Arthurian Heroes
King Arthur was a celebrated British hero, a legendary ruler credited with uniting the independent and belligerent knights of Britain at the Round Table and beating back the Saxons and other barbarian invaders. He also established a realm of virtue, Logres, that was the spiritual counterpart of his material kingdom. In this way, Arthur became not only the principal defender of Britain, but the embodiment of her ethical ideals as well. In every sense, he was the ultimate savior-king of Britain.
Despite his legendary standing, Arthur and his companions are seen as very human. Arthur himself is nearly always presented as just, powerful, wise, and generous. But he is also pictured as indecisive, unseeing, petulant, and occasionally stubborn. His queen, Guinevere, is beautiful and dedicated, but she is in love with Arthur’s greatest knight. Despite his dedication to Arthur and the principles of virtue, this knight, Launcelot, is powerless to keep himself from returning her affection.
These characters, and hundreds of others, are described with such vividness and detail that it seems impossible that they did not live. Yet, the Round Table has never been discovered and the locations of Arthur’s castles have never been determined. The island retreat, Avalon, remains as thoroughly hidden by the haze of time as it ever was by ocean mists.
Many mythologists insist that the great king never lived. Arthur, they claim, is the personification of a Celtic deity or, at most, an exaggeration grown out of the exploits of a conquering barbarian king. But for every mythologist who believes Arthur did not live, there is a historian who has devoted his or her life to proving that Arthur is more than mere legend. Many believe that they have found the locations of his most famous battles, the mounds upon which his castles once stood, even an island that might have been Avalon. Unfortunately. many of these assertions conflict, and it is not within the scope of Legends & Lore to sort through their claims in search of their validity. For our purposes, it is the legend itself, and the people who created it, that matters most.
Whether he lived or was only a mythical ideal, Arthur was born into an Britain descending into the depths of anarchy and chaos. The time was 500 AD The Germanic tribes of what is now eastern Europe were sweeping down on the degenerating Roman Empire, conquering Gaul, Spain, and even sacking Rome herself. Faced with such fierce opposition, Rome withdrew her legions from the far-flung territories, leaving Britain undefended, disorganized, and easy prey for the fierce Saxon, Angle, and Jute warriors of what is now Denmark and northern Germany.
It was Arthur who united the quarrelsome British knights and led the fight to repel the invaders. Many historians claim that he was the grandson of a Roman named Constantine (probably not the Emperor, though that is a possibility), and was trained in warfare at a Roman academy. He united the British realms through his tactical genius and was elected to lead the defense against the Saxon invaders.
According to legend, he was the son of Uther Pendragon and Ygraine, conceived through Uther’s impersonation of Ygraine’s husband even as he lay dying on the battlefield. Upon Arthur’s birth, the wizard Merlin took the infant and had him raised by an honest and trustworthy knight, so the youth would mature into a wise and just king. Arthur was proclaimed king at the age of 15, when he pulled the sword Excalibur from a stone at a contest to pick the new king. (In many versions of the myth, Arthur was given Excalibur by the Lady of the Lake.)
Upon achieving kingship, Arthur moved quickly, defeating the barbarians in a series of fights known as the Twelve Battles. In the last of these battles, fought at Mount Badon, he reputedly killed 960 enemies personally, putting an end to the Saxon invasion — at least during his lifetime.
After the Twelve Battles, Arthur began uniting the British knights around the Round Table and establishing the chivalric order that was his greatest nonmilitary achievement. It was during this time that Guinevere and Launcelot fell in love, and began the affair that would eventually devastate the unity of the Round Table.
Also during this great peace, Arthur’s jealous half-sister, Morgan le Fay, began studying sorcery and engaged in many plots to destroy her brother and his achievements. Her most successful plot was the conception of Mordred, who was destined to betray Arthur. Morgan’s plots became so troublesome that Arthur was forced to banish his half-sister from court, further undermining the unity of the Round Table.
In the midst of the Round Table’s troubles, the knights of Arthur’s Realm faced their greatest test: the search for the Holy Grail. At a feast where all the seats of the Round Table were filled, the Holy Grail momentarily appeared over the table. When it vanished, all the knights present swore to seek the golden chalice. Although they all tried valiantly to complete the quest, it was the saintly Sir Galahad who finally drank from the Holy Grail and cured many evils which had been afflicting the land.
Upon completion of the Grail Quest, Arthur’s court began to decline. Several knights had died during the quest, Launcelot and Guinevere were powerless to discontinue their love affair, and Mordred was conspiring to usurp Arthur’s throne. The final blow to the unity of the Round Table came when Mordred presented Arthur with proof of the Queen’s adultery and demanded that she be executed, per the law. When Arthur reluctantly agreed, Launcelot took the queen and fled. The King and his knights followed, laying siege to Launcelot’s castle in order to enforce the law. During the battle, Launcelot saved Arthur’s life. As a result, the King agreed to a truce in which Launcelot exiled himself to France and returned Guinevere.
Unfortunately, many of his knights did not approve of this arrangement, most notably Sir Gawain, who was in the midst of a blood feud with Launcelot. In order to preserve what endured of his realm, Arthur agreed to attack Launcelot in France. While he was away, Mordred attempted to usurp the throne and marry Guinevere, further shattering the Round Table. Upon hearing of this, Arthur returned with his remaining loyal knights. They faced Mordred’s forces in a terrible battle at Camlann that left only a handful of men alive. Although Mordred was killed, Arthur himself was mortally wounded. Before he died, Arthur had Excalibur returned to the Lady of the Lake, then was ferried to Avalon by three mysterious queens.
