# Solo Scenarios

And when they heard of his adventures, they marvelled that he would jeopard his person so, alone. But all men of worship said it was merry to be under such a chieftain, that would put his person in adventure as other poor knights did.

—Malory, Le Morte d’Arthur, book I, chapter 25

Solo Scenarios are recommended for characters that missed a session, preferably having one per year of absence from the game. Characters who are Out of Game, being Lost in the Woods for instance, ought to have this opportunity as well. It gives the character a chance to get some experience and keep up with their companions. However, Solo Scenarios do not grant any Glory.

Some of these Solo Scenarios occur during regular play when the knights are in specific circumstances. The Gamemaster should just take a break and allow each Player to go through the Solo individually and then continue the narrative leadership when they are finished.

The Gamemaster may also choose to have a character run through a Solo Scenario that is appropriate to their station, even if they also participated in another scenario that year. The Gamemaster should weigh whether this addition would diminish the opportunity of “keeping up” for actual absentees.

# Standard Activity Solos

If a Player missed one or more game years, they may attempt a Standard Activity Solo Scenario for each year missed.

# Step 1. Find Activity

Consult Knight’s Duties Table and roll 1D20 to find out what activity dominated the knight’s year. This table only includes activities suitable for household knights.

# Knight’s Duties Table

1D20 Event
1–3 Escort
4–9 Garrison and Patrol
10 Illness
11–13 Tournament
14–16 Unusual Event
17–18 Roll twice, ignoring any result of 16+
19–20 Roll thrice, ignoring any result of 16+

Escort: Accompany lord, lady, treasure, diplomat or similar on a journey and back home again.
Garrison and Patrol: Normal duties for knights
Illness: Disabled by sickness
Tournament: Attend a tournament
Unusual Event: See the Unusual Events Table

# Regular Court

In addition to the Standard Activity Solo, knights also attend court. Make a note of this and proceed on to Step 2.

# Step 2. Roll for Checks

You should now have two sources of possible checks to your Skills, Traits, and Passions: Regular Court, and your Standard Activity Solo. Roll against each indicated Statistic listed below. If you succeed, check the Statistic and move on to the next. There is no penalty for failure. Note that it is possible to get a check in both Traits in a pair when making more than one roll.

Regular Court, Knights: Courtesy, Hunting, Intrigue, Recognize, Religion; one underlined Religious Trait; Hospitality, Honor, one Passion of Fervor; choose three Courtly Skills.

# Checks from Standard Activities

Escort: Awareness, Courtesy, Horsemanship, Charge; Temperate/Indulgent; one Weapon Skill of choice
Garrison and Patrol: Awareness, Courtesy, First Aid, Recognize; Honest/Deceitful; one Weapon Skill of choice
Illness: Attempt a CON roll. On a fumble, roll once on the Characteristics Lost Table. If you roll a 6 on that table, you may take Training and Practice in Step 3 of the Winter Phase twice.
Tournament: Awareness, Horsemanship, Charge, Recognize, Sword, Generous/Selfish Unusual Event: Varies, roll on the Unusual Events Table.

# Unusual Events

If you generated an Unusual Event, roll on the Unusual Events Table to find the special Solo or event and follow the directions accordingly.

# Unusual Events Table

2D6 Event or Solo
2 Visit to royal court
3 Visiting a lord’s overlord
4 Escort someone to a far-away place (two or more counties away)
5–6 Escort someone to a nearby place (an adjacent county or closer)
7–8 False alarm (Regular Court only)
9–10 Local tournament
11 Visiting a lord’s overlord
12 Uprising among commoners

# Visit to royal court

Go to the “Visiting a Royal City" Solo.

# Visiting a lord’s overlord

Go to the “Visiting a Lord's Overlord" Solo.

# Escort someone to a nearby or far-away place

These experiences are largely the same, except that the latter takes longer (a week or more), is more interesting because it is far from home, and is potentially more dangerous. These missions are often diplomatic, economic, or family visits. “Someone” means an important person like a lord, his wife, an officer of the county, perhaps a churchman. They all go to someone’s court.

