Players Information. They share out the characters to suit themselves.

Key: Lea = Leader, Off = Officer, Ind = Independent, Fol = Follower, Nid = Nidderling

Mo = Move rate, Fa = Fatigue, TR = Terror Resistance, SR = Spell Resistance

D = dead, C = Crippled, W = Wounded, Ob = Obstacle class, ShP + Shield Parries

Me = Melee, Mi = Missiles, MPU = Magic Power Units per move.

TC n = Terror Coercion value, CI n = Charm Influencing value.

The party gets one copy of this map.  Click on the map for a larger versionKWQplaymap.jpg (61303 bytes)

Party from Stefan Complan Chancellor of Foix

You are Formio Futrotte Master of the Thieves guild of Valles

Since killing your cousin Georges eight moons ago, you have been Master of the Guild. You control the Guild's 'Dependants Insurance Treasure and it's intelligence network. However it is a dangerous position. Many ambitious young thugs fancy the post for themselves and of course you are the principle target for the City Watch. They had arrested you on a trumped up charge. However the Chancellor of Foix, (believing you to be your late cousin) has offered you a chance to save your neck from the noose. Also to earn some honest money for a change. He wants you to assist in killing the King and Queen! The Church of Eru and others will be providing the heavy support. You are required for your technical expertise. You have fellow gaolbirds Hedban, a thug and Cordelia, an assassiness, to assist you. Like you it was a case of help or hang for them. You are to be paid 6,000 Gilden Pezzi to do the job and disappear. 2,000 has been paid and the rest is promised, when you return to the hideout in the forest. You do not trust Stefan, who may well want you silenced for good. You intend to flee to Ekthalon, taking the money you have, the Guild's Treasure and anything you can pick up on the mission. No mention of what was to happen to the royal jewels, was made when the deal was struck! There was some talk of taking prisoners but you and your confederates prefer not to leave live witnesses if it is possible to silence them.

Formio Futrotte Master Thief           Moves furtively 5".

 = Off, Mo 7", Fa 7/14, TR +2, SR 1, D -4, C -3, W -2, Ob 1.5

Me +3 -1 =+2 dagger strike 0,  Mi 2x throwing knives 5" 4+ Strike -3

Picks locks 6+ 1st move, 7+ 2nd move, 8+ 3rd move 9 4th move.

Picks pockets/ cuts purses 6+ yes, 3+ failed, 1+ victim on guard, 0 caught! 

Cordelia Assassiness         Moves furtively 5".

= Ind, Mo 6", Fa 5/10, TR +2, SR  1, D -4, C -3, W -2, Ob 1.1

Me +1 -1 = 0 +1,1st Round, Dagger Strike 0,

Mi 2x throwing knives  5" 4+ Strike -3. Picks locks 7+ 1st move, 8+ 2nd move,

 9 3rd move,     2 poison pills, 4 sleeping pills, 

Picks pockets/cuts purses 6+ yes, 3+ failed, 1+ victim on guard, 0 caught!

Hedban Thug                        Moves furtively 4".

= Fol Mo 7", Fa 7/14, TR +3, SR -1, D -4, C -3, W -2, Ob 1.5 3

Me +2  -0 = +2 sword strike 0 (Cosh +2 -1 = +1 strike -2 stun 6) 

