Grandkhan
Telvanni Master Wizard
Arthur, King of Camelot and all of Britain, has died on campaign in France.
His greatest knights, the knights of the Round Table, are believed to be dead as well. In the chaos, Mordred, King of Lothian, has claimed that he is the rightful heir to the throne, anointed by God himself, and has brought out the Holy Grail to prove it. Whispers say the Grail is a fake - a fraud whipped up to support Mordred's claim to the throne. Others say that Mordred has forcefully wed Arthur's widow Guenevere , and imprisoned in the Tower of London alongside the Archbishop of Canterbury when they decried him as a fraud and traitor. He sits in control of Camelot with his consort Malfleur, a witch of great power, but his writ has little hold outside its walls.
Order in Britain has collapsed. It's Knights, once kept in check by the Order of the Round Table, run rampant across the country, doing as they will. Some succumb once again the banditry and wickedness that plagued the country before Arthur. Some ride seeking Adventures, as young Knights always have. And still others pledge their swords to the overthrow of King Mordred, or his preservation.
This, then, is the tale, of the Crisis in Camelot.
Welcome to my first IOT, Crisis in Camelot! As the opening scrawl says, players take the role of Knights of Britain, leading themselves and their warband to grand adventures. Gameplay will generally be in the form of purchasing soldiers for your warband, assigning where to move, and then giving plans/orders for how to resolve whatever adventure comes your way. The hope is to create and evoke the feeling and mythos of Arthurian legend: a world of mystery and adventure, and how the faults and foibles of all men lead to the rise and fall of Kings.
How to JoinHis greatest knights, the knights of the Round Table, are believed to be dead as well. In the chaos, Mordred, King of Lothian, has claimed that he is the rightful heir to the throne, anointed by God himself, and has brought out the Holy Grail to prove it. Whispers say the Grail is a fake - a fraud whipped up to support Mordred's claim to the throne. Others say that Mordred has forcefully wed Arthur's widow Guenevere , and imprisoned in the Tower of London alongside the Archbishop of Canterbury when they decried him as a fraud and traitor. He sits in control of Camelot with his consort Malfleur, a witch of great power, but his writ has little hold outside its walls.
Order in Britain has collapsed. It's Knights, once kept in check by the Order of the Round Table, run rampant across the country, doing as they will. Some succumb once again the banditry and wickedness that plagued the country before Arthur. Some ride seeking Adventures, as young Knights always have. And still others pledge their swords to the overthrow of King Mordred, or his preservation.
This, then, is the tale, of the Crisis in Camelot.

Welcome to my first IOT, Crisis in Camelot! As the opening scrawl says, players take the role of Knights of Britain, leading themselves and their warband to grand adventures. Gameplay will generally be in the form of purchasing soldiers for your warband, assigning where to move, and then giving plans/orders for how to resolve whatever adventure comes your way. The hope is to create and evoke the feeling and mythos of Arthurian legend: a world of mystery and adventure, and how the faults and foibles of all men lead to the rise and fall of Kings.
To join, fill out the following form:
Name: What is your Knights's name?
Home Region: What region of Britain does your Knight hail from? Choose from the following:
Spoiler Regions of Britain :
Camelot: Knights from Camelot are known as glamorous paragons of chivalry, and popular with the maidens. Knights from Camelot automatically gain a Lady's Favour when jousting, and roll 1d6 and treat the result as a double.
England: Knights from England are known to be devout and pious. Knights from England automatically gain a Blessing, which is equivalent to a Lady's Favour worth three re-rolls.
Cornwall: Knights from Cornwall are known to be excellent jousters. Knights from Cornwall never get unhorsed in the first pass while jousting.
Scotland: Knights from Scotland are known to be brave and impetuous fighters. Knights from Scotland automatically strike first on the first pass in a joust.
Ireland: Knights from Ireland are known to be very strong. Knights from Ireland can roll 1 lower in the first pass on a joust.
Wales: Knights from Wales are known to be brave and noble. Knights from Wales cannot Swipe or Dodge in a joust, but can reroll failed armour saves in a joust.
Essex: Knights from the Saxon settlements are known to doughty fighters. Knights from Essex disregard treat the first wound in a joust as only a flesh wound and disregard it.
England: Knights from England are known to be devout and pious. Knights from England automatically gain a Blessing, which is equivalent to a Lady's Favour worth three re-rolls.
Cornwall: Knights from Cornwall are known to be excellent jousters. Knights from Cornwall never get unhorsed in the first pass while jousting.
Scotland: Knights from Scotland are known to be brave and impetuous fighters. Knights from Scotland automatically strike first on the first pass in a joust.
