be reached by boat 
  as the waters rise to completely submerge the causeway. 
  Indeed the very word Muchelney comes from the Celtic 
  for “large island.”
  The abbey is rumored to be the second oldest Chris-
  tian abbey in Somerset—only the abbey at Glastonbury 
  is older, and both richer and more temporally powerful. 
  The site was given to the Benedictine order in the year 
  388AD by Ine, the then king of Somerset. Since then, 
  monks have continuously lived at the site and have ex-
  panded the abbey's precincts several times. Because of 
  its isolated setting and the risk that bandits may ransack 
  the church before help from the mainland arrives, the ab-
  bey is surrounded by a tall, stone wall and only a single, 
  sturdy gate allows entrance to the grounds.
  The current abbey almost entirely ﬁ lls one-half of the 
  island on which it stands. The monks are spending a large 
  sum of money on expanding the far side of the abbey and 
  work is already in progress to remove part of the existing 
  perimeter wall to allow room for the new buildings.
  The monks who live at the abbey, and there are only 
  twenty of them, are extremely wealthy and live a lifestyle 
  that many nobles would envy. They dine on fresh veni-
  son and spicy sausage and drink only the ﬁ nest French 
  brandy, imported especially for them. Many exquisite 
  works of art adorn the Abbey walls, and the church is 
  decorated with gold and silver religious paraphernalia. 
  On many nights local prostitutes are hired to provide 
  company for the monks.
  Needless to say, the monks have fallen from the grace 
  of God.
  A SUDDEN ATTACK
  A SUDDEN ATTACK
  Regardless of what progress they make, it is late after-
  noon when the adventurers arrive at the abbey. As the 
  party reaches the outer gate of the perimeter wall, they 
  hear cries of terror from the far side of the compound 
  where the new building work is taking place. With a suc-
  cessful Notice roll, a hero spies the scaffolding outside 
  the wall shaking violently. A critical failure causes him to 
  believe the scaffolding is within the perimeter wall.
  The workmen atop the scaffolding are holding on for 
  dear life (as the violent swaying gets worse and worse) 
  and are shouting for help. The few monks that can be 
  seen are running around in a panic and are of no use in 
  saving the workmen's lives.
  Characters that made their Notice roll, or are alerted 
  by comrades, can reach the scaffolding before it collapses 
  if they set off immediately. Unless the heroes intervene, 
  the scaffolding comes crashing down after a few minutes, 
  instantly killing those workmen still standing on it. 
  Rounding the ﬁ nal corner of the perimeter wall, the 
  knights come across a most bizarre sight. Standing at the 
  bottom of the scaffolding is a small, squat, ugly human-
  oid that is shaking one of the main scaffolding poles. 
  Considering the fact that the creature is less than four 
  feet tall, it obviously possesses great strength. Have each 
  character make a Common Knowledge roll at –2. With a 
  success, the character recognizes it as a spriggan, a form 
  of earth faerie. A failure leads the adventurer to mistake 
  it for a regular goblin.
  Lying next to the creature is a small tree trunk mea-
  suring twelve feet in length. The spriggan ignores the 
  characters until one of them successfully strikes it, at 
  which time a strange effect occurs—the spriggan sud-
  denly grows in height! It also stops shaking the pole, 
  picks up its club and starts battering at the heroes.
  Like all members of its race, the spriggan can control 
  its own height, within reason. The spriggan grows at the 
  rate of +1 Size per round until it reaches its maximum 
  Size.
  No matter how hard the knights try, they are unable 
  to damage the spriggan with their weapons. They can’t 
  even cause a Shaken result by physical means. After six 
  rounds of combat, regardless of the state of its enemies, 
  the spriggan shoulders its club and trudges off through 
  the marsh towards a nearby wooded hill. Upon reaching 
  the fringe of the woods the creature simply sinks into 
  the ground, leaving no trace that it was ever there. The 
  knights may follow the spriggan and keep attacking it 
  until it vanishes but their attacks still cause no damage. 
  It does not bother to retaliate.
  Spriggan: See page 9.
  SAVING THE WORKMEN
  SAVING THE WORKMEN
  Once the spriggan has left the area the heroes can 
  turn their attention to the scaffolding that, while still 
  standing, has been damaged so much that its imminent 
  collapse is a certainty. Two methods of keeping the work-
  men alive are described in more detail below, but the 
  characters should be allowed to come up with their own 
  plan for rescuing the workmen.
  The scaffolding will not stay standing for long, and 
  
  DARING TALES OF CHIVALRY #01
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  4
  the adventurers should be encouraged to act quickly by 
  the GM, describing the increase in swaying and the sick-
  ening groaning of the scaffolding. After three minutes, 
  unless stated elsewhere in the text below, the scaffolding 
  comes crashing down.
  While deciding how to approach the task of rescuing 
  the workmen, have each character roll their Notice. Success 
  locates several bundles of coiled rope atop the scaffold.
  The ropes at the top of the scaffolding could be tied 
  to the unﬁ nished perimeter wall. This would allow the 
  workmen to grab hold of the ropes and gently lower 
  themselves to the ground when the scaffold collapses. 
  The main problem with this plan is that the workmen are 
  so shocked by the recent events, they are paralyzed with 
  fear and are not likely respond to shouted commands. 
  A character either needs to climb the scaffold and tie the 
  ropes for them or have an extremely authoritative voice 
  (Intimidation roll at –4). Climbing the scaffold requires a 
  Climbing roll at –2 due to the swaying of the frame. With a 
  success, the character reaches the top with no problems. 
  On a failure, he gets stuck halfway up and has to come 
  down and try a different route. A critical failure causes 
  the climber to fall, taking 3d6 damage. After ﬁ ve failed at-
  tempts by any one character, the scaffolding collapses.