Always attempt:

  • Awareness, Courtesy, Hunting, Intrigue, Recognize, Religion
  • Chaste/Lustful, Temperate/Indulgent
  • Any two Religious Traits
  • Homage or Fealty, Honor

Plus choose three Skills to test from this list: Charge, Dancing, Falconry, Flirting, Gaming, Orate, Singing, Sword

If going to a far-away place, add:

  • Trusting/Suspicious, Honest/Deceitful, Prudent/Reckless
  • Any three Personality Traits

# Local tournament

This is small, with up to about 120 knights participating.

Always attempt:

  • Battle, Horsemanship, Sword, Charge, Spear, any other Weapon Skill over 10
  • Awareness, Recognize
  • Forgiving/Vengeful, Merciful/Cruel, Modest/Proud, Prudent/Reckless, Temperate/Indulgent.
  • Homage or Fealty

If a knight scores a critical success for their Battle and Charge Skill rolls, and no other Player-knight does, then they win the Tournament and obtain a prize worth £1D6+1. Every Player-knight participating earns 5 Glory plus 10 for each successful Skill roll (20 points for a critical success). If more than one Player-knight scores critical successes on Battle and Charge, they must make an opposed Battle roll to determine the final victor.

# Uprising among commoners

Always attempt:

  • Charge and one other Weapon Skill of choice

The knight may seek to get rich at the expense of the victims. Enrichment is easy: the knight can choose to get a check to one or more of the following Traits and gets 60 d. for each check taken, in this order: Vengeful, Selfish, Arbitrary, Cruel, Worldly, Deceitful. If the knight was successful at both the Charge and Weapon Skill rolls, the loot taken for each check increases to 120 d.

# Check for Liege-Lord Activity

Before moving to the next Step, ask the Gamemaster what the character’s liege lord did. Knights in service would be expected to have participated in these events. So, for example, if the lord had been in a battle in the campaign background, this can add to the knight’s experience or Glory, at the Gamemaster’s option.

# Other Solos

Rolls on the Unusual Events Table or else activities in the game can dictate some other types of Solo Scenarios.

# Lost in the Woods

It is easy to get Lost in the Woods. Roads often dwindle to paths and then mere animal trails. Every unknown stand of trees tends to look like every other unknown stand.

If a knight becomes Lost in the Woods as the result of a scenario or other game development, they are Out of Game and must play through this Solo during the subsequent Winter Phase. Procedure

Roll on the Lost in the Woods Table once per season, adding the following modifiers (roll Hunting and Awareness again each season). Stop rolling once you roll a Return Home result. If you got through all four seasons without a Return Home, your knight is lost for another year!

  1. Attempt a Hunting Skill roll to try to regain the trail. A critical gives +10 to the roll on Lost in the Woods Table, a success gives +5, a failure gives –5, a fumble gives –10.
  2. Attempt an Awareness roll to spot signs of a nearby settlement. A critical gives +10 to the roll on the Lost in the Woods Table, a success gives +5, a failure gives –5, a fumble gives –10.

# Lost in the Woods Table

1D20 Event Consequence
3 or less Scarce food and game Lose 1 CON
4¬–5 Wander aimlessly without encounters None
6–7 Find a friendly villager who points the way out Return Home; check Folklore
8–9 Frightening beast; flee deeper into unknown –5 on next season’s roll; check Hunting
10 Hostile bandits that outnumber you five to one; flee deeper into unknown –5 on next season’s roll; check Battle
11 Trail found, but leads nowhere Check Hunting
12 Rapid, freezing cold water Attempt a CON roll; failure indicates one roll on the Characteristics Lost Table
13 Malicious fairy Gain Fear (Fairies) Obsession; lose an eye and a permanent –5 to Awareness
14 Malicious fairy Gain Fear (Fairies) Obsession; roll on the Characteristics Lost Table
15–16 A hunter found you, led you to an abbey close to destination Return Home; check Devotion (Deity)
17 Treacherous footing; Horsemanship roll Failure: horse is lamed and must be put down
18 Wild man leads you to a hermit Check to Trusting; no longer lost, but nowhere close to the original desired destination or home
19 Found by a hermit who provides good directions out of the woods Return Home; check Trusting
20 or more Reach the desired destination by accident! Return Home

# Madness

When a character suffers Madness, they pass into the purview of the Gamemaster, who may run them through the following Solo until someone restores their memory, cures their Madness, or the Gamemaster wishes to bring them back for dramatic purposes. Roll on the Madness Activity Table no more than once per year!

