NPC Knights for Mythic Bastionland
I've run Mythic Bastionland as a general campaign once before, and I had fun rolling up some Knights for NPCs to run the Holdings, but I was also stressed out that one of my players would roll up the same Knight and one of us would have to change. It didn't happen, of course, and led to some interesting stories that were inspired directly from the results of the Knights I rolled. Still, when I rolled up a one shot (more of a four shot, at this rate), I didn't want to roll for Knights from the player list. It didn't seem worth the risk of having duplicates: I wasn't about to ask my players to re-roll Knights they might be excited about just because I had done so first, and I didn't think we would have time for such duplicates to create an interesting narrative. Ultimately, I just thought about some adjectives that would make for an evocative but straightforward Knight, and voila, the Grey Knight and the Fury Knight were born. However, there was a chance other Knights might show up in the course of the one shot. Plus, the one shot had actually spawned from an idea of running a whole separate campaign, which would have even more Knights. In either of these cases, I would still have the same problem as before or be stuck on a moment of improv that I wanted to be at least a little more prepared for. To solve that, I thought it might be nice to make a list of at least a few other Knights that I could use.
Then I thought: what if I also used a d6 + d12 table for the Knights? And each of those Knights would need an ability, to make them at least a little Mythic. And starting equipment, and steeds of course. Anyway, now I've got 72 NPC Knights and an array of sub tables to make them more interesting. And if you're reading this, now so do you.
Additionally, the way tables have been organized was inspired largely by this post on Shoulder Tables by Bommyknocker Press' Zak H. Please check it and the other cool posts on their blog out.
NPC Knight Generator Tables
Knights
The following is a series of tables, used separately or as a single table, for generating a Knight's title, along with the abilities and equipment that grants. As Knights do not discuss Seers, a Seer column has not been included. The Steeds column includes an identifier and then either Riding, Heavy, or Charger; use the statistics of the listed steed found in Mythic Bastionland. Occasionally, it includes a different kind of beast instead, but stats for them can be found in the same place.
Either pick a table based on your needs or roll a d6 to determine the table and a d12 to determine which Knight.
Optionally, roll 2d6 or 2d12 (or more) and discard higher or lower results to skew more to one kind of result to another. Knights within a table are generally more aligned with their table the higher in number they are. The tables themselves have been organized on an axis of two different kinds of danger.
Table 1: Dangerous Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Surge | any steed they ride gains +d6 trample | lance (d10 long, hefty if mounted) | A1 (coat) | well-trained (charger) |
| 2 | Bull | if they charge on foot, their horned helmet does 2d6 instead | horned helmet (d6), mace (d8) | A1 (horned helm) | docile (ox) |
| 3 | Axe | axes refuse to harm them | greataxe (2d10 slow) | A1 (helmet) | jealous (heavy) |
| 4 | Fury | deals an extra d12 to those that have wounded them | handaxe (d6), shield (d4) | A2 (helm, shield) | panting (charger) |
| 5 | Lone | has an extra armor, doubles all weapon dice when truly on their own | mace (d8 hefty) | A2/3* (plate, coat) | none |
| 6 | Black | has no Glory and can never gain any, hated with or without cause | greataxe (2d10) | A2 (helm, plate) | stalwart (charger) |
| 7 | Diamond | piercing attacks ignore all Armor | spear (d8 hefty), shield (d4) | A2 (coat, shield) | drab (heavy) |
| 8 | Numb | is not slowed by Mortal Wounds | maul (2d10 slow) | none | weary (heavy) |
| 9 | Venom | good at discovering your failures, venomous words deal d6 SPI damage when striking home | poisoned shortsword (2d6, d6 CLA dam on wound) | A1 (coat) | pompous (heavy) |
| 10 | Certain | when they declare something, nothing stops them from making it true, not even death | greataxe (2d10 slow) | A1 (coat) | resigned (heavy) |
| 11 | Master | can command all squires, command Knights with save | lance (d10 long, hefty if mounted), shield (d4) | A2 (plate, shield) | premier (charger) |