  Once at the top, the brave hero can successfully tie 
  the ropes. Getting the workmen to grab hold of them 
  before the scaffolding collapses requires only a success 
  on an Intimidation or Persuasion roll. The character has 
  three attempts to get the workmen to grab the ropes 
  before the scaffold collapses. Safely climbing down the 
  rope doesn’t require a roll.
  The second method is a little more risky to the he-
  roes, but also allows the workmen time to get to safety. 
  Each character needs to grab hold of one of the vertical 
  scaffolding poles and use brute force to steady it while 
  the workmen climb down to safety. Once again, the 
  workmen are frozen with fear, and an Intimidation roll 
  at –4 is required to get them to climb down of their own 
  volition. A character that climbs the scaffold, to try to get 
  them to climb down, needs to make an Intimidation or 
  Persuasion roll. 
  Characters supporting the scaffold must make a Group 
  Strength roll at –2. On a success, the scaffold stops shaking 
  enough to allow 1d4 workmen to climb down safely. A raise 
  increases this to 1d4+4. With failure, just one workman 
  escapes. A total of ﬁ fteen workmen are on top of the scaf-
  folding, which automatically collapses after 10 rounds.
  Anyone standing at the bottom of the scaffold, or 
  standing on the top without some method of supporting 
  themselves when it collapses, suffers 5d6 damage. Work-
  men still on the scaffolding are automatically killed.
  Once the workmen are safely rescued and away from 
  danger, the characters are greeted by a cheering throng 
  of workmen and monks.
  MEETING THE ABBOT
  MEETING THE ABBOT
  Once the cheering has died down, Abbot Constantine 
  approaches the strangers and introduces himself. He is 
  a large-built man whose frame barely ﬁ ts into his richly 
  decorated robes. Folds of fat can be seen pressing against 
  the taut fabric. Gold rings studded with precious stones 
  adorn his short, podgy ﬁ ngers. Around his thick neck, 
  attached to a gold chain, hangs a large, ornate silver 
  cross.
  Abbot Constantine, in a deep voice, thanks the knights 
  profusely for saving the lives of the peasants and driving 
  off that marauding monster. 
  “I insist that you brave knights attend a feast in 
  your own honor so that we may reward you for 
  your mighty endeavors. Whilst we dine I shall tell 
  you all you wish to know about recent events here 
  at the Abbey and then maybe you will help us?”
  The characters’ horses are stabled, and the heroes 
  themselves are offered hot baths, the water of which is 
  scented with expensive perfumes.
  A SPLENDID FEAST
  A SPLENDID FEAST
  The feast itself is held in the abbey's main refectory, 
  and all of the monks attend, as does the foreman of the 
  builders. The long wooden table that stands in the center 
  of the room is piled high with cakes, meats, and pastries. 
  As well as more common dishes such as chicken, ﬁ sh, 
  and vegetables, there are imported spicy sausages from 
  the Holy Roman Empire, brandy from France, almond 
  cakes from Italy, and large tomatoes stuffed with garlic 
  butter from Spain. Needless to say, none of this is typical 
  of the food one would expect to ﬁ nd at an abbey.
  The characters are seated down the right hand side 
  of the table, starting with the seat next to the abbot. On 
  Abbot Constantine's left-hand side, sits the workers' fore-
  man, Madog Largehands.
  Heroes who mention the quality of the food to the 
  abbot are told, through a mouth crammed full of food, 
  that “God has been generous to us humble monks.” He 
  encourages the heroes to “eat and drink heartily my 
  friends, and savor God's wondrous bounty, for who 
  knows what pleasures tonight may bring.” He then gives 
  them an over-emphasized wink.
  As the heroes are about to start eating, have each roll 
  Common Knowledge. Success brings the realization the 
  monks have not said Grace.
  Any character that vocally brings this to the abbot's 
  attention causes the monks to stop eating and stare at 
  him. Slowly they look at each other, shrug, and put the 
  food down on their plates. Abbot Constantine invites 
  the knight to say Grace on their behalf. The character 
  should then make a second Common Knowledge roll. 
  With success he ﬂ awlessly performs the short ceremony 
  perfunctory. A failure means he gets some of the words 
  wrong, but the monks do not notice. On a critical failure 
  he says the wrong prayer entirely, but again the monks 
  do not notice.
  Throughout the feast, the heroes’ whims are attended 
  to by scantily clad women of varying beauty. The monks 
  
  A KNIGHT’S TALE
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  5
  tell the knights “they are girls from the nearby village 
  earning a few honest pennies,” but they are actually 
  prostitutes from Ilchester. The monks ﬂ irt outrageously 
  with them and grope their backsides at every opportu-
  nity, the abbot being no exception. 
  Heroes who wish to ﬁ nd some company for later in 
  the evening need only succeed in a Persuasion roll. The 
  girls do not respond to romantic ideals and other ﬁ ner 
  methods of courtship. They have already been paid for 
  their services by the abbot and so do not reveal to the 
  outsiders they are “working girls.”
  THE STORY OF THE SPRIGGAN
  THE STORY OF THE SPRIGGAN
  As the feast draws to a close, Abbot Constantine wipes 
  his mouth on his sleeve, belches loudly, and, pushing his 
  chair back with his ample frame, shakily rises to his feet. 
  He bangs his goblet loudly on the table several times, 
  sloshing brandy all over the hero sitting nearest him. A 
  hushed silence falls over the hall.
  “We are gathered here at this humble meal to pay 
  tribute to the brave men who sit amongst us.” The 
  monks begin to clap excitedly and a few moments 
  pass before the abbot gets them to stop. “Without 
  their aid there would have been serious loss of life 
  today and many families would be without their 
  menfolk. In thanks for your bravery I have taken 
  the liberty of placing a small reward in each of 
  your bedchambers. Fellow brothers, I give you...
  the brave heroes.”