Ireland: Knights from Ireland are known to be very strong. Knights from Ireland can roll 1 lower in the first pass on a joust.
Wales: Knights from Wales are known to be brave and noble. Knights from Wales cannot Swipe or Dodge in a joust, but can reroll failed armour saves in a joust.
Essex: Knights from the Saxon settlements are known to doughty fighters. Knights from Essex disregard treat the first wound in a joust as only a flesh wound and disregard it.
Moral Alignment: Choose from Righteous and Wicked. Moral Alignments affect Quest Point gain and are explained below.
Starting Position: Choose a hex grid location on the map to start in. This does not have to be anywhere close to your Home Region.
Starting Quest Points Allocation: See below for rules on how to allocate Quest Points for rolls. You start with 25 Quest Points.
(Optional) Backstory: Your Knights history and Backstory.
How to Play
Gameplay is divided into three phases.
Phase 1: The Spending Phase
Since you aren't playing as a country, rather as an individual, you don't really choose who you recruit. Rather you spend your Quest Points (effectively in-game currency) on rolls on a table, which then decides what you can spend on.
During the Spending Phase, you allocate some amount of points on some amount of rolls on one of two tables. I will then update with what you rolled and what you can spend further points on, which you then make a decision on. You can also spend a point per number to move your roll to something else - if another roll is required, then assume the previous roll stands.
The Commoner Followers Table costs 1 point to roll on. The Noble Followers Table costs 2 points.
The Tables are as follows:
Spoiler Common Followers Table :
2-3: Upgrade: 1 Man-At-Arms (if no Men-at-Arms, 1 Bowman.) gets an upgrade in equipment. If there are no Men-at-Arms or Bowmen, 1 Rabble is promoted to Man-at-Arms. 1 QP.
4-5: 2d6 Rabble: Untrained peasants, armed with agricultural equipment and whatever they can scavenge. 1 QP per model. Starts with Poor Equipment.
6-7: 1d6 Men-at-Arms: levied or trained soldiers. Generally equipped with light armour, a shield and a spear or polearm with a sword or axe as a backup weapon. 1 QP per model. Start with Basic Equipment.
8-9: 1d6 Bowmen: peasant levies equipped with longbows and a sword as a backup weapon. 1 QP per model. Starts with Basic Equipment.
10-11: 1d3 Mounted Yeomen: Mounted cavalry and horse archers, equipped with a spear or sword and a cavalry bow. 3 QP per model. Starts with Basic Equipment.
12: 1 Immediate Roll on the Noble Followers Table.
Spoiler Noble Followers Table :
2: Upgrade: 1 Knight (picked at random) gets an upgrade in equipment. 3 QP.
3: 1 Grail Knight/Demonhost. A noble knight, given a glimpse, vision, or even a drink from the the Holy Grail. Such Knights are imbued with holy fervour and are always among the most might of knights. Wicked Knights receive a Demonhost instead, an evil Knight who is host to a demonic entity which grants him power. 8 QP. Starts with Good Equipment.
4-5: Promotion. One of your knights is promoted to the next level of knighthood. In priority: Squire to Knight of the Real, Knight of the Realm to Questing Knight, Questing Knight to Grail Knight. Costs the difference between the current rank and the new one.
6-7: 1 Knight of the Realm. An anointed Knight, brave and noble. Armed with a lance, a hand weapon, heavy armour, and a horse. 5 QP. Starts with Good Equipment.
8-9: 1 Squire. A young and inexperienced noble yet to be knighted, instead he follows a knight in the hopes that he will be anointed. Armed with a lance, a hand weapon, heavy armour, and a horse. 4 QP. Starts with Good Equipment.
10-11: 1 Questing Knight: A Knight of the Realm who is on a quest for the Holy Grail. Armed with a lance, a hand weapon, heavy armour, and a horse. 6 QP. Starts with Good Equipment.
12: 1 Damsel: A maiden skilled in the arts of magic. She follows and fights with your party for whatever reason - be it love, friendship, camaraderie, a quest, or coercion. 8QP. Starts with Basic Equipment.
There will be two rounds of the Spending Phase
This is complex and probably better explained as an example.
Spoiler an example of the Spending Phase :
I have 25 QP to spend.
I spend 3 QP on 3 Rolls on the Common Followers Table and 2 QP on 1 Roll on the Noble Followers Table. This leaves me with 20 QP.
The GM rolls a 9 on the first Common Follower Table roll, for d6 Bowmen, and rolls a 3 for the number of Bowmen.
