Legends of Excalibur Arthurian Adventures Part 1.pdf

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By
Charles Rice
Cover Design:
Jeremy Simmons
Interior Artwork:
Rackham, Arthur (1867-1939),
Rhead, George Wooliscroft
(1854-1920) & Louis (1857-1926),
Brickdale, Eleanor (1872-1945)
Editing:
Charles Baize
Layout:
Chris Davis
Play Testing:
Charles Baize, Chris Derner, Chris Hoover, Ryan
Kelley, Ethan Ripplinger, Aaron Wiggins, Tom
Hanlin, Paula Rice, Andrew T. Smith, Jeremy
Summers, Ron Festa, Chris Villanueva, Bill
Hawkins, Glenn “Zen” Linder’.
www. RPGObjects .com
The ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0a. A copy of this
License can be found at www.wizards.com. Portions of this
work are derived from the d20 System Reference Document.
Copyright 2003 © RPG Objects. All rights Reserved.
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Chapter 1: Characters
TABLE OF CONTENTS
Priest
26
New Skills 53
New Feats 54
Metamagic Feats 55
Nobility 57
Base Nobility 57
Transgressions 58
Virtues 59
Social Promotion and Demotion 60
Renown 60
Fate and Destiny 60
Uses for Fate and Destiny Points 62
Knightly Orders
Robber Baron
29
Chapter 1: Characters 4
Bloodline 4
Base/Criminal Lineage 4
Common/Serf lineage 5
Middle Class 6
Nationality (Optional) 7
Lesser Nobility/Peerage 7
Nobility/Royalty 8
Classes 9
Classes from the PHB 9
Prestige Classes from the DMG 9
New Core Classes
Skald
31
Yeoman
33
New Prestige Classes
35
Alchemist
35
Berserker
36
Changeling
37
Court Mage
38
Crusader
39
Enchantress
41
Lady of the Lake
42
62
Quest Knight
43
Equipment
63
10
Saint
44
Chapter 2: Magic
66
Fool
10
Black Knight
46
Spell Points
66
Hedge Mage
12
Blue Knight
47
Recharging Spell Points
66
Hermit
14
Green Knight
48
Sources of Power
68
Knight
16
Purple Knight
49
Spell List
70
Minstrel
19
Red Knight
51
New Spells
75
Noble
23
White Knight
52
Introduction
Arthurian
Traditions
Welcome to an England that never was, and a time
there will never be. In the 13 th century, a growing
fascination swept Europe centering on the court of
a legendary king: Arthur. He had a Round Table
surrounded by the best knights in the entire world,
he ruled England with wisdom and justice, repelling
both Roman inluence and Saxon invaders with equal
strength. He sought the Holy Grail, illed with the
blood of the divine, and he was one with the land of
his kingdom. And all was undone over the betrayal
of the two people he loved best in the world. Since
Chretian de Troyes irst wrote of the San Graal in
the 13 th century, each generation has added its own
tales to the Arthurian cycle, from Sir Gawain and
the Green Knight, written anonymously around
the 14 th century, to Sir Thomas Malory’s Le Morte
d’Arthur, and the 19 th century’s Idylls of the King by
Alfred Lord Tennyson. Even today, Arthurian legend
continues to be crafted, in movies such as Excalibur,
and every week in newspapers around the world with
Prince Valiant. Arthur may be, as T.H. White called
him, the “Once and Future King”, but in many ways,
the boy who never existed has never stopped being
king since he irst appeared in our consciousness.
There are many versions of Arthurian legend, to
the extent that it would be dificult to even list all
versions of the tale here. However, through the course
of this work, three traditions have been used again
and again, and would be as useful to players and
game masters of this game as they were to me.
Late Medieval Romance
Tradition
This work achieved its ultimate under Malory’s Le
Morte d’Arthur , but also inds expression in the
French tales of Lancelot, and the brilliant Sir Gawain
and the Green Knight , written by an unknown
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Chapter 1: Characters
And down a streetway hung with folds of pure
White samite, and by fountains of running wine,
Where children sat in white with cups of gold,
Moved to the lists, and there with slow sad steps
Ascending, ill’d his double-dragon’d chair.
Modern Tradition
Modern tales of Arthur have focused on
different aspects of the story never explored
in earlier traditions. In both Malory and
Tennyson, for example, Arthur appears
more or less “fully formed”, with the stories
beginning with his ascension to the throne.
Modern works such as T.H. White’s The
Once and Future King , and the children’s
movie based on it, The Sword and the Stone
deal extensively with Arthur’s upbringing
and education. In addition to the previously
cited works, those interested in a rich,
vivid telling of the tale should also see the
movie Excalibur , which does an excellent
job of giving you the whole tradition in a
short time span, and reconciles some of the
differences between the various traditions
in interesting and innovative ways. Lastly
in this category I would be remiss if I did not mention
Prince Valiant , originally created by Hal Foster, but
still in print today in newspapers around the world.