  At this point all the monks stand and toast the 
  knights. Each then downs the contents of his tank-
  ard in a single swallow and sits down again. The 
  serving wenches move to reﬁ ll the tankards.
  “But,” says the abbot, continuing his speech as his 
  tankard is reﬁ lled by a pretty young girl, “these 
  brave knights would not have been here had it not 
  been for the accursed creature that torments us.” 
  Abbot Constantine turns to face you.
  “We have been planning to extend the grounds 
  of the abbey for some time now but have been 
  limited with our funds until recently.” Quiet tit-
  tering can be heard from the monks further down 
  the table. The abbot clears his throat loudly and 
  continues. “We plan to extend the existing church 
  but in order to do so we need to demolish the de-
  fensive wall and rebuild it further back.”
  The abbot stops brieﬂ y to drink his brandy before 
  farting loudly. “Er...where was I? Ah, yes! Work be-
  gan two weeks ago, but since then we have been 
  plagued by a most evil entity. To start with, it only 
  stole equipment and bricks but in the last week, 
  it has resorted to acts of violence. Today's act was 
  the worst yet. Four days ago I realized the mon-
  ster was not going to leave of its own accord and 
  so sent out my fellow monks to ﬁ nd good warriors 
  such as you. Two of our brothers, guided by the 
  good Lord, found you and brought you here to 
  aid us. Well my brothers, will you aid us in our 
  darkest hour?”
  A deep silence falls over the table as the monks anx-
  iously await the heroes’ reply. Once the characters reply 
  that they accept the task (and if they don't the adventure 
  is over) the monks go berserk and begin cheering and 
  throwing food at each other. Two even hitch up their 
  habits into their belts and begin dancing on the table! 
  During the rest of the evening, huge amounts of alcohol 
  are consumed by the holy brothers, and some of the 
  prostitutes earn their money.
  QUESTIONS AND ANSWERS
  QUESTIONS AND ANSWERS
  The characters may wish to question Abbot Constan-
  tine to see if he knows something of the creature and 
  what it may want by attacking the Abbey. Heroes wishing 
  to question the abbot are taken into his private cham-
  bers, away from the party in the refectory. Use the follow-
  ing section as an example of what information to give the 
  characters in response to their questions.
  Q: "Do you know what the creature is?"
  A: “I have consulted the various tomes in our small 
  library and I am convinced that the creature is a sprig-
  gan; a type of faerie tied to the earth and capable of 
  changing its size at will.”
  Q: "What does the creature want?"
  A: “My best guess is that the foul creature is afraid 
  that we are going to build over its lair. God's work can-
  not be halted because of such a beast. If I had my way, 
  we would slay the abomination outright and sprinkle 
  its ashes over the marshes to warn others of its kind that 
  we are servants of merciful God!”
  Q: "Our weapons cannot harm the creature. Do you 
  know how to defeat it?"
  A: “The book says that a spriggan can be defeated 
  by prayers from holy men or by using a holy weapon. 
  We have tried praying but it did not work, so I would 
  imagine that that part is an old wives tale.”
  A Notice roll reveals the abbot does not believe his 
  own story. Heroes who vocally question the monks' piety 
  in front of the abbot are politely ignored.
  Q: "Do you know where there are any holy weap-
  ons?"
  A: “By the Grace of God I do! Whilst perusing the 
  books, my eyes were drawn to an old legend, written 
  down by one of my predecessors. According to local leg-
  end, a wise and holy man, St. Octavius, lived in these 
  parts, and he was so old that he had actually met Joseph 
  of Arimathea when he came to Glastonbury. Anyway, St. 
  Octavius was the most religious person alive at the time 
  and was also a brave warrior, ﬁ ghting heathen invad-
  ers wherever he could ﬁ nd them. 
  “The story goes that St. Octavius was preparing to 
  
  DARING TALES OF CHIVALRY #01
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  6
  do battle against a host of barbarian warriors, single-
  handedly, the rest of his army having ﬂ ed the ﬁ eld at 
  seeing the multitude of foes, and on the eve of the ﬁ ght, 
  he prayed to the Lord for deliverance. The Lord must 
  have heard him, for the next morning, he was seen 
  wearing white amour and carrying a glowing sword to 
  battle. Over 300 barbarian warriors lost their lives that 
  day. 
  “After that battle, St. Octavius became a hermit and 
  moved to Somerset, living on a remote island in the 
  marshes. When he ﬁ nally died he was carried away by 
  a heavenly host to a tomb built into a hill just outside 
  of Somerton. I think the hill is called Sel Hill. I can have 
  Brothers Bernard show you the way if you wish to go 
  there.”
  SLEEPING ON THE ABBOT'S OFFER
  SLEEPING ON THE ABBOT'S OFFER
  When the visitors eventually retire for the night, they 
  ﬁ nd a small casket on each of their beds containing $50 
  in assorted coin. Any knight who takes a “serving girl” 
  to his bedchamber for company ﬁ nds that she is very 
  skilled in the art of love-making for a local country girl, 
  and the hero has a pleasant, if exhausting, night. The 
  following morning, by the time the sleeper awakens, the 
  girl is gone.
  After eating breakfast, the quantity of which is limited 
  only by the heroes’ hunger and their politeness at con-
  tinually asking for more, the characters meet with the 
  abbot once more. 
  Abbot Constantine asks if they wish to attend Mass 
  before they go and whether they would like Brother Ber-
  nard to guide them to the tomb of Saint Octavius. 
  If they attend Mass then have them roll Knowledge 
  (Religion). With a success, the character notices the ab-
  bot misses large portions of the Mass. A failure means the 
  characters think the Mass is very short. Heroes who ask 
  for the abbot's blessing before they leave get some badly 
  spoken Latin mumbled at them and the sign of the cross 
  made over their heads.