Upon hearing of Arthur’s death, Launcelot returned to find that only five Knights of the Round Table still lived, and that Arthur’s Realm was shattered beyond repair. Guinevere had entered a monastery to repent of the sin that had destroyed the Round Table. Launcelot followed her lead by giving up his arms and becoming a monk. By the time he and Guinevere died, England was again being overrun by barbarians.
Role-playing in an Arthurian Setting
Unlike most of the other beings described in Legends & Lore, King Arthur and his companions are not deities. They are legendary heroes, and, as such, should not be worshipped. Even if they could hear a cleric’s prayer and or warrior’s plea for supernatural aid, they would most likely be powerless to answer.
Instead of treating the Arthurian Myths as a pantheon of supernatural beings, DMs wishing to make use of it in their campaigns should view it as a setting. The Arthurian saga will fit into almost any campaign, especially those based to some extent on the European Dark and Middle Ages. Any isolated land, such as an island or remote peninsula, will serve as the territory. Sprinkle it liberally with an assortment of feudal lords, add an invading horde of barbarian plunderers, then have Arthur, or a similar great leader, unite the lords in order to defend their homeland.
The player-characters might arrive in this setting in any number of ways. If they don’t have seasoned characters already, they might start as a squires or men-at-arms for one of the smaller knights, then work their way into Arthur’s court during the many battles against the barbarians. On the other hand, if they have already been adventuring for some time, they might encounter one of Arthur’s knights, or hear stories of a fabulous court where all knights are treated as equals, which is renowned for its justice, and where strangers are always treated as welcomed guests.
Once they have reached the Round Table, of course, they may find themselves deeply entwined in the politics of court, asked to undertake a perilous quest on the king’s behalf, or suddenly forced to prove their skill and courage in the midst of a great tournament.
Duties of a Knight of the Round Table
Any player character aspiring to a seat on the Round Table will have to earn it. First, they will have to attract Arthur’s attention through some valorous deed or trait, such as prowess at arms, undaunted bravery, a thorough command of magic, unerring piety, etc. Once Arthur has noticed such persons, they will have to impress him with their adherence to a strict code of behavior.
They must be just, loyal, courteous, generous, and, most importantly, reverent; they must protect the poor and weak, and never deny protection to a lady or maiden; the must remain clean and chaste in spirit and in flesh (though it is permissible to love from afar); they must strive for candor and flee from pride; and they must face death at all times with courage and good bearing. Although Arthur is not foolish enough to believe that all of his knights can live up to this code all of the time, he will not extend an invitation to the Round Table to anybody who displays more than minor variations from these standards.
Taken together, these standards may be interpreted as the Code of the Round Table. The code is rooted in deep faith in the existence of an ultimate deity, in the beneficence of the a special order, and in the belief that men and women prove their worthiness only to the extent that they serve an ideal greater than themselves. While, for game purposes, it should certainly be possible for a player character to become a man of the Round Table without sharing Arthur’s religion, they should share these three beliefs, at least.
Arthur will permit an individual of any character class into his court, provided their apparent alignment is some variation of good. Generally, their scores must be at least 10 in attributes, at least 15 in their primary attribute, and it must be a minimum of 5th level (unless admitted as a domestic servant or squire). Only fighters of 10th level or greater, well-versed in jousting and sword combat, will be invited to sit at the Round Table itself. Nobody using poison, backstabbing, or other trickery to win a combat will ever be to stay in Arthur’s court.
A special order of clerics known as “The Pious Knights” wanders through Arthur’s realm. These clerics are warrior-priests who have dedicated their lives to reverence and righteous use of force. Though their deity remains mysterious and distant, they are unswerving in their devotion. The Pious Knights will undertake any mission that contributes to the greater glory of their deity or order, no matter how dangerous or life-threatening.
Though they are an organized order, the Pious Knights have no central seat of control or power. Instead, they gather at a secret circle of standing stones once per year to introduce new initiates and discuss the order’s business. The Pious Knight with the most experience points is treated as group’s spiritual leader and advisor.
During the rest of the year, they wander through the realm seeking out poor and oppressed people to help. They differ from the Knights of the Round Table in that they usually direct their attention to peasants in distress rather than nobles. Despite this difference in emphasis, the Knights of the Round Table respect the Pious Knights very highly. The leader of the Pious Knights is always granted a seat at the Round Table, and, at various times, several other members of the order have also sat at the table.
To become a member of the Pious Knights, an initiate must become the squire of a Pious Knight of 10th level or more. Such initiates must meet the following requirements: Strength 13, Constitution 9, and Wisdom 15. Their prime requisites are Strength and Wisdom, and a Pious Knight who has scores of 16 or more in each receives a bonus of 10 percent to the experience points he earns. Only humans may become Pious Knights. Pious Knights must always be lawful good in alignment, and automatically lose the benefits of their character class if their alignment changes. In this case, they revert to being simple warriors until they have performed a suitable act of contrition. Characters whose alignments are changed to evil, however, can never again be a Pious Knight.
In combat, Pious Knights may use non-cutting weapons, such as maces, nails, or slings. For tournament purposes, they may use lances and swords, providing the cutting edges and points have been dulled. They may never use weapons of backstabbing or deception, such as daggers, poison, or garrotes.
Intentionally causing the death of a human or demi-human, even in the heat of combat, results in an immediate and irreversible loss of powers for a Pious Knight. Such characters immediately become simple warriors of a level appropriate to their experience points. Note that this may result in a loss of levels.
Pious Knights inadvertently causing the death of a human or demi-human lose a 3d10 x 100 experience points and must undertake an act of penance before they may begin advancing again.