Tinderbox & Grapnel rope. Bandages & 4 hets cord

Threats, Terror Coercion  4 (Once per character or Ti 6 for any whom have

 succumbed.) Weakness Cruelty D6 -3 moves tormenting any new prisoner

Party from Monseigneur Gerald of the Church of Eru

You are Sister Chiara a Subprioress in the Order of Lucrecian nuns

You are devoted to the worship of Eru. A sister of the Convent of Sacel in Perigord, the Monseigneur himself has given you this dangerous mission. He told you he had selected you, because of your devotion to the Church and your Eru given talents. (Mainly your magic powers. Striking dumb your governess at eight years led to your recruitment into the Lucrecian Order. You recently cast a magic bolt at a man who was blaspheming and Eru's will made it fatal.) The Monseigneur has revealed that the Church is under threat from the machinations of Queen Bettrys. Whilst King Reginald was still a Prince, he fell under her spell when he visited Stetia. Bettrys was a notorious witch there, who had already murdered her first husband. Despite being advised against it, King David III allowed Reginald to marry Bettrys, as he wished to maintain the alliance with Stetia. At that time all were under threat from the Chaotic powers. When she became Queen, Bettrys brought her own pet demon to Valles. She introduced the fashion for 'shimmering gowns' using cloth attainted by witchcraft. As is the tradition, she was given the Queen's manor of Naigre. There her predecessor Flacilla had begun to build a Lucrecian Convent. Now, possibly assisted by the Bishop of Chantilly, Bettrys is converting this to a temple of Doucer. The Bishop is talking of making Doucer a saint of the Church! The Monseigneur, in concert with other great Lords of the Kingdom, has decided that the Queen and her demon must die and that the Bishop and Princess Maudette must be taken into Church custody. There is information that Maudette may also be a witch. Your principle task is to take in charge the Princess. You have been given a bottle of water of Eru to save the souls of any deserving ones, who lose their lives in this enterprise. The Church is also providing three members of the militant Order of St.Judas. You have a lay sister Irinie, used to chastising troublemakers and Torni the Sacel gamekeeper, to assist you. You realise that if you do well in this enterprise, you may be rewarded with a convent of your own!  

Sub Prioress Chiara 'Blessed'          3MPU per Move, maximum 12         .

= Off, Mo 5", Fa 5/10, TR +3, SR 6 D -4, C -3, W -2, Ob 0.9

Me -2 -1 = -3 knife strike -1, Moves furtively 3"

Mi 2x sachets of pepper 2" D10 -3 = rounds blinded (Me-5)

 Spells Blinding flash, Charm Person, Detect magic, Disarm,

Forget & Reversal, Strike Dumb & Reversal.

Lay Sister Irinie                  Moves furtively 3".             Carries first aid kit.

= Fol, Mo 6", Fa 6/12, TR +2, SR 0, D -4 C-3, W-2, Ob 1.1

Me -1 -1 = -2 Cosh strike -2 stun 6  Has magic neutering aquetate handcuffs,

 3 bandages, 4 hets of cord. Threats, Terror Coercion 3 (Once per character or

 Ti 5 for any whom have succumbed)

Torni the Gamekeeper                       Moves furtively 6".

= Ind Mo 7", Fa 6/12, TR +1, SR 0, D -4, C -3, W -2, Ob 1.4  

Me +1 -1 = 0 dagger strike 0 Grapnel rope 4 hets cord.

Mi Crossbow & 8quarrels 5" 5+, 10" 6+, 15" 7+, 20" 8+ strike -4

Tinderbox & Grapnel. Spots Traps +2, Can design traps, Tracker skills +2

Part from the Order of St.Judas, 

You are Sir Obedience, a newly promoted knight of the Order. 

You owe every thing to Eru and the Order. Your mother thought your father may have been a knight from Bara but she died long ago. The Order took you in as a boy armour cleaner and brought you up. They made you in succession a soldier, a sergeant, a squire and now a knight. Without the Order you would be nothing. Your sword was confiscated from a heretic, later burnt. Your bronze armour was taken in battle, against the Chaotics of Belmain. Your boots and other clothes were taken from a blaspheming Merchant. It is your duty and desire to do what your superiors wish. In this case, no less a person than the Monseigneur Gerald himself, has given you his orders. He has entrusted you with a small ball, which indicates by glowing, any witch power within three hets. His orders are to proceed to the Manor of Naigre, to kill the Witch Queen Bettrys immediately. Also to take for trial by the Church, Princess Maudette and Herbert Longuard, Bishop of Chantilly. You have two trusty familiars, Mikle and Raolin to assist you. Other persons are to assist in this task, including a nun who is to care for the Princess. Another is Sir Helric Blaggart who is the senior knight. He has decided it will be best to attempt this mission covertly at night and you follow his lead in this. He has an unsavoury reputation so you intend to keep your own counsel in other matters.

Sir Obedience                      Has magic indicating orb, 3 " range.

= Off Mo 5", Fa 5/10, TR +4, SR +1, D -7, C -6, W -5, Ob 0.8

Me +2 -2 = 0 2H sword strike +4        Breach -3.Threats, Terror Coercion 3

(Once per character or Ti 5 for any who have succumbed)

Mikle familiar                     Moves furtively 2".