  Once Mass has ﬁ nished, the monks load the horses 
  with provisions for the journey. By mid-morning the 
  characters are ready to depart, with or without Brother 
  Bernard. Should the good brother be invited to accom-
  pany the party, they note he has acquired 
  a donkey on which to travel.
  SAINT OCTAVIUS' TOMB
  SAINT OCTAVIUS' TOMB
  The journey to Sel Hill is one of some 
  seven miles, but because of the marsh and 
  the winding roads, it takes the group the 
  best part of ﬁ ve hours to reach the sum-
  mit. If the heroes allow Brother Bernard 
  to stop for food, and he makes several 
  such requests during the trip, then the 
  journey is considerably longer; it is almost 
  dark when the party arrives.
  Upon reaching the top of the hill, the 
  characters notice that the top has been 
  cleared of trees, and the only noticeable 
  feature is a single large mound surround-
  ed by brightly colored wild ﬂ owers. The 
  birds sing sweetly from the trees, and an 
  air of calm washes over the travelers as 
  they near the tomb. 
  MEETING THE GUARDIAN
  MEETING THE GUARDIAN
  A brief investigation of the mound 
  reveals that on the far side, there is a 
  rough opening dug into the side. From 
  within, the sound of dripping water can 
  be heard.
  The entrance chamber is fairly spacious 
  and can accommodate all of the characters 
  and Brother Bernard quite comfortably. A 
  single, white, unmarked stone slab bars 
  further passage into the bowels of the 
  mound. Once all of the heroes are in the 
  
  A KNIGHT’S TALE
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  7
  chamber, a blinding white light begins to emanate from 
  the stone slab. Within half a minute it is too painful to 
  look at for more than a few seconds. The light continues 
  to increase in brilliance until closing ones' eyes fails to 
  block out the glare and then, quite suddenly, it dims to a 
  level that is considerably more tolerable. Heroes viewing 
  the light must make a Guts check to avoid ﬂ eeing from 
  the chamber. 
  A gentle voice ﬁ lls the chamber. A successful Notice 
  roll reveals the voice is coming from the stone slab. Upon 
  hearing the voice, Brother Bernard falls to his knees and 
  wails for pity, promising to give up his bad ways and re-
  turn to the lifestyle monks are supposed to lead.
  The voice speaks to the assembled knights. 
  “I am Jezrael, a servant of the Lord Almighty and 
  protector of the mortal remains of Saint Octavius. 
  I speaketh with the authority of God and let it be 
  known that none may pass me unless they are true 
  of heart and know of the teachings of Merciful God. 
  Each of thee who wishes to see the body of the be-
  loved Saint that resteth beyond must ﬁ rst pass the 
  test of purity and faith as decreed by the Almighty.”
  Jezrael answers no questions, nor does he make idle 
  conversation. He merely awaits the ﬁ rst volunteer.
  THE TESTS OF PURITY AND FAITH
  THE TESTS OF PURITY AND FAITH
  The test given by Jezrael is designed to make sure that 
  anyone entering the tomb is a good person at heart. Of 
  course, the test is not completely foolproof, but it tends 
  to work. Characters automatically fail the test if they have 
  any of the following Hindrances: Bloodthirsty, Greedy, 
  or Mean—such virtues are distinctly un-Christian. Others 
  must make a Faith roll or a Spirit roll at –2.
  Heroes who pass the test are allowed to enter the 
  chamber beyond. They do so by walking straight through 
  the seemingly solid slab. Heroes who fail the test are 
  barred from entering the tomb but suffer no punish-
  ment. Any character that rolls a critical failure or is barred 
  because of his Hindrances is immediately attacked by 
  Jezrael if he tries to enter.
  Heroes who physically attack the stone slab in a bid to 
  gain access to the tomb are also attacked by the guardian. 
  The slab has enchantments on it and cannot be broken 
  down by mortal weapons or tools. The stone is not even 
  marked from the mightiest of blows.
  FIGHTING JEZRAEL
  FIGHTING JEZRAEL
  Jezrael is a dedicated protector and has guarded the 
  tomb for several hundred years without major incident. 
  However, certain conditions cause him to physically 
  manifest and deal with intruders and heretics personally. 
  These conditions are as given above.
  Jezrael manifests as a glowing white humanoid form 
  with feathered wings, holding a ﬂ aming sword, standing 
  by the stone slab. Anyone standing close to the slab is 
  pushed back 1” by some irresistible, unseen force to al-
  low Jezrael room to materialize. He gives one warning to 
  the intruder to leave before he is punished for his wicked 
  ways. If the intruder fails to leave immediately (i.e. he 
  stops and asks questions, or stops to sheathe a weapon), 
  the guardian attacks with his full power. 
  He only attacks those who have offended him or those 
  who attack him ﬁ rst (including anyone trying to aid a 
  friend by ﬁ ghting the angel). If Jezrael is Incapacitated, 
  he is banished back to Heaven for a period of forty days 
  and forty nights, after which time he is reformed com-
  pletely healed. During this period the tomb is open to 
  possible pillaging and so Jezrael prefers to admit defeat 
  and retreat back into the slab rather than be banished 
  needlessly. Merging with the slab is a free action and 
  requires the angel simply to move adjacent.
  JEZRAEL
  JEZRAEL
  Jezrael is an angel, placed to watch over the saint's 
  mortal remains by the Almighty. He has performed his 
  task for many years but does not grow weary of it. Like all 
  of his kind, he is gentle, extremely pious, and composed 
  but is also little haughty at times and places himself above 
  such things as idle chatter or friendship with mortals.
  Jezrael cannot actually slay an opponent who is not 
  evil. Those Incapacitated by him, simply fall unconscious 
  for 2d6 hours (no Vigor roll permitted).