Pious Knights are a cross between cleric and warrior. They use the THAC0, Hit Dice, and Saving Throw tables of warriors, but use the Experience Level, Spell Progression, and Turn Undead tables of clerics. They may employ the standard powers of clerics, save that they have major access only to the all, creation, healing, and protection spheres and have no access at all to other spheres. They receive no granted powers from their deity.
At the first level of experience, Pious Knights are allowed to adventure on their own or with a group of their choosing (as long as this group does not contain any characters of evil alignment that the knight knows about). At the tenth level of experience, they may accept up to six initiates of levels 0-5 as squires and companions. It is the responsibility of the Pious Knight to ensure that these initiates are lawful good.
The shield symbol of the Order of Pious Knights is a representation of the Holy Grail.
Special Note: There is no evidence, in literature or history, that suggests an order resembling the Pious Knights really existed in Britain during this time. The Pious Knights are offered as a new character class for gaming purposes only, and the use of this order in your campaign is strictly optional.
Portents, Omens, and Transgressions
Although Arthur’s deity remains distant and unapproachable, Arthur’s world is filled with portents, omens, mysterious magic, and miraculous occurrences.
Portents associated with duty, an upcoming quest, or some other endeavor important to the welfare of the kingdom take the form of a religious symbol such as the Holy Grail. Beneficent omens are associated with romance, beauty, or a lovely woman; for example, the Lady of the Lake is often credited with giving Excalibur to Arthur. Signs of doom are identified with the harsh side of nature or paganism; for instance, Merlin was able to prophesize the downfall of one of Arthur’s predecessors, Vortigen, after watching a red dragon devour a white dragon.
In Arthur’s world, transgressions of proper behavior carry their own tragic consequences. The direct involvement of a supernatural being is never required to levy a punishment, for the well-being of the world depends upon the good behavior of its inhabitants. If they fail in their duty, their sins reverberate throughout society and eventually come rolling back to destroy them. Thus, the love affair of Guinevere and Launcelot destroys first the unity of the Round Table and ultimately forces them to enter a monastery to repent from the atrocious consequences of their deeds.
(Illusion)
Sixth Level Wizard
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Special
When this spell is cast upon a willing recipient, he immediately assumes the appearance of another person whom he wishes to impersonate. The recipient becomes the same height, sex, and race of the target, even speaking with the same voice, and gesturing with the same mannerisms. The impersonator is indistinguishable from the impersonated in all outward appearances.
However, the impersonator does not acquire the subject’s memories or abilities, and cannot automatically speak the subject’s language. Furthermore, if the impersonator does anything that is out of character for the subject, anybody present who knows the subject makes a saving throw versus spells. Anybody making a successful save sees through the illusion and realizes that an impostor has taken the subject’s place.
The material component of impersonation is a drop of blood, lock of hair, or cherished possession belonging to the person who is to be impersonated.
Revelation (Greater Divination)
Sixth Level Wizard
Fifth Level Priest (Divination)
Range: Line of sight
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: Self
Saving Throw: None
By casting a revelation spell, a wizard immediately understands, in unerring detail, the complete meaning of an omen or portent. This spell can only be used when the spellcaster sees the omen, and must be used while the portent remains visible. Revelation cannot be used to predict the future, except as indicated by the portent, nor even who sent the omen. The spell only reveals the exact meaning of the omen.
Should a spellcaster attempt to use revelation to understand an unusual event which is not an omen, the spell fails, although the caster does learn that there is no great importance to the supposed sign.
Protection From Death (Necromancy)
Seventh Level Priest
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn
Casting Time: 2 rounds
Area of Effect: individual
Saving Throw: Negates
Protection from death is a powerful priest spell which temporarily prevents an individual from dying. When cast upon a willing recipient, no saving throw is required. The individual suffers damage normally, save that when he reaches zero hit points, he must simply admit defeat and retire from combat. While under the influence of a protection from death spell, an individual is immune to the effects of poison, disease, and death magic. The protection from death spell can be canceled by a dispel magic spell, leaving the individual subject to death normally).
After a protection from death spell wears off, the individual is completely healed and returned to full hit points. Lost limbs and the like are not regenerated, however, unless they have been recovered and are held in place when the spell fades out. If the person has suffered injuries too severe to permit survival after the spell ends (beheading, for example) then they will simply die.
The material component of this spell is an item taken the body of a dead person.
Holy Grail
The Holy Grail is a sacred relic brought from Rome to Britain by Joseph of Arimathea’s family, where it was lost until Arthur’s knights set out on their search. It is a large chalice that appears to be made of pure gold, though in reality it is craft from wood. In order to even see the Holy Grail, one must be of Lawful Good alignment and above evil temptations. Only a knight of saintly virtue may actually touch or drink from the Holy Grail.
When a worthy knight drinks from the Grail, he activates its magical powers. At this point, the chalice has the following powers, which it exercises automatically as the need insists: create food and water (for all those who can see it), heal, neutralize poison, remove curse (for anybody who can see it) and plant growth over any barren area into which it is taken. Once a saintly knight drinks from the Grail, it disappears from his hands and is again lost until found by another worthy man.
Excalibur
Given to Arthur by the Lady in the Lake in return for a favor to be named later, Excalibur is the magical sword which gave Arthur the power to unite the kingdoms of Britain. Its origins are as misty as the location of Avalon, but it is clear that the weapon was forged by some supernatural being in order to assist worthy kings in defending Britain. Excalibur is a sword of sharpness +5 that can only be wielded by a Lawful Good warrior of 18 strength or greater. If stolen, taken by treachery, or lifted in an evil cause, Excalibur will break upon contact with another weapon. It can only be mended by returning all of the resulting pieces to the Lady of the Lake, she will only mend it for a worthy king, such as Arthur.
