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Friday 4 November 2011

PENDRAGON

Showing revision 6

Solo Adventures

Solo Adventures are used when the game skips a year or when a player is absent and not run as an NPC.
They basically give small amounts of glory and experience checks.

Knight Service

Roll 1d20 for each knight-service you owe to your Lord.

  • 1–9 Garrison duty
  • 10–13 Border patrol
  • 14–15 Border Skirmish
  • 16-17 Armed escort (close destination)
  • 18 Armed escort (distant destination)
  • 19 Assist a Court Officer
  • 20 Assist the Clergy

  • Garrison Duty: Gain an experience check for Awareness, Intrigue, Recognize, (Gaming or one Weapon Skill), (Energetic or Lazy (your choice)). Gain 20 glory.
  • Border Patrol: Gain an experience check for Awareness, Horsemanship, Hunting, (Courtesy or one Weapon Skill), (Trusting or Suspicious (your choice)) Gain 20 glory.
  • Border Skirmish: Gain an experience check for Battle, Horsemanship, Lance, one Weapon of your Choice, (Valorous or Cowardly (your choice)). Gain 1d6 * 10 glory.
  • Armed Escort (Close): Gain an experience check for Courtesy, Horsemanship, Intrigue, (Hunting or one Weapon Skill), (Prudent or Reckless (your choice)) Gain 20 glory.
  • Armed Escort (Distant): Gain an experience check for Awareness, Courtesy, one Weapon Skill, (Boating or Horsemanship), (Energetic or Lazy (your choice)) Gain 30 glory.
  • Assist a Court Officer:
    • Roll 1d20 again
      • 1: Bodyguard the Count: Gain an experience check for Loyalty (Lord), Awareness, Courtesy, Hunting, Intrigue, Recognize, (Gaming or one Weapon Skill), (Energetic or Lazy (your choice)). Gain 40 glory.
      • 2: Bodyguard the Countess: Gain an experience check for Loyalty (Lord), Awareness, Courtesy, Falconry, Intrigue, Recognize, (Gaming or one Weapon Skill), (Energetic or Lazy (your choice)). Gain 40 glory.
      • 3: Bodyguard one of the munchkins: Gain an experience check for Loyalty (Lord), Awareness, Courtesy, First Aid, Gaming, Recognize, (Intrigue or one Weapon Skill), (Energetic or Lazy (your choice)). Gain 40 glory.
      • 4-7: Assist Sir Brian the Borderwarden. As Border Patrol, but add experience checks for Charioteering, Bow, and Orate. 30 glory instead of 20.
      • 8-11: Assist Banneret Elad, Marshal of Salisbury. As Border Skirmish, but add experience checks for Siege, Stewardship, and a second weapon. 30 glory instead of 1d6 * 10.
      • 12-15: Sir Maelfin, Butler of Salisbury. As Garrison Duty, but add experience checks in Compose, Gaming, Read (Latin), Stewardship. 30 glory.
      • 16-19: Sir Tymine, Chamberlain of Salisbury. As Garrison Duty, but add experience checks in Horsemanship, Orate, Read (Latin), Stewardship. 30 glory.
  • Assist the Clergy: Gain an experience check for Courtesy, (Faerie or Folk Lore (your choice), Orate, Read (Latin), Religion (British or Roman or Arian Christian, your choice. Those of other faiths who had 0 in these gain 1 point of this skill in the religion they choose.), Singing (Mystical or Worldly (your choice)). 10 glory.

A Year At Home on the Farm (Running your Lands solo)

In addition to the usual winter phase land management issues, you have the following opportunities:

  • You are the Law: You must judge innumberable petty court cases as peasants accuse each other, passing knights accuse peasants and vice versa, merchants bring suit, etc, etc, etc. You get an Orate XP check automatically. You then have three options:
    • Rule Justly: You get XP checks on Honest and Just. This makes your peasants happier and you'll get a 1d6 bonus during your land management checks. 10 glory.
    • Deputize the Work: You can let someone else act as Judge. No game effects. No glory.
    • Rule Arbitrarily: You get XP checks on Deceitful and Arbitrary and Selfish, but you also collect 1d6 L. worth of bribes, unfair judgements, etc. Your peasants are cranky and you suffer a penalty to your Stewardship checks during your land management phase equal to how many Librum you extracted. 10 glory.
  • Master of Ceremonies: You recieve a variety of visitors during the year. You may take either a Temperate or an Indulgent XP check for yourself or neither. Then choose how you treat your guests.
    • A Good and Gracious Host: You treat your visitors like a king. You must spend one or more Librum. You get 5 + twice that in glory, a Generous XP check, a Hospitality XP check, a Courtesy XP check, and one Courtly skill of your choice XP check.
    • An Average Host: You get a Hospitality XP check, but nothing else of significance happens. 5 glory.
    • A Terrible Host: You treat your guests like crap, staying JUST within the bounds of what is acceptable. You get a Selfish check and you save 1d2 L worth of expenses this year. 10 glory.
  • Entertainment: Choose 2 of the following skills to get XP checks in, reflecting how you spend your fun time: Boating, Charioteering, Compose, Dancing, Falconry, Horsemanship, Hunting, Play (Instrument), Read (Language), Religion (Religion), Singing, Swimming.
Finally, run your Winter Phase land management to see how well you steward. However, staying the entire year makes you a more effective steward, so you gain a +5 bonus to your stewardship skill for any estate you manage yourself.

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