  Attributes: Agility d10, Smarts d10, Spirit d12, Strength 
  d12+4, Vigor d12
  Skills: Fighting d12
  Charisma: +6; Pace: 6; Parry: 9; Toughness: 10 (2)
  Hindrances: Code of Honor, Loyal
  Edges: Charismatic, Combat Reﬂ exes, Improved Block, 
  Improved Frenzy, Improved Level Headed, Improves 
  Nerves of Steel, Improved Sweep, Very Attractive
  Gear: Chain mail hauberk (+2), ﬂ aming great sword 
  (Str+d10, –1 Parry, 2 hands, victims have a chance of 
  catching ﬁ re)
  THE FINAL RESTING PLACE OF 
  THE FINAL RESTING PLACE OF 
  ST. OCTAVIUS
  ST. OCTAVIUS
  Once at least one of the characters has passed the test 
  set by Jezrael, he can gain access to the tomb of Saint 
  Octavius. The chamber in which he lies is round in shape 
  and is much smaller than the outer one. More than three 
  heroes entering the chamber at once results in there be-
  ing little room to move, let alone search for the relics 
  they are here to ﬁ nd. Candles that somehow burn with-
  out being consumed provide light in the chamber. The 
  candles function as normal candles outside of the tomb.
  Lying on a wooden bench are the mortal remains of 
  the saint. The construction of the tomb was so good that 
  it is effectively airtight and the body has mummiﬁ ed over 
  time, forming a ghastly parody of the saint's living image. 
  His clothing has all but partially rotted to rags, although 
  it can be seen that it was once ﬁ ne cloth. A wooden cross 
  rests around his neck.
  
  DARING TALES OF CHIVALRY #01
  DARING TALES OF CHIVALRY #01
  8
  Those actively searching the tomb may roll Notice. 
  With a success, the hero locates an armor stand but 
  someone has removed the armor from it. A raise ﬁ nds 
  a gold ring worth $200. There is no sign of any sword 
  or armor.
  Jezrael can instinctively sense what goes on in the 
  chamber and responds quickly and efﬁ ciently to any 
  wanton acts of desecration against Saint Octavius.
  If the characters ask Jezrael about the holy sword and 
  armor he pauses in quiet contemplation for a moment 
  before telling them “a goodly knight entered the tomb 
  one moon ago and left carrying the armor and sword.”
  If they ask why Jezrael did not stop this knight robbing 
  the tomb he replies, “My charge is to guard the saint's 
  body and not his material possessions. Dost thou remem-
  berest the Lord's words? Thou art born into this world 
  with nothing, and with nothing thou shalt depart 
  Jezrael cannot describe the knight (all mortals look the 
  same to him after all this time), but he can describe the 
  heraldry on the knight's shield. Recognizing it requires a 
  Knowledge (Heraldry) roll. With success, the characters 
  know the knight belongs to a wealthy family who hail 
  from Silchester. A raise reveals the knight is Sir Deﬁ  of 
  Silchester, a renowned knight. Jezrael is of no use in track-
  ing down the exact location of the missing relics.
  FINDING SIR DEFI OF SILCHESTER
  FINDING SIR DEFI OF SILCHESTER
  Sir Deﬁ  of Silchester came to Sel Hill with the inten-
  tion that the holy relics could aid him in a battle against 
  the French, who are currently raiding the southern coast. 
  Sir Deﬁ  acquired the armor and the sword and traveled 
  to Hastings, where the French raids were mainly happen-
  ing. During a long and bloody battle Sir Deﬁ  was slain 
  and his armor taken as a trophy by a French commander. 
  Of course, the characters have no way of knowing this 
  information, so they need to travel to Sir Deﬁ 's holdings 
  near Silchester.
  The journey to Silchester is as peaceful or as danger-
  ous as the individual GM wishes to make it.
  SIR DEFI'S HOME
  SIR DEFI'S HOME
  Upon reaching Sir Deﬁ 's manor, the party is greeted 
  by his steward, who politely asks their business. After 
  listening to their story he takes them through to meet his 
  mistress, the Lady Duddug (Duth-ug). Lady Duddug has 
  only recently been informed of her husband's death by 
  messengers from the army and is still distraught. When 
  the characters enter she is sewing with her youngest 
  daughter in the main hall, but she takes time away to 
  speak with the party. Her servants serves refreshments to 
  the heroes—Lady Duddug takes no food or drink.
  She listens to their tale with a sorrowful heart before 
  telling them of Sir Deﬁ 's demise. 
  “It grieves me sorely to tell you that my husband 
  did indeed have the armor you seek, but he has 
  it no more. A messenger from the army of Count 
  Moriel, under whom my husband fought, came 
  to my home not a week past to tell me that my 
  husband had fallen in battle and that his armor 
  and sword were lost to the French. If the armor 
  were here, I would willingly give it to you, for 
  my husband was a good Christian and he would 
  have done the same. 
  “If you are going to seek the armor you must ﬁ rst 
  ﬁ nd Count Moriel, who camps near Hastings. I 
  beg you to recover my husband's body, so that 
  he may ﬁ nd peace with God.” With that, Lady 
  Duddug breaks down in tears, holding her young 
  daughter to her breast.
  The steward shows the heroes the main door, and 
  apologizes for his Lady's open weeping, explaining that 
  she and her husband had been married for many years 
  and loved each other dearly.
  THE ARMY'S CAMP
  THE ARMY'S CAMP
  Upon arriving at the camp of the forces of Count 
  Moriel, the characters are escorted to see the Count in 
  his pavilion. He is currently planning the battle with his 
  aides but may take time aside to talk to the heroes if they 
  can impress him enough. 