As valuable as Excalibur itself is the sword’s scabbard which prevents blood from flowing from its wearers wounds. Anyone wearing the scabbard suffers damage from bludgeoning, magic, fire, and other forms of non-cutting attacks. The scabbard only functions for a Lawful Good wearer.
King Arthur is the legendary ruler who united Britain and beat back her Saxon invaders. He also established a realm of virtue, Logres, that is the spiritual counterpart of his material kingdom. Arthur is not only the principal defender of Britain, but the embodiment of her ethical ideals as well.
Arthur’s heritage and remarkable achievements have already been discussed in the introduction to this section, so it shall suffice here to say that he is a savior king in every sense of the word. He rules his realm, the united kingdoms of Britain, with compassion, wisdom, and, when need be, unappeasable might.
Paladin 16, Bard 5
Str 18/52 Dex 16 Con 18
Int 17 Wis 18 Cha 18
AC -1 MR nil MV 12
HP 147 AL lg THAC0 3
#AT 2 Dmg ld8 +5 (Excalibur) +3
Priest Spells: 1) command, remove fear, protection From evil; 2) enthrall, hold person, slow poison; 3) remove paralysis, magical vestment; 4) cloak of bravery.
Arthur is married to the beautiful Guinevere, whom he met when he came to the aid of her father, Laodegan, who was being besieged by Irish forces. Despite the fact that they were outnumbered, Arthur and his company attacked the Irish and drove them away. In gratitude, Laodegan promised Arthur anything he wanted. The young king, who had fallen in love with his host’s daughter the instant he saw her, asked for Guinevere’s hand in marriage. Laodegan was happy to comply, though it was not clear that Guinevere returned Arthur’s feelings. In addition, Laodegan presented Arthur with an oak table large enough to seat 250 knights. This table eventually became known as the Round Table.
Physically, Arthur is a huge man with strong, honest features, a heavy beard, and a penetrating gaze. He is never far from his famous sword, Excalibur, or its magical scabbard (see section introduction for description of these two magic items). In combat, he wears glistening plate mail, his bejeweled war crown, and carries a shield bearing his device, the golden dragon.
King Arthur has all of the powers normally due a paladin of his rank. Because of his status as the savior of Britain, however, he is not bound by all of the restrictions which normally apply to paladins. First, he has attracted a large body of followers in the guise of the Knights of the Round Table. Second, he is allowed to accumulate vast sums of wealth, which he uses for the good of England.
Merlin was conceived by a woman who had the misfortune of being seduced by supernatural creature of evil origin. Fortunately, she was a woman of outstanding moral character and related her misfortune tune to her confessor, who used a holy symbol to save her unborn child from the clutches of evil.
Wizard 17, Druid 14
Str 12 Dex 15 Con 20
Int 19 Wis 18 Cha 14
AC 2 MR 15% MV 15
HP 77 AL ng THAC0 12
#AT 1 Dmg 1d6 (staff)
Wizard Spells: 1) detect magic, identify, read magic, phantasmal force, ventriloquism; 2) detect evil, detect invisibility, ESP, invisibility, mirror image; 3) clairaudience, clairvoyance, spectral force, phantom stead, wraithform; 4) detect scrying, magic mirror, hallucinatory terrain, illusionary wall, phantasmal killer; 5) contact other plane, false vision, advanced illusion, dream, major creation; impersonation, revelation, permanent illusion; 7) vision, simulacrum, monster summoning V; 8) screen, trap the soul
Priest Spells: 1) detect evil, create water, cure wounds, pass without trace, entangle, faerie fire; 2) messenger, snake charm, slow poison, barkskin, trip, obscure 3) meld into stone, protection from fire, pyrotechnics, shape, tree, call lightning; 4) produce fire, cure serious wounds, neutralize poison; sticks to snakes; control temperature, 10’ radius; 5) transmute rock to mud, wall of fire, cure critical wounds; 6) stone tell, heal; 7) creeping doom.
Born at least three generations before Arthur, served several kings, including Arthur’s father, Uther, acting as an advisor, seer, and magician. He is a grizzled old with a long white beard and hair, though he is also surprisingly agile and hardy for his appearance. His supernatural heritage gives him the ability to regenerate 1 hp per round and is responsible for his unusually high intelligence, which renders him immune to 1st level illusion spells.
Merlin is often credited with supernatural prophetic abilities, but this assumption is not exactly accurate. He has an intense interest in divination magic, which he often uses in attempt to foresee the future. Merlin’s staff serves as a staff striking and absorbs spell levels like a staff of the magi.
Though he has a good heart, people often regard Merlin surly and impatient. This is because he rarely tolerates fools and never tolerates selfish or evil people. Merlin’s one weak spot, however, is his love for a pretty face — more than one woman has made a fool of him.
After risking his own life to save Laodegan from a band of Irish besiegers, Arthur was rewarded with the hand of Laodegan’s beautiful daughter, Guinevere. Unfortunately, although she respected and admired the young king, Guinevere was not truly in love with him. Nevertheless, she was obligated as a dutiful daughter to do as her father wished and marry the king.
Bard 7
Str 12 Dex 16 Con 16
Int 13 Wis 8 Cha 19
AC 8 MR nil MV 12
HP 42 AL cg THAC0 17
#AT 1 Dmg 1d4 (dagger)
Spells: 1) charm person, friends, protection from evil; 2) detect evil, ESP; 3) non-detection.