| 12 | Arch | the Knight of Knights, perfect in all ways but one | longsword (2d8), shield (1d4) | A4 (plate, helm, coat, shield) | chief (charger) |
Table 2: Troublesome Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Fool | makes a mockery of the station; any may kill them; doing so means taking their place | pitchfork (d6 hefty), barrel lid shield (d4) | A1 (bucket helm, shield) | flea-infested (pony) |
| 2 | Flower | sweet-smelling; under no expectation to quest | a pen, which is mightier than a sword | fine, pristine clothing | pampered (riding) |
| 3 | False | unknighted, choose or randomly pick a Knight in the realm they are impersonating | as their disguise | as their disguise | confused (riding) |
| 4 | Incense | repels beasts by smell alone | censer flail (d8 long) | A2 (coat, helm) | snot-dripping (riding) |
| 5 | Rust | corrodes all iron and steel with enough contact | greatclub (2d10 slow) | A2 (coat, thick layer of rust) | red roan (riding) |
| 6 | Anchor | immovable by others so long as they haven't moved themselves | spear (d8 hefty), shield (d4) | A2 (shield, plate) | stout (heavy) |
| 7 | Idle | recovers all Virtues with a full days rest | pike (d10 long) | A1 (coat) | restless (riding) |
| 8 | Alms | others always need more than them, but they are loved for it; makes others look worse in comparison | empty hands | shirt on their back | gifted (pony) |
| 9 | Feast | can make any meal a celebration; pantries mysteriously wind up empty | poleaxe (d10 long) | A1 (tight coat) | full (heavy) |
| 10 | Companion | never alone; roll another Knight in addition to this one | spear (d8 hefty), shield (d4) | A1 (shield) | over-stimulated (riding) |
| 11 | Seed | any seed they plant will grow without fail after a Season | walking stick (d8 long) | A1 (coat) | patient (hawk) |
| 12 | Heretic | cannot be silenced; not immune to consequence | spear (d8 hefty) | A1 (coat) | skittish (riding) |
Table 3: Difficult Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Weasel | can never be definitely proven to have done anything un-virtuous | second dagger (d6) | A1 (coat) | accomplice (riding) |
| 2 | Red | can focus all attention on themselves | axe (d8), shield (d4) | A2 (coat, shield) | braided (heavy) |
| 3 | Nail | can pin using nails, only they can remove them | shortbow (d6) | A1 (coat) | lucky (riding) |
| 4 | Judge | deal an extra d10 to guilty foes | spear (d8 hefty) | A2 (coat, helm) | guilt-ridden (riding) |
| 5 | Maggot | can seek out any rotting flesh in a Hex, immune to consequence of consuming it | axe (d8 hefty) | A1 (coat) | fly-swarmed (heavy) |
| 6 | Grey | immune to emotional manipulation of all kinds | horseman's pick (d10 long) | A2 (plate, helm) | gray (riding) |
| 7 | Drunken | accomplished something they'd rather forget, add an additional die for Authority, Company, and Scars; won't survive beyond Old Age | mace (d8), shield (d4) | A1 (shield) | sober (heavy) |
| 8 | Flint | punch dagger can strike on stone/metal/etc., start fires | punch dagger (d6) | A1 (plate) | singed (heavy) |
| 9 | Flute | animals and children are entranced by their instrumental music | pike (d10 long) | A1 (coat) | dead-eyed (riding) |
| 10 | Rime | can freeze any water with enough time, makes for miserable company for the unprepared | axe (d8), shield (d4) | A1 (coat) | thick-coated (heavy) |
| 11 | Rain | rain clouds follow them, drowning anywhere they remain at too long | warped axe (d8 hefty) | A1 (rusty mail) | sickly (heavy) |
| 12 | Friend | can ask for any service, but must perform any service asked | shortbow (d6 long) | A1 (coat) | cheery (riding) |
Table 4: Mysterious Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Hooded | unrecognizable while wearing hood | handaxe (d6), shield (d4) | A2 (hood, shield) | curious (riding) |
| 2 | Fish | can swim freely, even when laden with gear or armor | trident (d8 hefty) | A2 (coat, helm) | dripping (heavy) |
| 3 | Gentle | cannot be harmed as long as they carry no arms or armor | none | none | scarred (charger) |
| 4 | Unknown | claims to have been involved in many things, no proof they were ever there | longbow (d8) | A1 (battered helm) | plain (riding) |
| 5 | Funeral | knows proper funeral rites, departed can pass on some Glory | d8 (staff long) | A1 (coat) | teary-eyed (riding) |
| 6 | Swan | nameless, lacking in love or loyalty | longsword (2d8) | A2 (helm, plate) | feathered (riding) |
| 7 | Toadstool | of excessively small stature | tiny spear (d4 hefty) | A1 (thimble helm) | humoring (hound) |
