Pendragon winter phase summary

From Milton Keynes RPG Club

Solo scenario & personal events OR add checks

Add checks to any five traits, passion, skills.

Experience rolls

Roll 1d20 above checked ability (or =20 for ability 20+). Rolling equal to ability means no increase.

Economics, Harvest, Standard of Living

Bad Weather = 1d20 overall, +2d6-7 for individual manors.

Holdings: +2 Stewardship per additional demense manor.

Roll Weather vs Stewardship, standard of living result as below. If many holdings, median of 3 for each; +£3.

Weather
Stewardship Critical Success Fail Fumble
Critical Ordinary £3→ Rich £4→ Superlative £5→ Spectacular
Success Poor £2→ Ordinary £3→ Rich £4→ Superlative
Fail Impoverished £2→ Poor £2→ Ordinary £3→ Rich
Fumble Impoverished Impoverished £2→ Poor £2→ Ordinary

Impoverished: Just or Merciful roll or lose squire and 1 Honour (-1 cumulative on roll per year impoverished). Lower child and horse survival. Characteristic and armour loss. Other effects.

Poor: Lower child and horse survival. Characteristic and armour loss. Other effects.

If Household Knight, automatically "Ordinary".

Aging

Increase age by 1 year. If 35+, make aging rolls.

Squire, Steward

Increase age by one year. If squire now 21, release from service. Get new squire.

Increase squire / stewardship skill: if ≤ 15, +1; if ≤ 19, +1 if 1d20 ≥ 16; if 20+, +1 if 1d20 = 20.

Horse survival

Roll (1d20) Result
1 or less Dies
2 Roll Horsemanship. Crit = healthy, success = weakened, fail = double weakened, fumble = dead
3+ Survives

-1 if Poor. -1 (cumulative) per year Impoverished. -1 if Weakened. +2 if Superlative.

Training and Practice

Choose one of:

  • Increase Trait by 1, lower opposite by 1, up to 19/1 split.
  • Increase Passion by 1, up to 20, no more than 40 points in any one section.
  • Increase Characteristic by 1 (note "getting fat" if increasing SIZ). Unavailable if age 36+
  • Add 6 points to any combination of skills, so long as each skill remains ≤ 15.
  • Add 1 point to skill, up to 20

Glory

Add Glory from deeds. In a boring year, add 1d6 × 10 Glory for deeds.

Passive Glory

Trait or Passion 16–19 15 each (max 100 for all Traits, 100 for all Passions)
Trait or Passion 20+ 25 each (max 100 for all Traits, 100 for all Passions)
Standard of living 10 for Ordinary, ±[cost] per diff; (base Rich for Banneret, Superlative for noble)
Holdings 10 per additional demense or enfeoffed manor
Appeal 13–15 10
Appeal 16–18 25

Prestige Award

If Glory over round 1,000 points, one of:

  • Raise any Trait, Passion, Skill, Characteristic by 1. No limit.
  • Decrease Passion by 1
  • Guarantee birth of heir, healthy, survives first year
  • Any other child: guarantee one of conception, survival, gender.

Marriage

Random spouse

Each year, roll Courtesy. If success, either take +1 forward for spouse or get married. Choose before rolling for spouse. Roll for spouse's station.

Roll (1d20) Rank Dowry Glory
1–5 Wealthy commoner 3d6+6 0
6–8 Daughter of esquire 3 10
9–10 Daughter of household knight 1d6 50
11 Eldest daughter of rich vassal knight 6+1d3 100
12–20 Daughter of vassal knight 1d6 100
21–25 Heiress of vassal knight 1 manor, 10+1d6 100
26–27 Heiress of wealthy vassal knight 2 manors, 1d6 300
28+ Younger daughter of baron 1 manor, 10+1d6 250

Gain spouse's Glory, up to 1,000.

Childbirth

Child if 1d20 ≤ CON.

-10 if child born last year. -1 per year over 35. -1 if Poor. -1 per year Impoverished. +3 if Rich. +5 if Superlative.

  • Critical: Roll 1d6. 1–4: Multiple Birth; 5: Blessed boy; 6: Blessed girl.
  • Success: Child. Boy on odd roll, girl on even.
  • Failure: No conception
  • Fumble: If child born last year, no conception. Otherwise, roll Tragedy.

Boy has family characteristic of father; girl has family characteristic of mother.

Child survival

Increase age by 1. If now 14, get one quarter of parent's Glory, up to 4,000.

Age 1: dies on 1d20 ≤ 4; age 2–5, dies on 1d20 = 1.

-1 if Poor. -2 if Impoverished. +1 if Rich. +3 if Superlative.

Other versions

See the PDF version of this sheet.