Despite Guinevere’s lack of feeling for Arthur, the royal couple had a happy and harmonious life for a time, for the king was a kind and just man. However, their happiness came to an end when Launcelot of the Lake rode into court and asked for admittance to the Round Table.
Merlin had foretold of the coming of a young, sturdy knight who was invincible in combat. Both Arthur and Guinevere immediately recognized Launcelot as this man, and welcomed him with open arms. Unfortunately, Guinevere and the handsome knight also fell hopelessly in love with each other. For many years, the pair managed to keep their love virtuous and chaste, ennobling themselves and strengthening the Round Table through their sacrifice. But as Guinevere picnicked with her ladies-in-waiting one day, the cruel Sir Meleagans kidnapped her and carried her off to his castle. Of course, Launcelot soon came to her defense and, after facing many dangerous trials, rescued her. In the passion of the moment, they consummated their love.
After returning to court, Guinevere tried to restore their love to its previous courtly form. But, having known bliss in Launcelot’s arms once, she will not be able to resist temptation indefinitely. It is this weakness that ultimately led to the downfall of the Round Table.
To new acquaintances, Guinevere often seems rather aloof and haughty. As the Queen, she is accustomed to dealing with power-hungry, manipulative nobles, and tends to hold strangers at arm’s length until confident of their true motivations. Once she knows somebody well, however, she has a warm and generous personality.
When she finds it necessary, Guinevere can make herself irresistibly enchanting by using a combination of her bardic magic, natural charm, and unparalleled beauty.
The greatest knight of the Round Table was Launcelot of the Lake, who was invincible in combat and irreproachable in character — save for his love of Guinevere. Orphaned as a young child, he was raised by the Lady of the Lake in her underwater castle. She saw to it that he was trained not only in the ways of the warrior, but also in those of chivalry, and became the ideal paladin.
Fighter 18
Str 18/00 Dex 18 Con 18
Int 14 Wis 13 Cha 18
AC -3 MR 10% MV 12
HP 15 AL lg THAC0 0
#AT 2 Dmg ld8/ld8 (sword) +6
When Launcelot turned 18, the Lady of the Lake gave him a magic ring (which modified his AC by -3 and bestowed a 10% magic resistance), and sent him to Arthur’s court to join the Round Table. The young knight was immediately accepted, and he fell irretrievably in love with Queen Guinevere, though he swore to love her from afar.
Launcelot quickly proved his worth and became the king’s champion and most trusted friend. He went on many quests for Arthur and defended the king’s side in many battles. In addition, it was Launcelot who rescued Guinevere when Sir Meleagans abducted her. Near the end of this adventure, Launcelot and Guinevere consummated their love. It was after that episode that Launcelot lost the benefits of paladinhood and became an ordinary knight. Despite his fall from grace, Launcelot continued to serve his friend the king, struggling all the while to return his love for Guinevere to its pure and chaste form.
Launcelot is the object of the affections of Elaine, the beautiful daughter of one of the minor kings of Britain. She has even resorted to sorcery to win his affections, having herself changed into a likeness of Guinevere in order to seduce the handsome knight. This episode, during which they conceived Launcelot’s son Galahad, so disturbed Launcelot that he became a hermit for a time.
His presence was missed so much that both King Arthur and Guinevere spent fabulous sums searching for him, eventually finding the sad knight and convincing him to return to Camelot and the Round Table. This proved disastrous, for having known Guinevere’s physical love once, he was not be able to resist it forever.
Launcelot is the perfect gentleman, always courteous to those he meets and willing to give all strangers the benefit of the doubt. He is extremely charming and will gladly befriend any person who would befriend him, provided that friendship does not encroach on his loyalties to Arthur or Guinevere. Those who mistake his mild manner for cowardice, however, will soon see that this is not the case, for Launcelot is fearless in battle.
The Lady of the Lake is a person of mysterious origins, and some believe fairy blood runs in her veins. She is the woman who raised Launcelot and who presented Excalibur to Arthur. In times of peril, she occasionally helps heroes who observe the Code of the Round Table. Even then, she seems withdrawn and aloof, as if concerned with something beyond the comprehension of mortals.
Enchantress 16
Str 13 Dex 15 Con 16
Int 18 Wis 16 Cha 18
AC 2 MR 15% MV 12, 10 (sw)
HP 65 AL lg THAC0 16
#AT 1 Dmg 1d4 (dagger)
Spells: 1) comprehend languages, dancing lights, light, charm person, friends, hypnotism; 2) fog cloud, continual light, levitate, bind forget, ray of enfeeblement; 3) tongues, water breathing, wind wall, wraithform, hold person, suggestion; 4) charm monster, confusion, emotion, enchanted weapon, humble, magic mirror; 5) airy water, distance distortion, dream, domination, feeblemind, hold monster; 6) part water, enchant an item, guards and wards, mass suggestion; 7) Mordenkainen’s magnificent mansion, teleport without error, shadow walk; 8) permanency, antipathy-sympathy
The Lady of the Lake lives in a castle in the waters of a hidden lake, where she stores many magical items. She always wears a pair of magical bracers bestowing AC 2 upon her.
Mordred is the son of Morgan le Fay, Arthur’s half-sister. Though his mother is married to a Knight of the Round Table, Mordred’s true parentage is in doubt. It is well known that his mother is a seductress, and there are whispers that she practices the darker side of magic.
Fighter 14
Str 18/76 Dex 16 Con 18
Int 15 Wis 11 Cha 15
AC -1 MR nil MV 12
HP 96 AL le THAC0 5
#AT 2 Dmg 1d8/1d8 (sword) +4
As Morgan le Fay’s son and Arthur’s nephew, Mordred has been granted a seat at the Round Table. However, he secretly covets Arthur’s power and shares his mother’s hatred of the King. He is always scheming to usurp the throne, and is working to shatter the unity of the Round Table by exposing Guinevere’s affair with Launcelot.