 = Fol  Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.0

 Shield parries melee 7+, missile 6+ strength 4

Me +1-1 = 0 Axe strike +2  Breach -2

Tinder box & grapnel rope, 3 bandages, 4 hets cord. 2 torches

Raolin crossbow familiar                   Moves furtively 2"

= Fol Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.2     

Me 0 -1 = -1 dagger strike 0.               3 bandages 4 hets cord 2 torches

Mi Crossbow & 8quarrels 5" 5+, 10" 6+, 15" 7+, 20" 8+ strike -4

Party from Basylt Devisage Royal Seneschal of Bara

You are Sir Helric Blaggart

You are a commoner whom Basylt Devisage has promoted due to your willingness to do his dirty deeds for him. His progress to becoming Royal Constable of Bara and husband of the Princess Disildt, required the nobbling of several competitors. He has ordered you to kill both the Queen and the King. He believes that leaving the King alive would be fatally dangerous for all concerned. There is talk of the Church capturing Princess Maudette and the Bishop of Chantilly. You yourself see little point in leaving any possible witnesses alive though you will not unnecessarily upset the Church members of the party. You have two trusty followers, who have helped you do several other dark deeds, Squire Flamen Swyn and Dublit. You are sure you will accomplish the mission and equally sure Basylt will reward you. Like yourself, he is an ambitious man. Who knows, with Reginald dead he could become King by right of his wife! Whatever happens there should be a brighter future for you. 

Sir Helric Blaggart

= Off  Mo 5", Fa 5/10, TR +3, SR +2, D -7, C -6, W -5, Ob 0.8

Me +2 -0 = +2 sword strike +1. Sack of caltrops.

Threats, Terror Coercion 4 (Once per character or Ti 6 for any who has

Succumbed.) Weakness Cruelty D6 -3 moves tormenting any new prisoner

Squire Flamen Swyn

= Ind Mo 6", Fa 6/12, TR +1, SR 0, D -6, C -5, W -4, Ob 1.0

 Shield parries melee 6+, missile 7+ strength 4

Me +1-0 = +1 sword strike 0   (Dagger +1 -1 = 0 strike 0)

Tinderbox 3 bandages, 4 hets cord.  Sack of caltrops

Sergeant Dublit                   Moves furtively 2"

= Ind Mo 6", Fa 6/12,TR +1, SR 0, D -5, C -4, W -3, Ob 1.2

Me +1, -2 = -1 +2 1st Round, strike +3 Breach -2 0   (Dagger +1 -1 = 0 strike 0)

Tinder box 3 bandages, 4 hets cord.  Sack of caltrops

Threats, Terror Coercion 3 (Once per character or Ti 5 for any who has succumbed)

 

Players Start Situation

The party of twelve will arrive and meet Sir Base Lotte, at a wood to the South of Naigre Manor. There he tells them to tether their mounts and camp, as the approach will be on foot and at night. The Knights of the Royal Guard are nearly all quartered at Naigre Village, over a mile from the Manor.  Nearby is the quarry, from whence stone is taken on pack ponies, to the Abbey construction site. Construction is in the early stages and the handful of  masons live in tents near it. Sir Base suggests most of the party approach via the narrow quarry track. The other approach to the Manor is the main road from the village. Any going that way, had best have an ostensibly good reason for calling in the night. The King keeps early hours, so he thinks all should be asleep by midnight. There will be a guard at the gate and another at the door of the Manor. Sentries have orders to call the knight of the guard if more than two men approach. Inside the guardhouse will be four relief guards, a trumpeter and the knight. If the trumpeter sounds the alarm' the knights from the village will arrive in around fifteen to twenty minutes. Sir Base will try to delay their departure. On the ground floor of the manor sleep kitchen servants. Upstairs will be the King, two knights and the Bishop. Then in the ladies solar, the Queen, Princess and two or three ladies. Her pet demon wanders the grounds at will, though it has a hut as quarters. There was a watchdog but the demon ate it. The players have to decide whether any should approach from the village, remembering that timing is uncertain, away from the hourly bells of a cathedral.

 

Games Masters Information.

Key: Lea = Leader, Off = Officer, Ind = Independent, Fol = Follower, Nid = Nidderling

Mo = Move rate, Fa = Fatigue, TR = Terror Resistance, SR = Spell Resistance

D = dead, C = Crippled, W = Wounded, Ob = Obstacle class, ShP + Shield Parries

Me = Melee, Mi = Missiles, MPU = Magic Power Units per move.

