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Introduction (Knight of Destiny)

Section

4AD KOD Β· p.5

Open source p.5

This campaign supplement to the Four Against Darkness rules is set in the outdoors. There is no dungeon generation or map-making. It is a story that focuses on one character, not four. However, during the course of the adventure, your character (a paladin) may gain up to 6 retainers to assist him on his quest for the Grail.

Length of the Game. Completing the adventure should take around 45 minutes, but given the random nature of solo games, it can be over much faster.

Background. Welcome to the age of King Arthur! This is a high medieval world, rich with chivalry, monsters, dragons, witches, and deadly knights, who are always ready for a challenge. The Kingdom is in decay. Lancelot has left and King Arthur has fallen ill. Traitor knights, led by Morgana and her unholy child Mordred have rebelled. Only the Grail can heal Arthur and end the evil, but it is a race against time. The traitors are hunting paladins to stop the quest. If the Grail is not found in time, all will be lost to darkness…

Flow of the Game. The game is based around various tables. The starting table is the Journey Table (1). It determines the scene of your paladin's next action. This will either be rolling on the Inn Table (2), the Encounter Table (3), or the Traitors Attack Table (4). After any outcomes are resolved from those tables (each can break out to further tables), play returns to the Journey Table (1) again and repeats until the quest ends. You cannot return to a previous encounter.

You will need to keep track of various scores, apart from your character's life, level, and treasure;

  • Piety points: This is the level of your paladin's holiness.
  • Rebellion Level: The strength of the traitorous forces. Used as a modifier on the Challenge Table (7). As the traitors grow in strength, the bosses you fight become more powerful.
  • Number of bosses slain: Bosses are the leading traitors. As bosses are killed, their ability to attack is weakened. Used as a modifier on the Traitors Attack Table (4).
  • Completed side quests: This measures the reputation and chivalry of your paladin. It is a modifier on the Inn Table (2).
  • Number of rumors: Collecting rumors is crucial to success. Spending 3 rumors at a time changes the result on the Encounter Table (3). Once spent, a rumor cannot be re-used.

End of the game. You win if you find the grail and return it to Camelot. You lose if your paladin dies, or the rebellion reaches level 5.