Squire’s Quest to the Isle of Fey

You may copy these for your own use.

Encounter Cards

TI n = Terror Infliction’s to be tested for. SP = Silver Pennies/Status Points

# = denizen will raise the alarm if the conches have not blown already.

Ace Hearts Damsel Mushroom. D6 2- runs away to safety #, 3+ “I surrender!” worth 15 SP, 5+ “Rescue me?” worth 30 SP if safe aboard ship. Carries D6 Silver Pennies.

2 Hearts Damsel Poppy. (Hanigle’s Great grand daughter)“Greetings strangers. Hanigle is now dead so I shall go and bring the Steward to make terms with you.” She then disappears #. D6 each move needing 4+ for Squire to move on!    

3 Hearts Grey Groom. (Tends Sir Unico’s steed)

Grey Groom
Mo 6” Me 0 dagger st 0. D –4, C –3, W –2.
3+ shouts a warning and runs to safety, 2- shouts warning # and attacks Carries D6 Silver Pennies
D6 5+ asks to be rescued and will aid the squad (worth 15 SP),

4 Hearts Yellow Groom. (Tends Sir Styf’s Steed)

Yellow Groom
Mo 6” Me 0 dagger st 0. D –4, C –3, W –2.
3+ shouts a warning and runs to safety, 2- shouts warning # and attacks Carries D6 Silver Pennies
D6 5+ asks to be rescued and will aid the squad (worth 15 SP),

5 Hearts Lady Strilla. (Hanigle’s Great grand daughter)

Lady Strilla
Mo 5” Me -2. D –4, C –3, W –2.
D6 5+ faints with fright Needs 5+ on D6 to recover, worth 30 Silver Pennies if captured, 3+ stands screaming until 5+ or gagged, 2- runs to safety screaming #!

6 Hearts Harty the Victual Churl.

Harty the Victual Churl.
Mo 6” Me 0 dagger st 0. D –4, C –3, W –2.
“Who are you? You should not be here!” and he throws pepper in the Squires face before running to safety #. Squire blinded at –4 in melee for D6 –3 moves.

7 Hearts Crag Siren. Perches high up out of reach and sings, D6 for each character per move needing 4+ to leave. Otherwise must listen doing nothing else!

8 Hearts Nimbulus the Wizard “Begone foul strangers lest I smite thee with my spells!” If they do not go he will cast a Blinding Flash spell and then attack with his sword. 

Nimbulus the Wizard
Mo 5”, Me 0, sword st 0 D –4, C –3, W –2. If wounded will surrender worth 50 SP. Carries 4x D10 Silver Pennies.
Blinding Flash 3+ to work, victims within 3” –4 in melee for one round.

9 Hearts The Warden TI 2 Blows warning horn # at the sight of strangers. Then aims bow, “Who are you? Strangers are not allowed here! I shall have to take you to the Steward?” Unless they agree he will fire bow and attack fighting to the end.

The Warden TI 2
Mo 6” Me 0 sword st 0 D –4, C –3, D –2.
Bow 6” 5+ for hit st –3.
Carries 3x D10 SP.

10 Hearts Dwarf Bakstab TI 2 Will throw his axe at the damsel and charge the squire!

Dwarf Bakstab TI 2

Mo 5”, Me +1 Mace st +2 Shield parry 7+ St 4, D –5, C –4, W -3
Axe 3” 6+ st –2.
Fights to the end, carries 2x D10 Silver Pennies in his pouch. # if survives.

Ace Clubs Priest & 2 Serfs “Have you seen any bodies?” They have come from the mainland and can bury bodies on condition that they do not help any strangers. It would be dishonourable to attack them penalty 100 Silver Pennies.

2 Clubs A scattering of coins! Each person takes one move discovering 2x D6 Silver Pennies, then draw another Encounter Card.

3 Clubs Milkmaid with bucket. “Have you seen my cows?” Knows nothing, apathetic about anything but her three cows. Will surrender if attacked. Worth 10 Silver Pennies as a prisoner but D6 2- fined 50 Silver Pennies for a dishonourable act.

 4 Clubs Three Black Cows. Moo at party. Will flee if attacked

Three Black Cows.

Mo 4”, Me –3, st –2, D –5, C –4, W –3.

Worth 15 Silver Pennies each if herded back onto the ship.

 5 Clubs Scattered ship’s timbers. D6 5+ find pouch of 6 Silver Pennies, 3+ find nothing, 2- decide to search another move.

6 Clubs Scattered ship’s timbers. D6 5+ find sword worth 5 Silver Pennies, 3+ find nothing, 2- decide to search another move.

7 Clubs Scattered ship’s timbers. D6 5+ find cloak worth 4 Silver Pennies, 3+ find nothing, 2- decide to search another move.