TC n = Terror Coercion value, CI n = Charm Influencing value. BS = Breaching Strength.

 

Trap Spotting in Dark Diced when within 1" D6 +F + Personal Bonuses, Searching +1 (2" moves), not first in column -1, Plate or Heavy -2, Medium or encumbered light -1, Mounted -3, LC loosely Concealed +1, Normally Concealed 0, Well concealed -1         = 5+ Spotted

Loop traps jerk a victim up high by one foot Strike -6. The Pit traps have a board bottom with simple bagpipe under it Strike -5. The note given indicates to the guard which trap has been triggered. Unless the victim has a grapnel rope or help he cannot climb out.

Awaking groups asleep Diced for within 6" in the open, 4" in tent, 2" within building or next room.

D6 or MD + F,   Furtive Movement -1, Movement or whispers  0, speech or heavy or plate movement +1,

Screeches or clash of weapons +2, Shouts or Screams +4, Acute hearer +1, Obtuse hearer -1, Noisy area -1.

One in group -1, Inner wall between -1, outer wall between -2, Known threat +1                    

= 5 1 wakes, 6 2 wakes, 7 3 wakes, 8 all wake.

Woken sleepers response Diced when person woken by suspicious noise.

D10 +F Noise ceased -1, Movement or whispers 0, speech or heavy movement +2, Screams +4, Clash of weapons +5, Alarm called +7, Officer +1, Independent 0, Follower -1, Nidderling -2, +1 per re-dice.

=10+ raise the Alarm, 7+ investigate, 4+ listen awake D6 moves, 3- go back to sleep.

Dressing & Undressing For hasty dressing or undressing unclothed take 1 round, clothed 2 rounds, medium 3 rounds, heavy 5 rounds, plate 7 rounds. Fighting half dressed -1 in melee. Incomplete Armour as for rounds actually taken dressing. For full dressing add the following rounds, All +1, women +2, Ladies +4, children +3, Merchants +1, Courtiers +2.  

In This game, sleepers are taken to be ready dressed unless stated.    

MD (Mystic Dice or secret D6) for position of Gentedente 2- = 16, 3 = 17, 4 = 19, 5 = 21 6 = 26

Demon Gentedente Mo3", Fa 10/20, TR 4, SR 0, D-6, C-5, W-4, Ob 0.5 Neuserk 2"

The Umpires Map - click on the map for a larger version.

KWQumpmap.jpg (239218 bytes)

Map Key

1)       Path from Quarry. Starting point for main party.

2)       Crops, BCC

3)       Bushes if entered a covey of partridges fly out screeching.

4)       Tree with Loop trap  NC strike -4 if have to cut self down

5)       Tree with loop trap  NC strike -4 if have to cut self down

6)       Tree with loop trap  NC strike -4 if have to cut self down

7)       Bushes with 5 pigs in them.

8)       Crops BCC, Scarecrow

9)       Road from village. Starting point for gate party. Any coming this way may encounter the 3 Chapmen camped beside the road. D6 + number of males in party. 7+ Chapmen glimpsed fleeing away. 5+ Chapmen apparently asleep. 3- Chapmen accost party, trying to sell them ribbons, cord, needles etc.

Chapmen Ind Mo 6", Fa 6/12,TR +1, SR 0, D -4, C -3, W -2, Ob 1.2

Me 0-1 = -1 dagger strike 0

10)    Spearman sentry with orders to call for guard commander if more than two men approach.

Fol Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.2

Me +1, -1 = 0, +2 1st Round, strike 0, Shield parry melee 7+, missile 7+ strength 4

11)    Bushes hung with bell chimes which will ring, alerting sentry if anyone enters them.

12)    Crops, BCC

13)    Guard House, Knight Sir Stillet Sain, Trumpeter, and 4 spearmen. A trumpet blast will call 3 knights and 9 hobilars in D6 +4 moves.

Sir Stillet Off, Mo 5", Fa 5/10, TR +2, SR +2, D-7, C -6, W -5 Ob 0.7

Me +2 -0 = +2 Sword strike 0. Shield parry 7+, missile 7+ strength 4

Spearman Fol Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.2

Me +1 -1 = 0, +2 1st Round, strike 0, Shield parry melee 7+, missile 7+ strength 4

Trumpeter Fol Mo 6", Fa 5/10, TR -1, SR 0, D-4, C-3, W-2, Ob 1.1

14)    Servants House. Master Cook Henrin, 3 servants in bed.