The daughter of Ygraine and Gorlois, Morgan le Fay is Arthur’s half-sister. Secretly bitter over her father’s death and the trickery which Uther, Arthur’s father, employed in seducing her mother, Morgan is determined to see her begotten son, Mordred, replace Arthur as king of Britain.
Illusionist 14
Str 10 Dex 17 Con 17
Int 18 Wis 7 Cha 18
AC 4 MR nil MV 12
HP 64 AL ce THAC0 16
#AT 1 Dmg 1d4 (dagger)
Spells: 1) shocking grasp, unseen servant, charm person, change self, ventriloquism, magic missile; 2) alter self, darkness 15’ radius, fools’ gold, hypnotic pattern, invisibility, mirror image; 3) hold person, suggestion, spectral force, fireball, wraithform, lightning bolt; 4) polymorph other, fear, dimension door, minor creation, phantasmal killer; passwall, summon shadow, advanced illusion, dream, seeming; 6) project image, invisible stalker, permanent illusion prismatic spray, sequester.
She is an accomplished seductress who uses her charms to sow discord at the Round Table. In general, Morgan does her best to appear seductive and charming to strangers who might prove useful to her. Should one of these unfortunates yield to her charms, this domineering woman soon attempts to subvert his morality and twist him to her own ends.
The favorite nephew of King Arthur, Sir Gawaine is a valiant but prideful knight who will stop at nothing to avenge a blemish to his honor. He has engaged in many adventures on behalf of Arthur and the Round Table, including the famous incident with the Green Knight. Gawaine is angry with Launcelot for an imagined insult, and is awaiting an opportunity to avenge himself.
Fighter 16
Str 18/30 Dex 18 Con 18
Int 16 Wis 13 Cha 16
AC -3 MR nil MV 12
HP 102 AL n THAC0 4
#AT 2 Dmg ld8 +2/1d8 +2 (Galantine) +3
Gawaine’s sword, Galantine, is a +3 weapon. He also the benefit of a unique magical gift. From 9-10 in the morning, his strength increases to 19; from 10-11, it is 20, and 11-12 it is 21. After noon, his strength returns to normal.
Galahad is the son of Launcelot and Elaine, conceived when Elaine used a magic potion to impersonate Guinevere in order to seduce Launcelot. After his mother died of grief because Launcelot would not have her, Galahad was reared by monks.
Paladin 15
Str 18/00 Dex 18 Con 18
Int 15 Wis 18 Cha 18
AC -3 MR nil MV 12
HP 108 AL lg THAC0 3
#AT 2 Dmg ld8/ld8 (sword) +6
Spells: 1) remove fear, detect magic, detect evil; 2) hold person, slow poison; 3) dispel magic.
Perhaps because of his upbringing, or perhaps to make up for the impurity of his conception, Galahad has remained chaste throughout his life. His physical attractiveness and his prowess are as evident as his saintly moral standing. Merlin has prophesied that only Sir Galahad has the necessary moral perfection to complete the Grail Quest.
Sir Galahad wears white field plate and carries a white shield with a red cross. Once a day, the shield can cure critical wounds.
Sir Bernlad, a knight of fiercely independent disposition, is one of the few powerful lords who has not sought a chair at the Round Table. He rode into Arthur’s court in bright green armor and challenged any man to hit him with his axe. When Gawaine accepted this challenge and beheaded him in one stroke, Bernlad simply picked up his head and left, instructing Gawaine to present himself for a similar stroke in a year.
Fighter 14
Str 18/77 Dex 13 Con 18
Int 17 Wis 14 Cha 12
AC 1 MR nil MV 12
HP 96 AL cg THAC0 5
#AT 2 Dmg ld8 +3/1d8 +3 (Axe) +4
True to his word, Gawaine sought out the Green Knight and presented himself for the return stroke. After a series of tests designed to test Gawaine’s virtue, Bernlad merely nicked the valorous knight and discharged the obligation.
The secret of Bernlad’s immunity to harm lies in his Green Armor, which was given to him by the Lady of the Lake in order to test the virtue of Arthur’s court. As long as Bernlad wears the armor, he cannot be harmed by any physical weapon. This enchantment applies only to him. In addition, Bernlad’s battle axe is a +3 weapon.
After his father and two brothers were slain in knightly combat, Percivale’s mother took him deep into the woods to raise him in ignorance of chivalry. Her plan did not succeed. At the age of fifteen, he met some knights who told him about the Round Table. He set off for Camelot and naively presented himself for membership.
Fighter 14
Str 18/10 Dex 16 Con 17
Int 9 Wis 7 Cha 16
AC -1 MR nil MV 12
HP 78 AL cg THAC0 6
#AT 2 Dmg ld8/ld8 (sword) +3
As it often does for fools, fortune smiled on him. He arrived in time to see a huge knight in golden armor insult Arthur and steal one of the King’s fine golden cups. Percivale volunteered to recover the cup and, through a series of lucky accidents, defeated the knight.
As he was trying to strip the knight of his armor, an old knight happened by and took pity on the rash youth. This knight offered to teach Percivale the codes of chivalry and the art of combat. When Percivale returned to Camelot, he was a match for any of the knights.