# Madness Activity Table

1D20 Roll Result Checks and Changes
1 Simple shepherds take you in. Awareness, Folklore, Stewardship
2 A malicious fairy holds you Gain Fear (Fairies) Obsession; roll once on the Characteristics Lost Table
3 The appearance of a passing knight restores your memory Courtesy, Recognize
4 A friendly knight discovers you, takes you to a nearby city and you receive healing there Perform Visiting a Royal City Solo
5 Wandered the forest like an animal Awareness, Hunting
6 A wild man led you to a hermit; no longer lost, madness cured Awareness, Hunting
7 The breath of a unicorn restored your senses Spiritual
8 Threw away all equipment and wandered aimlessly without encounters Energetic, Worldly, Hunting
9 A hermit healed you and restored you to your senses Chirurgery or First Aid, Religion (Christian)
10 A Druid healed you and restored you to your senses Chirurgery or First Aid, Religion (Pagan)
11 Found a friendly village, lived as a peaceful commoner Forgiving, Folklore, –1 Honor
12 Fell in with robbers Bow, Dagger, Hunting, –3 Honor
13 A poor knight took care of you First Aid, Generous, Spiritual
14–15 Ran from a party of knights Awareness, Hunting
16 A hermit-knight took care of you and, upon their death, released you from their company; you received the benefit of his largesse Hauberk, open helm, kite shield, sword, dagger, large charger, rouncy
17 Stumbled upon own lord’s castle; residents cured you Homage (Lord), Station, Merciful
18 Wandered in the nearby great city as an indigent; poverty of condition restored senses Folklore, Orate, Intrigue
19 Malicious fairy held you Gain Fear (Fairies) Obsession; lose an eye and a permanent –5 to Awareness
20 Wandered the forest prophesying, wandering friars restored you to your true self Merciful, Spiritual, Trusting

# Visiting a Lord’s Overlord

A lord often visits their own liege, accompanied by their own knights. Roll on the Visiting with a Great Lord Table once per visit, then roll against the indicated Statistics, checking each that is successful. If a character does not have a Passion listed, then no roll is made. It is possible to get a check in both Traits in a pair!

# Visiting with a Great Lord Table

1D6 Skills and Traits Trait Pairs Passions
1 Attempt any one Courtly Skill Chaste/Lustful; Generous/Selfish Adoration; Honor
2 Attempt any one Courtly Skill, and any one Trait Energetic/Lazy; Modest/Proud Love (Family); Station
3 Attempt any two Courtly Skills, and any one Trait Forgiving/Vengeful; Prudent/Reckless Hospitality
4 Attempt any one Courtly Skill, and any two Traits Temperate/Indulgent; Trusting/Suspicious Honor; Chivalry
5 Attempt any two Courtly Skill, and any two Traits Honest/Deceitful; Spiritual/Worldly Station; Loyalty (Companions)
6 Attempt any three Traits Just/Arbitrary; Generous/Selfish Homage; Chivalry

# Visiting a Royal City

When escorting a lord on business to the seat of a king, be it Londinium, Carlion, Carduel, Eburacum, Exeter, Lincoln, or Silchester, a knight has many opportunities to enjoy the city’s courtly pleasures. Roll the A Visit to a Royal City Table once per visit, then roll against the indicated Statistics, checking each that is successful. If a Player-knight does not have the Passion listed, then no roll is made. It is possible to get a check in both Traits in a pair!

# A Visit to a Royal City Table

1D6 Skills and Traits Trait Pairs Passions
1 Attempt any three Courtly Skills Chaste/Lustful; Generous/Selfish; Spiritual/Worldly Adoration (Beloved); Honor; Station
2 Attempt any two Courtly Skills and any one Trait Energetic/Lazy; Just/Arbitrary; Modest/ Proud
3 Attempt any two Courtly Skills and any two Traits Forgiving/Vengeful; Honest/Deceitful; Prudent/Reckless
4 Attempt any three Courtly Skills and any one Trait Chaste/Lustful; Temperate/Indulgent; Trusting/Suspicious
5 Attempt any one Courtly Skill and any two Traits Energetic/Lazy; Generous/Selfish; Honest/ Deceitful
6 Attempt any three Traits Generous/Selfish; Just/Arbitrary; Prudent/Reckless Hate (Person); Homage or Fealty