Henrin Ind Mo 6", Fa 6/12, TR 0, SR1, D-4, C-3, W-2, Ob 1.0

Me +1-1 = 0 Cleaver strike +1 (Tinder box)

Servant Ind Mo 6", Fa 6/12, TR 0, SR1, D-4, C-3, W-2, Ob 1.0

Me 0-1 = -1 knife strike -1.         

15)    Barn. 8 dead sheep and other food supplies

16)    Gentedente's the demons hut, bales of straw and many gnawed bones.

17)    Empty kennel and Spearman sentry, with orders to call for guard commander if more than two men approach.

Fol Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.2

Me +1 -1 = 0, +2 1st Round, strike 0, Shield parry melee 7+, missile 7+ strength 4

18)    The Manor, stone built. Opening windows paned with glass! Front door bolted BS8, leads to hall.

Hall, table three benches stone stair leading up to 1st floor. 3 men sleeping on palliasses on the floor

Auln the Steward Off, Mo 6", Fa 6/12, TR +2, SR 1, D -4, C -3, W -2, Ob 1.3

Me +1 -0 = +1, Sword strike 0 (Tinder box)

Bochio the Jester Ind, Mo 6", Fa 6/12, TR +2, SR 2, D -4, C -3, W -2, Ob 1.3

Me 0 -2 = -2, Bauble strike -3, Stun 4

Renuemorr Priest of Doucer, Off, Mo 6", Fa 6/12, TR +2, SR 1, D -4, C -3, W -2, Ob 1.3

Me 0 -1 = -1, Dagger strike 0 3MPU per Move, maximum 12.

Spells Charm Person, Detect magic, Disarm, Ease Pain, Forget & Reversal, Guilt Blush.

Kitchen, sink, range, larder cupboard, table, shelves of plates etc. 3 men sleeping on palliasses on the floor locked large casket BS6. 218 Gilden Pezzi. King has the key. Trapdoor down to food store, Many tempting bottles of fine wine Temptation D10 +F Off +1, Fol -1, = 3+ leave alone, 2- start drinking, needing D10 +F Off +1, Fol -1 = 7+ to stop. Every 3 moves drinking  = -1 to melee.

Sir Fernandel Off, Mo 6", Fa 7/14, TR +2, SR 2, D -4, C -3, W -2, Ob 1.4

Me +2 -0 = +2, Sword strike 0

Squire Raymond Off, Mo 6", Fa 6/12, TR +1, SR 1, D -4, C -3, W -2, Ob 1.3

Me +1 -0 = +1, Sword strike 0 

Sergeant Rondel Ind, Mo 6", Fa 6/12, TR +2, SR 1, D -4, C -3, W -2, Ob 1.3

Me +2 -0 = +2, Sword strike 0 

Stairs lead up doors on the 1st Floor BS6 unbolted and 2nd floor BS6 bolted.

Bishops Chamber Bed & 2 Palliasses with Herbert Longuard Bishop of Chantilly and his servants Primus and Alter in them in night gowns. Tapestries on the walls, Book of Eru on lectern Wardrobe & casket BS 5 Gold cross & 86 Gilden Pezzi in it. BS6 door to Kings chamber

Bishop Off, Mo 5", Fa 6/12, TR +2, SR 4, D -4, C -3, W -2, Ob 1.0

Me -1 -1 = -2 , knife strike -1 2MPU per move maximum 8.

Spells Charm Person, Detect magic, Disarm, Forget & Reversal, Guilt Blush, Inflict Revulsion, Mothwash, Signet Ring.

Servants Ind, Mo 6", Fa 6/12, TR 0, SR 1, D -4, C -3, W -2, Ob 1.2

Me -1 -1 = -2 , knife strike -1

Kings Chamber Big BS8 chest, Legal and diplomatic documents, Royal seal and 517 Gilden Pezzi, Throne, table, bed, chair, couch, wardrobe carpet tapestries. King in bed in nightgown.

King Lea, Mo 6", Fa 6/12, TR 3, SR 1, D -4, C -3, W -2, Ob 1.2

Me 0 -0 = 0 , sword strike 0. Crown, signet ring, wedding ring.