Born in sorrow by a dying woman, Tristram was raised by a faithful tutor who saw that he learned the chivalric arts. After several adventures in which he proved his worth to his uncle, King Mark of Cornwall, Tristram was sent to Ireland to fetch the beautiful Isolde, who was to be Mark’s bride. Tristram and Isolde accidentally drank a potion that caused them to fall deeply and in love. Even after Isolde married King Mark, the lovers continued to meet secretly, causing King Mark to become one of Tristram’s greatest enemies.
Fighter 17/Bard 6
Str 18/99 Dex 16 Con 18
Int 16 Wis 13 Cha 17
AC -1 MR nil MV 12
HP 105 AL n THAC0 2
#AT 2 Dmg ld8/ld8 (sword) +5
Spells: 1) charm person, friends, sleep; 2) alter self, fools’ gold.
It is only Tristram’s association with Arthur’s court, where he has proven his prowess by defeating every knight except Launcelot, that has kept Mark from resorting to murder stop the affair.
The young son of King Lot, Gareth gained his entry into Arthur’s court by serving in the kitchens of Camelot. As a serving boy, Gareth was continually mocked by the boisterous Sir Kay, who called him “Beaumains", or “bighanded” because of his often inappropriate generosity. Nevertheless, Gareth remained determined to earn a seat at the Round Table and continued to train in every spare moment. Eventually, Launcelot realized the boy’s potential and took the youth under his protection.
Fighter 15
Str 18/52 Dex 15 Con 18
Int 12 Wis 11 Cha 12
AC 0 MR nil MV 12
HP 99 AL ng THAC0 4
#AT 2 Dmg ld8/ld8 (sword) +3
After being knighted, Gareth earned a reputation as a fearless protector of ladies in distress, especially one Lady Lyoness, whom Arthur eventually gave to him in marriage.
The most modest of all the knights of the Round Table, Gareth is sure to befriend any individual who is ridiculed or scorned by the other knights.
Sir Kay is Arthur’s foster brother and serves as the king’s seneschal. He is a robust, boisterous knight who takes his position as Arthur’s steward extremely seriously. Kay guards the proprieties of chivalry without understanding the essence of the code, and is constantly upbraiding new arrivals to the court for some technical violation of the code, even though they may be observing the spirit of chivalry far more closely than Kay himself.
Fighter 13
Str 17 Dex 18 Con 17
Int 15 Wis 8 Cha 17
AC -3 MR nil MV 12
HP 84 AL cn THAC0 7
#AT 2 Dmg 1d8/1d8 +1
Many knights are puzzled by Arthur’s tolerance of Kay, for he is a loudmouthed troublemaker who is constantly causing an uproar at the Round Table. Nevertheless, Arthur remains steadfastly supportive of Kay, perhaps out of loyalty to Kay’s father and the man who raised him, Sir Ector.
In combat, Kay is a capable fighter, but utterly cruel and without mercy. He wears two magical rings. the first functions as a ring of free action, save that it allows him to breathe underwater for up to nine days. The second allows him to assume the size and strength of a hill giant.
Despite the fact that he has only one hand, Bedevere is renowned for his skill with the spear. He is a close friend of both Arthur and Kay, probably due to the time they spent together as youths, and has accompanied them on many quests. It is foretold that it will be Bedevere who Arthur asks to return Excalibur to the Lady of the Lake.
Fighter 12
Str 18/76 Dex 16 Con 16
Int 12 Wis 10 Cha 14
AC -1 MR nil MV 12
HP 72 AL ng THAC0 7
#AT 3/2 Dmg 1d6 (spear) +4
Also known as the Holy Hermit, Naciens is nearly six hundred years old — though his longevity is no gift. He was cursed by Joseph of Arimathea, who brought the Holy Grail to Britain, for an offense which he will not reveal to anyone. He has been doing penance for this offense for the last six-hundred years, and cannot die until he has completely atoned for his misdeed.
Priest 16
Str 14 Dex 16 Con 18
Int 15 Wis 14 Cha 15
AC 8 MR 20% MV 12
HP 68 AL lg THAC0 nil
#AT nil Dmg nil
Spell: 1) detect evil, command, remove fear, detect poison, cure light wounds, endure cold/endure heat, protection from evil, light; 2) charm person or mammal, enthrall, hold person, find traps, slow poison, barkskin, resist fire/resist cold; 3) hold animal, create food & water, cure blindness or deafness, cure disease, dispel magic, protection from fire, remove curse; 4) cloak of bravery, free action, imbue with spell ability, detect lie, protection from evil 10’ radius, neutralize poison; 5) quest, cure critical wounds, dispel evil, moonbeam; 6) heroes’ feast, find the path, heal; 7) exaction.
Naciens will sometimes seek out worthy adventurers to lend help in the pursuit of a perilous quest. Under no circumstances will Naciens ever kill or bring harm to any living creature. If forced to defend himself, he uses his spells to protect himself from his attacker, but never inflicts damage himself. He does not look kindly on would-be heroes who kill without good reason.
Should Naciens’ hit points fall below zero, he collapses into a state resembling death. One day later, however, he awakens fully restored.
Sir Garlon is an unscrupulous knight who uses his thieving abilities to ambush his opponents. He is aided in his treachery by the ability to turn invisible at will, which he received from a witch of the fens in return for a promise to use the gift only in the service of evil.
Fighter 13, Thief 3
Str 15 Dex 15 Con 17
Int 15 Wis 9 Cha 15
AC 0 MR nil MV 12
HP 84 AL ce THAC0 8
#AT 2 Dmg ld8/ld8 (sword)
Sir Lamorak is a constant champion at tournaments held by Queen Margawse, his lover. The son of King Pellinore, he is a skilled, powerful fighter unlikely to show mercy in battle. He once slew 12 renegade knights of Morgan le Fay’s single-handedly.