The GM rolls a 6 on the second Common Follower Table roll, for d6 Men-at-Arms, and rolls a 1 for the number of Men-at-Arms.
The GM rolls a 10 on the third Common Follower Table roll, for d3 Yeomen, and rolls a 1 for the number of Yeomen.
The GM rolls a 3 on the Noble Follower Table roll, for 1 Grail Knight.
This means that I can buy any combination of up to 3 Bowmen, 1 Man-at-Arms, 1 Yeoman, and 1 Grail Knight up to 20 QP.
I would rather have some extra yeomen than the bowmen, so I spend 1 QP on pushing the 9 to a 10. My roll of 3 on the d6 carries over (as a 2 on a d3) and thus I can now buy any combination of up to 1 Man-at Arms, 1 3 Yeomen, and 1 Grail Knight up to 19 QP.
I decide to buy only two Yeomen for 6 QP, 1 Man-at-Arms for 1 QP, and 1 Grail Knight for 8 QP. This leaves me with 5 QP left over. I post this, along with my decision to spend 1 point on pushing the 9 to a 10.
This is the end of the first round of the Spending Phase. Since I have leftover points, I spend 1 QP on 1 roll on the Commoner Follower Table. This leaves me with 4 points to spend.
The GM rolls a 5 on the Common Follower Table, for 2d6 Rabble, and rolls an 8 for the number of Rabble.
I decide not to spends points on moving my roll. I can now buy any combination of 8 Rabble up to 4 points. This means I can only buy 4 Rabble. I decide to buy 4 rabble and post this.
If I had leftover points after the second round of the spending phase, they would carry over.
This is complex but I'll do my best to walk you through this.
Phase 2: The Movement Phase
After you have purchased additions to your Warband, you then decide where you want them to go. This is as simple as picking a hex within two hexes of your current location and posting where you want to go.
Phase 3: The Adventure Phase
Once you arrive at your destination, you will be presented with an Adventure. This can take many forms, but you never have to go looking for it - as a Knight, Adventure finds you.
Your orders (PMed to me rather than posted) should include the following:
1. How you respond to the Adventure and what you and your warband shall do. If two warbands are near each other, their Adventures will probably interact and may involve a fight - though this is up to you if you want to attack the other warband or not. Well... you and them.
2. What tactic you want to use when you joust. When two Knights meet (be the players or NPCs), they joust. This is not optional. The context around your meeting decide what the consequences of victory/defeat are - if you are cooperative then it is a friendly joust between friends, if you are combative then it is a furious tilt on the battlefield.
Jousts consist of three passes. Knocking your opponent (either by scoring a wound that unhorses them or by depleting all two of their wounds) off their horse is considered an automatic victory, but in the event of three passes without anybody being knocked off the victor is the Knight who has scored the most wounds on their enemy (counted as lance breaks), even if the wound is saved by the Knight's armour. This is seen as a lance break, which is in effect how the points are scored - the knight who breaks the most lances is the winner.
Before a joust, if you do not have a bonus from your Home Region that grants you a Lady's Favour automatically, you can roll for one. This represents a lady gifting you her veil, wimple, or even garter (scandalous!) as a sign of her favour. The GM rolls 2d6 - if you get a double then you the number rolled as re-rolls (which are used automatically whenever you fail).
When you joust, you pick which tactic you want to use. The tactics decide when you strike in your joust and what bonuses you receive. The tactics are as follows:
Spoiler jousting tactics :
1. Aim for the Shield: You put maximum force behind your strike. You automatically strike before your opponent does.
2. Aim for the Helm: Harder to hit, you aim for your opponents helm in the hopes that even a glancing blow will unhorse them. You strike after an Aim for the shield but need to roll 1 lower to score a wound and potentially unhorse your opponent.
3. Aim for the Crest: Your lance is aimed at your opponent's crest on their helm, a strike even harder to aim. You must roll one higher to hit but any wound scored in this way counts as two, even if saved by the opponents armour. You strike after an Aim for Shield or Helm.
4. Swipe: A highly dishonorable (though acceptable and legal!) tactic. You swipe your lance across, attempting to knock your opponent from his saddle. This is slow, striking after everything except a Dodge, but you need to roll 1 lower to hit.
5. Dodge: A defensive ploy greatly lacking in courage, you give up your chance to strike in order to dodge your opponents lance. The opponent needs to roll two higher to hit, but you cannot strike.
3. Whether you want to offer a plaisance or not, and whether you will accept if offered. When two knights meet, they can offer to joust a plaisance ("for pleasure") or a la guerre ("like in war"). There are actually three choices here; to joust a plaisance, to joust a la guerre, or to joust a la traitre, which is to pretend to joust a plaisance but at the last minute change your strike to a killing blow.