  Have one character make a persuasion roll (+2 if he is 
  a knight). With a success, the Count ﬁ nishes the maneu-
  ver he is planning and then talks to them. A raise means 
  he immediately attends to them. On a failure the group 
  must wait outside for 1d6 hours in the rain.
  Once the adventurers have the Count's attention they 
  may tell him of their plight. Assuming they are open with 
  the Count, he agrees to let them join the army and try to 
  recover the armor and sword. If any of the characters are 
  renowned for their Battle prowess (Knowledge (Battle) 
  d8+), the Count allows them to lead a force of twenty 
  knights during the battle. That hero spends the rest of 
  the evening planning the battle with the Count and his 
  lieutenants.
  THE BATTLE OF WHITLEY DOWN
  THE BATTLE OF WHITLEY DOWN
  This battle has to end a certain way, so the results are 
  rigged. No tokens are used. Instead, the heroes gain a 
  bonus to their Characters in Mass Battles rolls, as noted 
  in parentheses below.
  If a hero is leading a part of the army, the attention 
  is focused squarely on him and his men. Otherwise, the 
  heroes are part of the general melee. The Count’s Knowl-
  edge (Battle) skill is d10, if required. Any opponent the 
  heroes face has Knowledge (Battle) d8.
  Round 1: Both sides charge each other (+0).
  Round 2: Both sides push and shove, but no one is 
  gaining any ground (+0).
  Round 3: The heroes spot the French commander 
  wearing St. Octavius' armor and can engage him. Stats 
  
  A KNIGHT’S TALE
  A KNIGHT’S TALE
  9
  are given below. There is one less French knight than 
  the number of heroes involved in the battle. This ﬁ ght 
  should be fought using the regular melee rules rather 
  than the Mass Battle rules.
  Round 4: The French break following their com-
  mander's death (+2).
  Round 5: The French are pursued and butchered (+4).
  If the heroes did not kill the French commander, one 
  of the Count’s men managed to complete that goal. The 
  Count gifts them the armor and sword for their assis-
  tance. See page 10 for details of the holy relics.
  (WC) FRENCH COMMANDER
  (WC) FRENCH COMMANDER
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d6, Knowl-
  edge (Battle) d8, Notice d6, Riding d10
  Charisma: +2; Pace: 6; Parry: 10; Toughness: 9 (2)
  Hindrances: Code of Honor
  Edges: Block, Combat Reﬂ exes, Command, Fervor, Fren-
  zy, Level Headed, Noble
  Gear: Chain hauberk (+2), closed helm (+3), long sword 
  (Str+d8), large shield (+2 Parry), lance (Str+d10), war-
  horse (see Savage Worlds)
  FRENCH KNIGHTS
  FRENCH KNIGHTS
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Knowledge 
  (Battle) d6, Notice d6, Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 8 (2)
  Hindrances: Code of Honor
  Edges: Command, Noble
  Gear: Chain hauberk (+2), closed helm (+3), long sword 
  (Str+d8), medium shield (+1 Parry), lance (Str+d10), 
  warhorse (see Savage Worlds)
  RETURNING THE BODY OF SIR DEFI
  RETURNING THE BODY OF SIR DEFI
  After the battle, the characters can recover the fallen 
  body of the late Sir Deﬁ  (if they so wish). The heroes 
  notice that although sorely wounded by sword blows, 
  there is a peaceful smile on Sir Deﬁ 's face. The Count, in 
  thanks for their aid, grants the victorious adventurers the 
  privilege of keeping the French banner as a trophy.
  Upon returning to the manor of Sir Deﬁ , the heroes 
  may present his body to his wife. Lady Duddug breaks 
  into ﬁ ts of crying when she sees her husband's body, 
  and thanks the characters through her sobbing for their 
  charitable act.
  DEFEATING THE SPRIGGAN
  DEFEATING THE SPRIGGAN
  Once the knights have left Lady Duddug, they must 
  travel back to Muchelney and defeat the spriggan. The 
  trip back is uneventful, although the weather is lousy. 
  Once back at the abbey, the monks rush out to greet 
  them and cheer and wave frantically. Abbot Constantine 
  makes his way though the gathering of jostling monks to 
  greet the knights. “Ah, most brave sons of God, you have 
  returned! By God's Grace you will slay the evil monster! 
  But ﬁ rst we must attend Mass and pray for your success 
  against the Devil's minion.” The monks make their way 
  to the Abbey chapel.
  During the Mass, the knights may again roll their 
  Knowledge (Religion). A success means they know the 
  Mass is still not said completely. After Mass is ﬁ nished, 
  Abbot Constantine tells the heroes to be careful, and he 
  and the other monks rush to the far wall where scaffold-
  ing has been erected to allow them to watch the ﬁ ght in 
  safety!
  The spriggan has been watching the abbey from the 
  woods. When the chosen champion takes the ﬁ eld of 
  combat (stats for the Armor and Sword of St. Octavius 
  can be found on p. 10), it emerges to meet him. Other 
  heroes may use Tricks and Tests of Will, but their weap-
  ons remain useless.
  The battle is likely to be long and bloody, and through-
  out the spectacle, the monks wildly cheer on the heroes 
  and berate the spriggan's ﬁ ghting prowess. With God's 
  Grace, the characters will win and the spriggan will be 
  defeated. When this happens, the monks rush down 
  from the scaffolding and pour onto the ﬁ eld of combat, 
  lifting the champion high on their shoulders and cheer-
  ing his name loudly. He is carried back to the dining hall, 
  where a ceremonial feast has been prepared (complete 
  with “serving wenches.”)
  If the knight falls to the spriggan, another may pick up 
  the fallen sword and take his place against the spriggan. 
  This can continue until the spriggan is dispatched, or 
  until all of the heroes have been slain.