2nd Floor Queens Chamber, One large window with seats either side facing abbey. Fireplace, two beds and four couch beds with Queen Bettrys, Princess Maudette, Donna Pattipan, Donna Quemar, Lady Vitupe and Lady Lourde, in them in night gowns. Mirror, chest, wardrobe, carpets, tapestries and fireplace.

Queen Bettrys Lea, Mo 5", Fa 5/10, TR +2, SR 6, D -4, C -3, W -2, Ob 0.9

Me -2 -2 = -4 , sceptre strike -1 stun 3. Tiara, Wedding ring, sceptre. 4MPU per move maximum 16.

Spells Charm Person, Counter Spell, Disarm, Inflict revulsion, Magic Bolt, Magic Illumination, Levitate, Stranger Sensing, Telepathy(Can summon Gentedente.)

Princess Maudette Off, Mo 5", Fa 6/12, TR +1, SR 4, D -4, C -3, W -2, Ob 1.0.

Me -3 -1 = -4 , knife strike -1 4MPU per move maximum 16.

Spells Blinding Flash, Counter Spell, Detect Magic, Disarm, Forget & Reverse, Fit of the Giggles, Inflict Vertigo, Mouthwash, Smoke Screen.

Ladies Ind, Mo 5", Fa 6/12, TR 0, SR 1, D -4, C -3, W -2, Ob 0.9

Me -2 -1 = -3 , knife strike -1

19)  Courtyard, well and water trough.

20)   Stable. Five horses and the stonemason's ass. Within 2" D6 3+ OK, 2- Horses whinny attracting guard.

21)   Hayricks & Beehives  Bees, neuserk 2" D6 = 1 wound stung, 2 stand cursing a move, 3+ OK.

22)   Dovecote D6  2- doves fly up waking  Stonemasons. Dice for Woken Sleepers response.

23)   Locked Masons Hut BS6 door, Table, Masons tools and drawings. Cooking fire nearby glowing.

24)   Masons tent, Master Manfred & 3 journeymen masons sleeping in blanket rolls.

  Manfred Ind, Mo 6", Fa 6/12, TR 0, SR 1, D -4, C -3, W -2, Ob 1.2

  Me -1 -1 = -2 , dagger strike 0

  Masons Fol, Mo 6", Fa 6/12, TR 0, SR 0, D -4, C -3, W -2, Ob 1.2

  Me 0 -2 = -2 , mallet strike -1stun 4.

25)    Altar with Brass Symbol of Doucer on it. Grave Brass of Queen Flacilla in front.

26)    Crane, bankers (Masons tables) & masons stonework

27)    Wet weather tent. Banker

28)   Bushes

29)   Crops BCC

30)      Crops BCC

31)      Windmill

32)      Millers house. Miller, Wife & 2 girls.

Miller Ind, Mo 6", Fa 6/12, TR 0, SR 1, D -4, C -3, W -2, Ob 1.2

Me -1 -1 = -2 , knife strike -1

Wife Fol, Mo 5", Fa 5/10, TR -1, SR 0, D -4, C -3, W -2, Ob 1.0

Me -2 -1 = -2 , knife strike -1

Girls Ind, Mo 4", Fa 4/8, TR -2, SR 0, D -4, C -3, W -2, Ob 0.8

Me -3 -2 = -5 , Bare hands -3

33)      Bushes

34)      NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

35)     NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

36)     NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

37)     NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

38)     NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

39)     NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

40)     Hear racket as Poacher crouching between 33 & 34 runs Westwards of the table.  

41)     Pigs in Bushes 7 panic & flee Northwards. MD 2- Sentry (10) comes to 42 to investigate.

42)    Path joins road.

43)    NC Pit trap with wind operated horn in 1.5 hets bottom Strike -4

 

Random Valuables in Gilden Pezzi (plus as seen on figure) D10 dice

    Figure          Money   Jewels       Figure    Money       Jewels  
Unclothed & skeletons 0 0 Peasants & Goblins D-4 0
Freemen & Soldiers D 0 Housewives & Domestics D+3 D-2
Knights & Traders 3xD+10 D-1 Gentlewomen & Harlots 2xD 2xD
Ladies & Courtesans 3xD+5 4xD Merchants & Lords 6xD+40 2xD

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