The Bretonnian Knight is often ill at ease in settlements, surrounded by debauchery and wantonness. He has his heart set on greater things. This means that there is always a chance that he might get in situations that others would not.
The Knight's rulebook detailed changes to the events caused by his presence. What follows is a table that the Bretonnian Knight can roll on if the Roleplay book claims that he has an Uneventful Day. The Bretonnian Knight is too busy rescuing damsels in distress to take a day off!
|Something more than the price of bread is troubling the
settlement, but none of the other Warriors perceive it. The Knight
discovers rumours of dark forces at work, and resolves to seek them out.
Roll 1D6+ Initiative. If he fails he must try again anytime he rolls an
Unexpected Event on the main table (ignoring this table) or doesn't visit
a trader or location. When he succeeds, he has stumbled upon a lair of
monsters that have been at work in the city. Roll 1D6, adding +1 if he has
Widespread Renown or higher.
If the Knight and his companions succeed, he gains a piece of Objective Room Treasure, as well as the full gold value from the grateful city council.
|It is late, and the Knight cannot sleep. He is visited by
memories of his failures, over the years. Make a Willpower test
(difficulty 8)Natural 1 The Knight is paralysed with guilt, and is at -1
Toughness next adventure.Fails The Knight cannot defeat the memories of
the past, and loses 1D6 x 2 Honour PointsSucceeds The Knight masters the
past and gains 1D6 x 2 Honour Points.Natural 6 The Knight comes to terms
with his failures, but his successes outweigh them by far. He gains +1
Luck in the next dungeon.
|The Knight is approached by a delegation of weeping
damsels, and asked to rescue their lady from the foul beast that has taken
her. Roll on the appropriate table in the rulebook. To help you, they will
take your blade and bless it in a nearby sacred lake. This will take them
1D3 days, and if you accept you may not leave the settlement before this
|An ancient Hermit Knight rides over to you, still proud and
strong. He challenges you to beat him in a game of riddles. Roll 1D6 x
Initiative, to beat 8. If you succeed he hands you one piece of treasure
that you were questing for, and congratulates you. If you don't have a
Relic Errand, he gives you a Dungeon Treasure. If you fail, he gives you a
piece of advice, and rides off, saddened. Roll on the Advice Table. Gain
or lose 1D6x10 Honour Points respectively.
|It really is an Uneventful Day!|
Peter Haresnape 20th June, 2003.
"Bigger Tables! Better Choices! More Rules! "