Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />
Cenwal, Cenwal’s loyalty to him will rise by a<br />
point, and he will give half of the treasure back.<br />
A newly-arrived family of ceorls murdered the uncle<br />
of one of your town’s established ceorls back on<br />
the continent. They say they have renounced the<br />
murderer, and should start in Britain with a clean<br />
slate: their accusers want 1Of wergild, which the<br />
poor newcomers cannot pay. You must decide<br />
their case.<br />
The ealdorman is approached by his brother-in-law<br />
Eafa, who wants to break away from Cenwal and<br />
form a theod north of the Thames.<br />
Glory<br />
1.000 for marriage: 100 for the initial grant of land: +20<br />
per annum: 500 more if made an ealdorman: other Glory<br />
for events in play. The player-thegn suffers -2 Honor each<br />
year he cannot meet Cenwal’s feorm.<br />
The Adventure of the Pitiless Tower<br />
This scenario begins when the characters return to their<br />
new town after a few weeks’ absence - probably after<br />
the campaign against the Franks. The heroes return to find<br />
their town raided: many buildings are burnt to the<br />
ground, and all are damaged: many of the ceorls have<br />
been killed, and some of the prettier girls have been carried<br />
off. Worst of all, Aelflaed has been kidnapped!<br />
Eventually, players learn that the culprit<br />
is a rogue knight, Sir Jaufre de<br />
Malestroit, and his gang of cutthroats.<br />
Player characters may challenge him,<br />
negotiate with him, or storm his castle:<br />
for the latter, they may need<br />
Aetheling Cenwal’s help.<br />
Following the Track<br />
It is clear that a large party raided the<br />
town, then headed north into the<br />
Weald five days ago. Skillfully questioning<br />
the remaining ceorls (Folk<br />
Lore), or a critical Hunting roll, reveals<br />
that the raiding party included around<br />
10 mounted men - four of them<br />
equipped as Welsh knights - and 40-<br />
50 footmen.<br />
Following the track requires two<br />
unmodified Hunting rolls per day (the<br />
raiders’ numbers cancel out the Weald’s density).<br />
Avoiding Roman roads, it leads 30 miles due north<br />
through the worst of the Weald to Eynesford, a heavily<br />
defended tower on the banks of the Derwent River.<br />
Use the Travel rules (Pendragon page 154) to play out<br />
characters’ pursuit of Sir Jaufre. He and his men, traveling<br />
at a Normal pace, are halfway home when the scenario<br />
begins. If the whole fyrd pursues him (see below), they<br />
can travel no faster than Normal: the mounted heorthwerod,<br />
or a smaller party, can manage Hurried travel.<br />
Small or detached parties may be ambushed by the<br />
Weald’s beasts, at the GM’s option.<br />
Asking Cenwal for Help<br />
Players may realize that they need Cenwal’s help against<br />
the large enemy force. After the Frankish campaign,<br />
Cenwal and most of his thegns are still in<br />
Haestingaceaster, a 2-4 hour ride (11 miles) from the new<br />
town. Depending on how well the player-thegn acquitted<br />
himself against the Franks, and in the “New Town” scenario,<br />
Cenwal may be more or less disposed to help him.<br />
Test Cenwal’s Loyalty (Haestingas) against the chart.<br />
If Cenwal advises or <strong>order</strong>s his thegns not to go, the player<br />
thegn may choose to lower his Loyalty (Cenwal) by a<br />
point. If he does so, he can try to sway other<br />
thegns against Cenwal with Intrigue: this may lead to a<br />
leadership crisis, pitting older thegns loyal to Cenwal<br />
against younger men who sympathize with the players.<br />
Cenwal’s Decision<br />
Cenwal’s<br />
Thegn’s previous performance<br />
Roll Thegn acquitted himself well Thegn failed important tasks<br />
Critical Cenwal calls out the fyrd and Cenwal encourages other<br />
accompanies the army.<br />
thegns to accompany the<br />
characters<br />
Success<br />
Failure<br />
Cenwal accompanies the army and Cenwal allows other thegns to<br />
encourages the other thegns to go. accompany the characters.<br />
Cenwal allows other thegns to<br />
to go.<br />
Cenwal advises his thegns not<br />
accompany the characters.<br />
Fumble Cenwal advises his thegns Cenwal <strong>order</strong>s his thegns not<br />
not to go.<br />
to go.<br />
Modifiers:<br />
Critical Orate by player = +2 to Cenwal’s Loyalty<br />
Fumbled Orate = -2<br />
other result = no effect