These stories are of particular interest to any potential
GM of Arthurian adventure, because they provide an
example of the richness of the setting, while using
the established major characters very sparingly, with
Valiant and his companions traveling much of the
world, interacting with desert nomads in the Sahara,
whaling tribes in Greenland, and visiting the exotic
East of India and China.
in the 5 th century. This was where Malory set his
tales, in the time of Saxon invasions and departed
Roman leaders. However, the tales were not written
as if set in the 5 th century, and Arthurian legend was
not written that way either. Malory wrote his tales
as if they were taking place in the England of the
15 th century in which he lived, with heavy cavalry,
kings and dukes and English feudalism. To this he
added many things that never existed, such as giants,
witches, demons, and maids who lived underwater.
So, as interesting as the search for a real Arthur (if
there ever was one) might be, I wrote this game in the
spirit of the legends, illed with magic and historical
anachronisms. Arthurian England is as much a real
place as Oz, and historical commentary has as much
interest, and as much use, in sorting it out.
He glanced and saw the stately galleries,
Dame, damsel, each thro’ worship of their Queen
White-robed in honor of the stainless child,
And some with scattered jewels, like a bank
Of maiden snow mingled with sparks of ire.
-Alfred Lord Tennyson, Idylls of the King
medieval writer. Malory is the template for this
tradition because he used all the other contemporary
sources in his telling, but the other works are
interesting for a different perspective. In Sir Gawain
and the Green Knight , for example, King Arthur is
bumbling, childlike, and cruel. Quite a different take
on the boy king of romance.
-Chuck
Victorian Tradition
This tradition, though riddled with works dripping
with sentimentality, inds its ultimate expression in
Alfred Lord Tennyson’s Idylls of the King , which
provides a startlingly realistic, in some cases stark,
telling of the tale. There is no ruse with Uther
changing shape to seduce Igraine in Tennyson. When
her castle is taken and her husband is dead, Tennyson
points out that Igraine had no one to call to for aid
but Uther, and this depiction of Arthur’s birth in rape
provides an important context to this version of the
tale.
Author’s note about “the
real Arthur
There are hundreds of books written each year
seeking the “real King Arthur”. Many people wonder
if there is a real boy king, a real round table, a real
Camelot. Arthur is mentioned as a real king in
historical texts, which place his reign somewhere
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Chapter 1: Characters
Chapter 1: Characters
he might be bearing alms (gifts given to the poor), a
strong religious showing will be seen, however.
Adventurers: If a criminal is to improve his
station, adventuring is one of the only ways to do so.
Although some have family that they seek to bring up
out of abject poverty, most criminals who succeed as
adventurers want nothing to do with their background
and former life. Rogue is by far the most common
profession among adventurers of this background,
although not usually by a conscious decision. Rather,
these folk tend to fall into petty crime and if they
have talent, work their way out of the shantytowns
and dumps.
Bloodline
since the slightest misstep could lead to the harshest
punishment, and there is no recourse to redress
wrongful punishment. When criminals must deal
with those of high station, they will say as little as
possible, speaking only when spoken to.
Physical Description: Criminals are ilthy and
bedraggled, living in shantytowns or garbage dumps
that are both home, place of work (if any is to be
had), and source of food (if you can call it that). In
larger cities, such as London, these lost souls can
be seen wandering the streets, begging, looking for
scraps, or simply lost in their own world.
Relations: Criminals have little in the way of
relations with other bloodlines. Even serfs want
nothing to do with this scum, many of whom led
serfdom for a perceived better life in the city. To the
serf, these miscreants serve as a bitter reminder
that, although their lot is hard, could be much
worse, and that there is a natural order to things
that is best obeyed.
Lands: The closest things criminals have to
“lands” are the garbage dumps found near large
cities. Those that ind work are frequently paid
to haul garbage and dead bodies to the dump in
wheelbarrows, a job no one would want if they
had any other means of survival because of the
rampant disease suffered by those who do it.
Religion: Criminals are outside the societal
structure, and as such face less pressure,
peer and otherwise, to conform to standard
religious practices. Where a serf might face the
displeasure of his peers or even a beating from
a superior for not attending Mass, a criminal
would not be allowed in a church anyway. So if
criminals practice religion it is alone, in small
groups among their own kind or at the behest of
a missionary. When a missionary comes, since
A bloodline represents the
lineage a character holds,
not just from his mother and
father, but a heritage handed
down from ages and ages past. In
Arthurian legend, bloodline is not just an accident
of birth, but a combination of destiny, opportunity,
and determination. Characters rise from the son of a
lowly blacksmith or dishwasher to become a Knight
of the Table Round, and mighty kings are led into
desolation and servitude.
Lineage Traits
1 bonus feat at 1 st level.
1 bonus feat from the following list: Acrobatic,
Agile, Alertness, Deceitful, Deft Hands, Nimble
Fingers, Self-Suficient, Stealthy.
Effects to starting wealth: In Excalibur, a
character’s starting wealth is determined by his
bloodline, not his profession. Each bloodline rolls a
set number of dice for starting wealth, then multiplies
that roll by the character’s nobility. Since both
nobility and wealth are determined randomly, this
makes for large swings in wealth representative of
the middle ages. A middle class character could begin
play with more wealth than a peer (though this is
unlikely).