| 8 | Giant | counts as a Warband | club (d6) | none | monstrous (charger) |
| 9 | Downy | unaffected by extreme heat or cold | billhook (d10) | A2 (helm, coat) | sweaty (riding) |
| 10 | Cloud | is weightless, and can float into the sky, easily blown away by strong winds | base equipment | none | cirrus (riding) |
| 11 | Changeling | desperate to earn their place in society; preferred treatment by the supernatural | base equipment | A1 (helm) | strange (charger) |
| 12 | Millennium | never ages past Mature | club (1d6), shield (1d4) | A1 (shield) | young (riding) |
Table 5: Helpful Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Oar | any boat they are rowing will never capsize | oar (d10 long) | A1 (helm) | placid (riding) |
| 2 | Lantern | aware of all that touches their lantern light | lantern staff (d8 long) | A1 (coat) | sleepy (heavy) |
| 3 | Watch | can keep watch all night without rest | spear (d8 hefty), shield (1d4) | A2 (coat, shield) | calm (riding) |
| 4 | Shepherd | suffers hazards and curses on behalf of those in their care | shepherd's crook (d8 long), sling (d4 hefty) | A1 (wool coat) | best-friend (hound) |
| 6 | Bower | able to make and unmake shelter in forests | shortbow (d6 long) | A1 (coat) | small (riding) |
| 6 | Charge | if a charge in their care would die, they die instead; may only have one charge at a time | lance (d10 long, hefty if mounted) |
A2 (fresh coat, pristine plate) | quick (riding) |
| 7 | Crossroads | can get a hint at what lies in one direction of a crossroad once per day | pike (d10 long) | A1 (coat) | dusty (riding) |
| 8 | Letter | everything they write only the intended recipient can read | spear (d8), shield (d4) | A1 (shield) | proud (pony) |
| 9 | Bearded | can shave beard and weave its protections into charm, charm loses power when beard grows back next Season | bearded axe (d10 long) | A2 (coat, beard) | bearded (heavy) |
| 10 | Trophy | can turn fallen monsters and beasts into arms and armor | bone knife (2d6) | A1 ( scale-hide coat ) |
decorated (hound) |
| 11 | Vault | can store small items in a box only they can open | mace (d8), shield (d4) | A2 (shield, coat) | strapping (heavy) |
| 12 | Song | can give +1 Glory to those they deem worthy once per Age | shortsword (2d6), decorated shield (d4) | A2 (bright gambeson, shield) | well-traveled (riding) |
Table 6: Ominous Knights
| d12 | Title | Ability | Weapons | Armor | Steed |
|---|---|---|---|---|---|
| 1 | Fern | cannot be tracked in the wilderness; capable of a feat of great healing once a year, on the summer solstice | longbow (d8 slow) | A1 (coat) | soft-footed (riding) |
| 2 | Blind | sees visions of Myths and can share them; receiving them reduces Clarity: they are no Seer | staff (d8 long) | none | seeing (hound) |
| 3 | Dream | can enter the dreams of others, can talk but not harm | club (d6), shield (d4) | A2 (helm, shield) | wide-awake (riding) |
| 4 | Woe | can tell whether an Omen will occur next Phase (roll ahead), does not know what it will be | bell-ringing mace (d8) | A1 (helm) | veiled (heavy) |
| 5 | Mourning | knows the location of all Ruins, can draw forth answers from them | billhook (d10 long) | A1 (coat) | morose (heavy) |
| 6 | Pale | serves a greater power than Seers; their presence heralds an Omen; can never truly be killed, only delayed | inevitability | A1 (funeral shroud) | pale (riding) |
| 7 | North | always knows true north; what lies there that calls them so? | billhook (d10 long) | A1 (coat) | lost (riding) |
| 8 | Broken | broken in some way, and for a long time; would be bound to grant boon to any that healed them | shattered longsword (d6) | A1 (rusted mail) | still-hopeful (charger) |
| 9 | Null | the absence of a Knight, roll again for who is missing or dead | a missing heirloom | a single boot | lonely (riding) |
| 10 | Dragon | forward scout of a much more dangerous Realm; seemingly helpful to this one | shortsword (2d6), fire breath (2d6 blast) | A2 (coat, helm) | foreign (heavy) |
| 11 | Radiant | divinely chosen to reach the City, roll a Myth for them to be undertaking: they will complete it | gifted longsword (2d8) | A2 (coat, plate) | prime (charger) |
| 12 | Last | once Knighted, none other shall ever be again | bestowed heirloom | tear-stained legacy | veteran (charger) |
Age
Roll on this table if you aren't sure how old a Knight should be. Whatever number rolled is how much Glory the Knight has. If you want to modify it further, roll again apply the modifier.