Fighter 15
Str 18/00 Dex 18 Con 18
Int 13 Wis 8 Cha 17
AC -3 MR nil MV 12
HP 99 AL n THAC0 3
#AT 2 Dmg ld8/ld8 (sword) +6
Lamorak has slain several knights of the Round Table. He is a great enemy of Sir Gawaine, and Tristram as well. Lamorak is one of Percivale’s older brothers (and therefore will not be encountered when Percivale is old enough to fight).
Palomides is a bitter rival of Tristram’s, for the Saracen also loves Isolde and has sworn to make her his, regardless of the fact that she loves Tristram. Wearing the chain mail armor of a Moorish warrior, he is well known for the quickness of his scimitar and his courage in battle. Sir Palomides also fights from horseback with a composite bow, which has done nothing to improve his image among knights who regard such weapons as less than chivalric.
Fighter 16, Bard 3
Str 17 Dex 18 Con 18
Int 15 Wis 10 Cha 15
AC 0 MR nil MV 12
HP 102 AL n THAC0 4
#AT 2 Dmg 1d8/1d8 +1
Spells: 1) charm person, color spray.
In Arthur’s time, there were thousands of knights seeking fame and honor in Britain. Knights of Renown usually fight with lance, bastard sword, two-handed sword, or morningstar. They often ride a heavy war-horse in battle. When not engaged in combat, they are usually riding a lighter horse. All knights have a squire to assist them with their equipment and there is a 5% chance that the squire is a better fighter than his knight. Squires cannot fight from horseback, or use a sword, until they have been knighted. Average knights rarely grant mercy in combat.
Fighter 8-10
Str 12-18/00 Dex 12-18 Con 12-18
Int 9-18 Wis 8-18 Cha 8-18
AC 1 to -3 MR nil MV 12
HP 40-110 AL any THAC0 13-8
#AT 3/2 Dmg by weapon + Str bonus
Some average knights: Abellius, Alamor, Belleus, Berel, Brandiles, Cador, Caradoc, Darras, Dodinas, Ebel, Epinograis, Feldenak, Gahalatine, Gouvernail, Hector, Herlen, Ider, Kehydius, Lanceor, Lucan, Mador, Melias, Naram, Ontzlake, Persante, Priamus the Saracen, Sardok, Segwarides, Wisshard.
At the minimum, the Knights of the Round Table were all Knights of Quality. Knights of Quality can fight with lance, bastard sword, two-handed sword, or morningstar. They usually ride a heavy war-horse in battle. When not engaged in combat, they lighter horse. All Knights of Quality have a squire to them with their equipment, and usually 1d10 men-at-arms of levels 1-7. Their squires cannot fight from horseback, or use a sword, until they have been knighted. If they are of good alignment, Knights of Quality will grant mercy in combat 75% of the time, provided they are asked to do so.
Fighter 10-13
Str 13-18/00 Dex 13-18 Con 13-18
Int 9-18 Wis 9-18 Cha 9-18
AC 1 to -3 MR nil MV 12
HP 50-110 AL any THAC0 11-5
#AT 3/2 Dmg by weapon + Str bonus
Some Knights of Quality: Accolon, Agravaine, Balin, Bors, Dinadin, Ector, Gaheris, Lionel, Marhaus, Pelleas, Perimones the Red Knight, Sagramour le Desirous, Trantrist o’the White, Ulfius, Ulwaine.
The White Hart
The White Hart is a large albino buck with fifteen point antlers. Knights and their ladies sometimes glimpse it bounding through the forests of Britain, but commoners never see it unless they have proven themselves extraordinarily brave.
The White Hart is a harbinger of adventure that will befall those who spy it. The White Hart inhabits the misty isle of Avalon. If followed out across the misty waters off Britain’s western coast, one will eventually reach the enchanted isle.
Some say the one who slays the White Hart will become England’s eternal ruler. But according to others, when the White Hart dies, all magic will fade away.
AC 0 No. 1 SZ 8’ XP 2,000
MV 20 ML 16 AL n INT high
HD 6 HP 48 MR 25% THAC0 17
#AT 3 Dmg 1d12/1d8/1d8
Special Att/Def: The White Hart can only by hit by magic weapons and can only be tracked when it is in sight as it leaves no visible trail. It is immune to all spells in animal sphere and enchantment/charm school. Each round, it regenerates 5 hit points. Lastly, this magnificent beast can run across water without penalty.
The Questing Beast
A powerful sorceress created the Questing Beast in vengeance for the destruction of her lover, a giant who was preying upon Pellinore’s lands. The Questing Beast is a four-footed reptile resembling a camel without the humps, and having a long, serpentine tail ending in a nasty spiked ball. It wanders across Pellinore’s lands wreaking havoc and destruction. Because Pellinore’s men used a pack of hounds to track down the giant, the beasts’ favorite prey are dogs, which it swallows whole and which sometimes remain alive in the beasts’ stomach for years.
Although anybody brave enough to face the horrid creature might be lucky enough to drive it off, only Sir Pellinore or one of his descendants can kill it.
AC -5 No. 1 SZ 10’ XP 5,000
MV 18 ML 18 AL n INT high
HD 10 HP 80 MR 30% THAC0 11
#AT 4 Dmg 1d12/1d8/1d8/1d10
Special Att/Def: The questing beast can only be killed by Pellinore, Percivale, Lamerok, Agglovale, Durnarde, Tor, Elayne, Galahad or someone else descended from Pellinore. Once per day, it breathes a cloud of poison gas which does 5d8 damage. Those who save versus poison will suffer half damage .