8 Clubs Scattered ship’s timbers. D6 5+ find an axe worth 3 Silver Pennies, 3+ find nothing, 2- decide to search another move.

9 Clubs Scattered ship’s timbers. D6 5+ find spear worth 2 Silver Pennies, 3+ find nothing, 2- decide to search another move.

10 Clubs Scattered ship’s timbers. D6 5+ find one Silver Penny, 3+ find nothing, 2- decide to search another move

Ace Diamonds Bad Smell! Dead body of a warrior TI 3. Has a pouch with 7 Silver pennies in it and a sword worth 5 Silver pennies.

2 Diamonds Body of serf woman Recent death from an axe wound in the back. No valuables.

3 Diamonds Half hidden skeleton TI 3. Cut bones indicate death from edged weapons. No weapons or valuables.

4 Diamonds Bad smell much composed body TI 4. Fine clothes ruined and belt, pouch and weapons missing.

5 Diamonds Bad smell much composed body TI 4. Helmet smashed, belt, pouch and weapons missing.

6 Diamonds Body of serf Arrow through him and blood indicates a recent death. Cord snares tucked in his waist band indicate he was a poacher. Knife worth 1 Silver Penny.

7 Diamonds Runaway Horse TI 2.

Runaway Horse TI 2.
Mo 10", Me +2 hoof st –1 D –5, C-4, W –3.
D6 5+ dashes away to safety, 3+ blocks way, need to dice (D6 5+ take control of horse
3+ shoo away,  2- must fight horse), 2- Horse charges Groom, worth 30 Silver Pennies, 

8 Diamonds Vulture begins to hover above the destrier and will follow it for the rest of the action. Deduct one from all Terror resistance throws for characters within 6”.

9 Diamonds Brightly coloured Butterflies. Damsel D6 5+ ignores, 3+ tries to catch for one move, 2- tries to catch for two moves.

10 Diamonds Bloodcurdling Scream TI 4. Source undetected!

Ace Spades Dog Patrol TI 4.

Dog Patrol TI 4
Billman Mo 6” Me 0 +2 1st round, bill st +2, D –5, C –4, W –3.
Two Dogs Mo 8” Me –1 st –2 D –5, C –4, W –3.
Will attack all strangers on sight.Dogs will flee if billman crippled or killed.

2 Spades Giant Horned Lizard TI 4.  

Giant Horned Lizard TI 4
Mo 5” Me +2, horn st –1, D –5, C –4, W –3.
Horn worth 5 SP.
Will attack unless secret password (Mezodoc) given.

3 Spades Island Wildcat TI 3.  

Island Wildcat TI 3
Mo 7” Me +1 teeth st –2 D –5, C –4 W –3.
Will attack anyone!

4 Spades 6 Black rats! TI3.

6 Black rats! TI3
Mo 5” Me –4, teeth st –2 D –3, C –2, W –1. Will flee when one killed or crippled.
Will attack nearest two (odds/even for how many on each) 
Outnumbering bonus: + 3 for 2, +4 for 3, +5 for 4, +6 for 5, +7 for 6 onto one.  

5 Spades 6 Black rats! TI3.

6 Black rats! TI3
Mo 5” Me –4, teeth st –2 D –3, C –2, W –1. Will flee when one killed or crippled.
Will attack nearest two (odds/even for how many on each) 
Outnumbering bonus: + 3 for 2, +4 for 3, +5 for 4, +6 for 5, +7 for 6 onto one.  

6 Spades Snake trodden on! D6 5+ OK snake dead, 4 Groom bitten, 3 Damsel bitten, 2 destrier bitten, 1 squire bitten. Bite damage, a D6 gives the deduction made from Melee power points and movement in inches.

7 Spades Swarm of Bees! D6 5+ beaten off, 4 dice again next move, 3 Groom –1 to Mo & Me, 2 Damsel –1 to Mo & Me, 1 Squire –1 to MO & Me.

8 Spades Swarm of Bees! D6 5+ beaten off, 4 dice again next move, 3 Groom –1 to Mo & Me, 2 Damsel –1 to Mo & Me, 1 Squire –1 to MO & Me.

9 Spades Swarm of Midges! D6 4+ endured, 3 Groom backs away 6”, 2 Damsel backs away 5”, 1 Destrier panics! If ridden D6 4+ held under control, 2+ throws rider and is lost but rider OK, 1 destrier lost and rider hurt –2 in melee. If led D6 4+ held under control, 3- destrier stampedes off and is lost.

10 Spades Swarm of Midges! D6 4+ endured, 3 Groom backs away 6”, 2 Damsel backs away 5”, 1 Destrier panics! If ridden D6 4+ held under control, 2+ throws rider and is lost but rider OK, 1 destrier lost and rider hurt –2 in melee. If led D6 4+ held under control, 3- destrier stampedes off and is lost.

 

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