| Die | Age | Status |
|---|---|---|
| 1-3 | Young | -1 Glory |
| 4-5 | Mature | no change |
| 6 | Old | +3 Glory |
Attributes
Generate Knights like normal or roll on this table to get a stat spread for your Knight. Mature Knights should add 2 to all Virtues and gain +3 GD, Old Knights should reduce by 1, but gain +6 GD. Dangerous Knights should roll an additional die and take the higher, if they even need to roll at all.
| Die | Result |
|---|---|
| 1 | Plain: 10 in each Virtue, 3 GD |
| 2 | Bright: 10 VIG, 7 CLA, 13 SPI, 2 GD |
| 3 | Clever: 7 VIG, 13 CLA, 10 SPI, 3 GD |
| 4 | Strong: 13 VIG, 10 CLA, 7 SPI, 5 GD |
| 5 | Admirable: 12 VIG, 12 CLA, 12 SPI, 4 GD |
| 6 | Fearsome: 14 VIG, 14 CLA, 14 SPI, 6 GD |
The Measure of a Life
Roll 2d12 for a Young Knight and take the lower result, 1d12 for a Mature Knight, and 2d12 for an Old Knight and take the higher result.
Read across or roll per column or group of column (Arms + Armor + Steed, Company + Authority, Scars).
| 1d12 | Arms | Armor | Steed | Company | Authority | Scars |
|---|---|---|---|---|---|---|
| 1 | nothing more than they were promised | it will have to be enough | lucky to have one | a servant, or a friend | none, regardless of Glory | none |
| 2 | old arms, carefully sharpened and maintained | scratched, but still good | the same they began with | a common beast | less than they are owed | roll 1d6 |
| 3 | an additional common arm | what they have has served so far | a cherished steed | a sentry | only what they've earned | roll 2d8, take the lower |
| 4 | 1 uncommon arm, a replacement shield | a better shield | one to replace the lost | an archer | acknowledgement of their effort | roll 1d8 |
| 5 | 1 uncommon arm | new coat and helm | a superior steed (one rank better) | a soldier-at-arms | the expectation of a promising future | roll 2d8, take the higher |
| 6 | 1 uncommon arm | stained coat, dented shield | a hardened steed (+1d6 GD) | an uncommon beast | stewardship of a dwelling | roll 2d10, take the lower |
| 7 | 1 uncommon arm | coat, helm, and shield; missing heraldry | a sharp steed (+1d6 CLA) | a squire | a place in the Circle, in name only | roll 1d10 |
| 8 | a lance, 1 uncommon, a shield | coat, shield, helm, plate for jousting | a loyal steed (+1d6 SPI) | a promising squire (d6 + 6 for virtues, 6 GD) | a place in the Circle | roll 2d10, take the higher |
| 9 | 1 rare arm, 1 uncommon | patched coat and helm | a strong steed (+1d6 VIG) | a sellsword | tenuous trust (1d6: 1-3 Militia, 4-5 Skirmishers, 6: Mercenaries) | roll 2d12, take the lower |
| 10 | 1 rare arm: a symbol of authority | worn coat, helm, and shield | a fine steed (+1d6 all) | a sage | head of an Order (1d6: 1-3 Mercenaries, 4-5 Riders, 6 Knights) | roll 1d12 |
| 11 | 1 brand new rare arm | new plate, battered helm and coat | a worthy steed (+6 all) | loyal friends + 1 other | an offer of power | roll 2d12, take the higher |
| 12 | whatever they might need | shining plate, helm, and coat | the finest in the Realm | an ambitious Circle + Council | backing for rulership | roll 2d12, take both |
If you're interested in hearing about how these played out in my game, I'll be doing a retrospective once my one shot wraps up (surely only 2 or 3 more sessions left). I'll be including the small Realm, the sites and sitemaps that were central to it, and the wondrous items that I brewed up for it. I'll include ideas for how you could adapt for your own one shot or as a side adventure for your ongoing game.
*An update was made to this supplement: the Bone Knight (previous Table 5, result 10) was a repeat of a Knight within the core book. While there could be something fun to that unique case (and the differences between how they operated) it was not in the spirit of these tables. That being the case, it has been updated to "Trophy Knight". Some equipment and the steed were modified as well, widening the implication of their ability and granting them a more interesting identity.
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