  THE SPRIGGAN
  THE SPRIGGAN
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength 
  d10, Vigor d8
  Skills: Fighting d10
  Pace: 6; Parry: 8; Toughness: 6
  Edges: Block, Combat Reﬂ exes, Improved Sweep
  Gear: Huge club (Str+d10, 2 hands)
  Special Abilities:
  • Claws: Str+d4.
  • Growth: Each round, the spriggan automatically grows 
  +1 Size, gaining +1 Toughness and +1 die in Strength 
  (or +1 single point over d12). When it reaches Size +4, 
  it is Large. At Size +8 (it’s maximum height), it is Huge. 
  Attackers gain +2 to attack rolls against the spriggan 
  when it is Large and +4 when it is Huge.
  REWARDS
  REWARDS
  During the feast, which is essentially the same as 
  the ﬁ rst feast, Abbot Constantine stands and calls for 
  silence.
  
  DARING TALES OF CHIVALRY #01
  DARING TALES OF CHIVALRY #01
  10
  10
  “Brothers! Today we have seen God's will in ac-
  tion. He has blessed us for leading such pious 
  lives with a true champion!” The Abbot stops to 
  allow the monks to cheer for a few minutes. “Be-
  ing poor men of the cloth we have little to offer 
  such a hero but we hope that this token of our 
  esteem will sufﬁ ce.” 
  With that the abbot hands the hero who dispatched 
  the spriggan a scroll upon which are written the deeds 
  to a manor near Muchelney Abbey. The conditions of the 
  deed state the owner must tithe ten percent of his annual 
  income to the Abbey ad inﬁ nitum. The manor earns the 
  hero $500 per annum (after tithing). The other adven-
  turers are given $500 worth of goods each as a reward 
  for helping out.
  After a peaceful, and possibly enjoyable (!), night, the 
  characters are free to leave the abbey for their homes, 
  secure in the knowledge that Muchelney is safe from the 
  spriggan .
  THE HOLY RELICS OF ST. OCTAVIUS
  THE HOLY RELICS OF ST. OCTAVIUS
  Both the sword and armor of St. Octavius are extremely 
  holy in origin and have special powers invested in them. 
  Keeping the equipment, however, is a very taxing job. 
  Each of the items is dealt with separately below. After 
  being used by an individual character, the items cannot 
  be used by that same hero for a term of ten years.
  THE ARMOR OF SAINT OCTAVIUS
  THE ARMOR OF SAINT OCTAVIUS
  Although the armor resembles a standard chain 
  hauberk, it has Armor +4 and protects from all physi-
  cal damage, including area effect attacks. The holy aura 
  of the armor also raises the wearer's Charisma by +1 as 
  long as the armor is being worn.
  If the knight ever displays a non-Christian virtue 
  (avarice, anger, pride, and such like) whilst wearing the 
  armor, he ﬁ nds it acts as regular chain (+2) until he 
  atones.
  God allows a chosen few to wear the armor only as 
  long as it is needed. In this case, once the spriggan is 
  defeated the armor vanishes and reappears back in the 
  tomb of St. Octavius. Anyone trying to avoid completing 
  their task, so as to keep the armor, ﬁ nds that it vanishes 
  after one month, and they lose a point of Charisma, per-
  manently.
  THE SWORD OF SAINT OCTAVIUS
  THE SWORD OF SAINT OCTAVIUS
  The sword used by the saint when he was alive re-
  sembles a standard long sword. The only noticeable dif-
  ference is that the blade glows with a brilliant whiteness 
  when drawn from its scabbard, shedding the equivalent 
  of daylight in a Medium Burst Template.
  The power of the sword grants the wielder +1 to 
  Fighting rolls and inﬂ icts Str+d10 damage, regardless of 
  the wielder’s Strength. Christians who wield the sword 
  ﬁ nd it cuts through the armor of monsters like a hot 
  knife through butter. In game terms, the sword has AP 2 
  against monsters.
  While he owns the sword, the hero gains the Code of 
  Honor (chivalric virtue) Hindrance. Should he ever fail to 
  uphold the code or act in an un-Christian manner while 
  possessing the sword, the next time he draws it from its 
  scabbard, it does not glow. The sword acts like a normal 
  long sword from now on. A suitable penance should be 
  determined by the GM in order for the adventurer to 
  recover the use of the sword's special powers.
  As with the armor, once the task is complete the 
  sword returns to the tomb, ready for the next worthy 
  champion.
  SIR DAVID OF WINCHESTER (KNIGHT)
  SIR DAVID OF WINCHESTER (KNIGHT)
  You are Sir David of Winchester, noble knight of the 
  realm and self-appointed defender of the meek and poor. 
  Although you own a ﬁ ne manor, you and your retinue 
  spend much of your time on the road, looking for prob-
  lems to solve. A deep scar runs from the corner of your 
  left eye to the right corner of your mouth, a “present” 
  from a rival at a joust.
  XP: 10
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge (Battle) 
  d8, Knowledge (Heraldry) d4, Knowledge (religion) d4, 
  Notice d6, Riding d6
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 7 (2)
  Hindrances: Code of Honor (Chivalry), Loyal, Ugly
  Edges: Berserk, First Strike, Noble
  Gear: Chain hauberk (+2), long sword (Str+d8), me-
  dium shield (+1 Parry), riding horse, $300
  ROBERT THE YOUNGER (TRUSTY SQUIRE)
  ROBERT THE YOUNGER (TRUSTY SQUIRE)
  Only son of Robert the Elder, a carpenter by trade, 
  you are Sir David’s squire, a knight in training. That 
  sounds grand, but really you get to cook his food, clean 
  his armor and weapons, brush down his horse, and all 
  manner of other odious tasks. Still, one day, when you 
  grow a bit, you’ll be able to call yourself a knight. Life is 
  busy, but it can be fun. Friar Augustus is trying to teach 
  you your letters, but you’d rather practice ﬁ ghting and 
  horsemanship.
  XP: 10
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d4
  Skills: Fighting d6, Knowledge (Heraldry) d4, Knowl-
  edge (Religion) d4, Riding d6, Stealth d6, Taunt d6, 
  Throwing d6
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 5 (1)
  Hindrances: Big Mouth, Illiterate, Young
  Edges: Fleet Footed, Quick
  
  A KNIGHT’S TALE
  A KNIGHT’S TALE
  11
  11
  Gear: Leather armor (+1), short sword (Str+d6), throw-
  ing axe (Range: 3/6/12, Damage: Str+d6), mule, $30
  FRIAR AUGUSTUS (MONK)
  FRIAR AUGUSTUS (MONK)
  You are Sir David’s personal confessor and spiritual 
  advisor. A former warrior, you gave up a life of bloodshed 
  for one of prayers, quiet contemplation, and healing the 
  sick. Your other duties include watching over the reti-
  nue, who have a habit of deluging in all manner of vices 
  if given half a chance. You also tutor Robert the Younger, 
  though he makes a poor pupil.
  XP: 10
  Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Healing d10, Knowledge (Religion) 
  d8, Investigation d6, Notice d4, Persuasion d6, Taunt d6
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor (devoutly religious), Habit 
  (quoting Scripture), Stubborn
  Edges: Hard to Kill, Healer
  Gear: Mace (Str+d6), $50
  LUCIEN (HERALD)
  LUCIEN (HERALD)
  You are Sir David’s herald and right hand man. You r 
  voice is that of your lord, and you handle his day-to-day 
  affairs, which includes dealing with the retinue, welcom-
  ing guests, carrying messages, and the like. Short sighted 
  and sickly, your parents had hoped you’d become a 
  knight, what with them being of good stock and all, but 
  no one would train you. Although your parents consider 
  a herald a lowly position, you have the ear of a knight 
  and all the authority you need.
  XP: 10
  Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Gambling d6, Intimidation d8, 
  Knowledge (Heraldry) d8, Notice d6, Persuasion d8, 
  Streetwise d6, Taunt d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Anemic, Bad Eyes (no glasses), Curious
  Edges: Charismatic, Strong Willed
  Gear: Spear (Str+d6, +1 Parry, Reach 1, 2 hands), dag-
  ger (Str+d4)
  SERGEANT HAROLD (MAN-AT-ARMS)
  SERGEANT HAROLD (MAN-AT-ARMS)
  Rough around the edges you aren’t—you’re plain 
  rough. As Sir David’s chief sergeant, you’re responsible 
  for his personal safety and keeping the other men-at-
  arms in line. You’re happiest when the blood is ﬂ owing 
  over the battleﬁ eld and miserable as sin when stuck in 
  the manor house. You lack all concept of chivalry, and 
  don’t care how much a foe may be worth as ransom—a 
  ransomed foe might decide to seek revenge, but the 
  dead don’t have that luxury.
  XP: 10
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Gambling d4, Healing d4, Intimida-
  tion d6, Notice d4, Stealth d6, Throwing d8
  Charisma: –6; Pace: 6; Parry: 8; Toughness: 8 (1)
  Hindrances: Bloodthirsty, Mean
  Edges: Brawny, Quick, Sweep
  Gear: Leather (+1), open helm (+3), battle axe (Str+d8), 
  medium shield (+1 Parry), throwing axe (Range: 3/6/12, 
  Damage: Str+d6), $50
  ROBIN (FORESTER)
  ROBIN (FORESTER)
  You are Sir David’s forester. As well as leading hunts 
  and watching over his game, you keep away poachers 
  and act as his eyes and ears around his lands. You’re 
  also a good scout and expert archer, both of which have 
  proven useful more than once. You’re always accompa-
  nied by your hunting dog, Rufus. He’s old and mangy, 
  but he’s good at bringing down poachers (and other 
  foes), so you can deal with them.
  XP: 10
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d8, Stealth d6, 
  Survival d8, Tracking d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Death Wish (wants to hunt and kill a giant), 
  Overconﬁ dent, Stubborn
  Edges: Beast Master, Woodsman
  Gear: Leather (+1), short sword (Str+d6), long bow 
  (Range: 15/30/60, Damage: 2d6), 20 arrows, dog named 
  “Rufus” (see Savage Worlds), $50
  
  PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31000
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  PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31002
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  Paul ‘Wiggy’ Wade-Williams
  Paul ‘Wiggy’ Wade-Williams
  31004
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  TO RIDE THE PULP TRAIN!
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  Daring Tales of Adventure are a series 
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  chase or discover ancient tombs! Whatever 
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  © 2008 Triple Ace Games. Daring Tales and all related marks and logos are trademarks of  
  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com/DaringTales.php
  
  © 2008 Triple Ace Games. Daring Tales of Chivalry and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31006
  31006
  $4.99
  $4.99
  When two monks ask Sir 
  David of Winchester has his 
  entourage for help it seems like 
  a righteous quest is beginning. 
  But the monks of Muchelney 
  Abbey lead a colorful and 
  interesting life, and their 
  problem is no earthly one.
  To save the monks physical 
  bodies, and maybe their eternal 
  souls, the knights must deal 
  with a divine servant who 
  guards a holy weapon and a French raiding party attacking 
  southern England before facing down the true monster.
  A Knight’s Tale is a standalone adventure and comes 
  complete with 6 pre-generated characters.
  GET READY FOR A TRULY
  GET READY FOR A TRULY
  CHIVALRIC ADVENTURE!
  CHIVALRIC ADVENTURE!
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of Chivalry/TAG31006 Daring Tales of Chivalry 01 - A Knight's Tale.pdf