Base/Criminal Lineage
You are the lowest of the low, completely without
standing. If you died tomorrow no one would notice.
You deal with garbage and burial of the dead, if you
can ind an honest means of sustenance at all. Even
the life of a serf would seem a paradise to you.
Personality: Criminals tend to keep to themselves,
only interacting with their own kind. Usually they
have no choice in this, since their betters want to deal
with them as little as possible. However, criminals
prefer to avoid their betters whenever possible,
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Chapter 1: Characters
Survivor: +2 bloodline bonus to Survival, Spot, and
Search checks. A quick eye and a determination to
rise above have kept you alive this far.
Illiteracy: You must spend 2 skill points before
being able to read and write all the languages you
speak.
Limited Resources: You receive 2d6 times your
nobility in starting funds. The minimum starting
wealth for a criminal is 22 gp (2x11), the average is
105 gp (7x15), and the maximum is 240 gp (12x20).
Charisma modiiers to nobility could further adjust
these numbers up or down.
Nobility: Base Lineage starting nobility is 11-20
+2 Dexterity, -2 Charisma: you have grown up
nimble and quick, but no one wants to be associated
with you.
Favored Class: Rogue.
TABLE 1-1: BLOODLINES
Bloodline
Ability Adjustments
Favored Class
Base/Criminal
+2 Dexterity, -2 Charisma
Rogue
Common/Serf
+2 Constitution or +2 Strength, -2 Intelligence
Any
Middle Class
None
Any
Lesser Nobility/Peerage
+2 Constitution
Priest, Knight
Nobility/Royalty
+2 Charisma, -2 Strength
Noble
home. For most, it was where they were born, and
it will be where they die, and they couldn’t imagine
living any other way. Despite their rustic appearance
and usually threadbare clothing, however, these
folk take pride in their appearance, and any holiday,
carnival, or visit from one of their betters will see
these folk dressed in their inest clothes.
Relations: Serfs tend to have good relations with
most social groups, especially the peerage and the
nobility. The Peers rely on these folk for the labor that
feeds them on a day-to-day basis and treat them with
respect (though always with a clear understanding
of who’s in charge). Nobles rarely see or think about
the commoners, but do show them a distant respect,
at least for appearance’s sake. Commoners tend to
dislike the middle class and the criminal bloodlines,
however. The middle class is an unknown quantity,
and tales of their wealth will occasionally draw a
young serf off the manor and to the city (usually with
disastrous consequences according to conventional
wisdom). This makes the middle class the medieval
equivalent of a “hippy” from the 1960’s. Criminals
are beneath the commoner, a status they enjoy
rarely. As such, many commoners do not want to
be seen associating with such rabble. Criminals and
the middle class have one thing that unites them in
the commoner’s mind that cements this dislike: the
city. Just as today, urban and rural cultures have
different values and cool attitudes toward each other,
in the medieval period this distinction was more
pronounced. Commoners might not always get along
with the peerage or the nobility, but they are all part
of the same system. The city (and by extension the
criminal and middle class bloodlines) is something
alien, which will continue to grow in inluence until,
in the far future, it will completely replace the farm
as the center of life and society.
Lands: Although the majority of the population
(close to 85% in fact), Commoners own little of the
land on which they live. Some hold small plots of
their own as a gift from their lord, which they pay for
by providing labor at harvest. However, most simply
work land owned by their lord in return for the right
to a modest existence.
Religion: Religion is very important to
commoners, for the structure it provides, the sense of
wholeness in terms of the “great chain” hierarchy of
the universe, and as a wonderful reason for festivals
and celebrations.
Adventurers: Common adventurers tend to begin
life either in war or disaster, or, if of a rebellious
nature, simply leave the manor in search of adventure
and excitement.
Common/Serf lineage
You are descended from common workers, the serfs
and tenant farmers that make up the majority of the
population. Your family might own a small plot of
land, but you are still required to provide service to
your lord.
Personality: Commoners tend to be reserved when
around their betters. However, these folk are lively
and spirited when among their own kind, prone to
dancing, making music of every description, singing,
and telling jokes (usually bawdy). Although the labor
these folk do is often backbreaking, their spirit is
undimmed, and the slightest excuse is reason enough
to have a feast or at least a dance in time of plenty.
The viewing of a saint’s bones can lead to a carnival
atmosphere, and social structures are strong at this
level of the medieval hierarchy, perhaps stronger than
at any other.
Physical Description: Commoners tend to be
rustic in appearance, wearing clothes made from
the animals grown on their lord’s land, the land that
provides for all their other needs, and serves as their
Lineage Traits
1 bonus feat at 1 st level.
1 bonus feat from the following list: Alertness,
Animal Afinity, Athletic, or Endurance.
Worker: +2 bloodline bonus on all Craft skill
checks.
Illiteracy: You must spend 2 skill points before
being able to read and write all the languages you
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