Jousts a plaisance do not count wounds for the purposes of any combat afterwards, and Knights cannot die. A joust a la guerre is worked out as normal. A joust a la traitre can be noticed in time by a Knight who is being attacked, but if not, the treacherous Knight needs to roll 1 lower to hit and the victim must roll 1 higher on their armour to save a wound.
Righteous Knights must offer a plaisance when jousting another Righteous Knight. Failing to do this automatically makes you Wicked. A Righteous Knight jousting a la traitre also automatically makes you Wicked.
You do not necessarily have to accept a la plaisance if offered. If the charged Paladin rejects a true or faked offer, (who charges decided by die roll), then the joust continues as if nothing was offered.
This is slightly complicated so once again I'll illustrate with an example.
You may (and I highly encourage you to) include RP details in your orders, which might potentially affect the Adventures that you get.
After I recieve orders I will update with how your Adventure went, what Quest Points you earned, your casualties, and any Advancements you may have received. Play then moves to the Spending Phase again.
Spoiler a jousting example :
Lancelot, a Righteous Knight, and Mordred, a Wicked Knight, encounter each other.
Lancelot's orders are to Offer a la plaisance but to reject if it if offered to him.
Mordred's orders are to Offer a la traitre and to accept and to Offer a la traitre if offered to him.
When they meet, Lancelot wins the roll and is charing. Lancelot offers a la plaisance on the charge, as per his orders.
Mordred accepts and offers a la traitre.
Lancelot fails to notice the ploy in time and Mordred can roll 1 lower to hit and Lancelot must roll 1 higher to save. They then joust using the tactics they selected.
Quest Points, and Righteous/Wicked Paladins
Quest Points are gained after every Adventure as follows:
+2 Points for taking part in an Adventure
+2 Points for taking on an Adventure in a way that would make any normal man despair at the odds of
+2 Points for successfully completing an Adventure
+2 Points for successfully taking on an Adventure in a way that would make any normal man despair at the odds of
+2 Points for every Knight (including regular knights that are part of a Warband and not PCs) your Warband or yourself defeats
Additionally, depending on whether you are Righteous or Wicked, you gain or lose points for different things:
Righteous Knights
+2 Points for taking a Wicked Knight or some other Villain out of action (cumulative)
+1 Points for taking a Demonhost out of action (cumulative)
+1 Points for offering a la plaisance
-1 Points for fleeing from a challenge or Adventure
Wicked Knights
+2 Points for taking a Righteous Knight or some other Hero out of action (cumulative)
+1 Points for taking out a Grail Knight out of action (cumulative)
-1 Points for offering a la plaisance
There are several ways to move from Righteousness to Wickedness. The first is to refuse to offer a la plaisance to another PC Righteous Knight. The second is to joust a la traitre. The only way to move from Wickedness to Righteousness is to Achieve the Grail Quest through Knight Advancement, as discussed below.
Knight Advancement
For every 6 Quest Points earned, your Knight will get a randomly selected Advancement. These Advancements can be a magical gift, a trait which gives a bonus, extra (free) followers, or a Promotion (cumulatively: from Knight of the Realm to Questing Knight to Grail Knight). They may also, if you are unlucky, screw off on a Quest on their own, leaving the party and it is treated as if you they have died - you get a new, fresh, Knight without any traits they may have accrued (but with all their magic items).
Promotions are a special case. Once your knight has received the Questing Knight promotion, you are officially On A Quest (ostensibly for the Grail, but it can be for whatever you want to call it). It helps me a lot for writing purposes to nominate something suitably epic for your Knight's Quest - if you have Questing Knights in your warband their quests are seen as sufficiently meh enough not to really merit explicit adventures, though if you want to nominate quests for them you can - it may affect your adventures, as writing and RP does. Your Adventures may change when you are on a Quest, to something suitable to pursuing it. Another Promotion for your Paladin to Grail Knight will mean that your Quest immediately comes to a climax in your next Adventure, but otherwise your Quest may climax on its own through normal Adventures (though no guarantee). Completing a Quest through normal adventures gives your Knight an automatic promotion to Grail Knight, and if Wicked, may automatically make them Righteous should you choose - by achieving the Quest, they have redeemed their nature and failings and are once again in the bosom of God. Alternatively, you may actively reject the Grail on the conclusion of your quest and become a Demonhost, which means you will continue to be Wicked.
Achieving the Grail Quest is the only way you can move from Wickedness to Righteousness.
All Knights receive a free Advancement roll on signup.
Last edited: