Haunted Shores of Avalon

The Haunted Shores of Avalon
A d20 Modern Campaign


• This game is meant to emphasize player choice. If something comes up that will affect the game in a major way plot-wise, then the players must make a choice about it before they enter the scene, either pre-session or before, when possible.
• This is about the players, not Arthur or his knights. Let them have the spotlight.
• Alternate the quest motivations. Do a knight quest one day, then a personal quest the next. Heritage isn’t everything and the present has problems too.
• Emphasize how alien everything is to the players, at least at first. They should be awed, amazed or cowed when appropriate.

Changes to the Rules:

• Languages are dealt with as DnD, 2 points for one language.
• Armor: Use the damage reduction variant in the Unearthed Arcana book. Armor bonuses override the class Defense bonus, even if the class bonus is higher.
• Weapons: Mastercraft weapons bestow +2 to hit. Stone weapons bestow -2 to hit and damage.
• Massive Damage: MD threshold is now double your Constitution score.
• Dying and Death: Use the Arcana Evolved Rules.


The players take on roles of the descendants of Knights of Quality from King Arthur’s court. Although they do not choose their heritage, they gain a number of abilities that comes from their ancestry:
• Abilities are generated with 5d6k3 instead of the normal 4d6k3.
• Starting age is 16-21
• Right of Inheritance (Ex): For all affects related to the Knights of the Round table, the players are considered as the knight they are descended from and gain access to all that their forefather held. If they have not gone through the Ritual of Succession, then they are still considered a Knight of the Round Table.
• Ritual of Succession (Ex): When the player redeems the lost relic of their family, then they have undergone the Ritual of Succession, and thereby gain the certain benefits. See the Sidebar for more information.
• Spirit-sight (Ex): Heirs of the knights may see spirits even when they are invisible to others.

Chapter Three: AVALON

The Island of Avalon is a mythical place located in a place very close to our own world. In many ways it is located near south-western England, but it cannot be reached by any conventional means.


The way of life on Avalon is based on the ancient ways of the Welsh and Celtic peoples of sixth century England. Though, some things are unique after more than one thousand years of isolation, but most of the old learning still holds true.


Crime and Punishment




Gender Roles

Love and Marriage









Clan Bevan

Clan MacCree

Clan O’Neill

Clan Paddock

The Druids

The Hooligans


Avalon is about 23 miles long and six miles wide.


1. The Night Forest
2. The Twilight Forest
3. Green Woods
4. Mt. Steel and the Trackless Hills
5. Foggy Swamp
6. The Old Forest
7. Lake Magic
8. Turtle River Basin & the Wind-path
9. Galahad’s Tomb
10. Lakeshire
11. Graceful Castle and the Hidden Forest
12. Stone Mountains
13. Firbolg City
14. Snake Mountains
15. Five Stone Walk
16. High Hills
17. The Cradle of Lugh
18. Creeping Forest
19. Whispering Forest
20. Deadly Bogs
21. Castle Avalon

Mystic Sites

The False Graves

Chapter Four: EQUIPMENT

All the items and equipment available on the Island of Avalon derive from post-roman Celtic roots.


The warriors of Avalon prefer light armors or even no armor at all. Why the druids even enter battle nude.
The following armors are available in Lakeshire and with the Hooligans. Also listed are their armor bonuses and damage reductions.

Armor Armor Bonus Damage Reduction
Leather +1 1/-
Studded Leather +2 1/-
Hide +2 1/-
Chain Shirt +2 2/-
Chianmail +3 2/-
Splint Mail +3 3/-
Light Wooden Shield +1 -
Heavy Wooden Shield +2 -


Weapons on Avalon range from the very light to the very heavy. The following assortment are used by all the peoples of the island.
• Dagger, or Dirk
• Bastard Sword
• Battle Axe
• Flail, light or heavy
• Great Axe
• Greatsword, or Claymore
• Longbow
• Longsword
• Mace, light or heavy
• Shortbow
• Shortsword
• Sling
• Spear

Chapter Five: NPCs

When assessing Action points, add total gained from levels and then subtract a number equal to 1d4 for each hit die.


The last descendant of the magician Merlin. She is born of his magical heritage and his sense for things to come. However, thanks to the misdoing of her great-grandfather, the family line has been cut off from the tower and libraries of Merlin until such a time comes where one proves themselves worthy.
Merci is kind, but stern. She enjoys individuals but dislikes crowds. Always the enigmatic, Merci comes and goes as she pleases and is welcome in all circles wether they be townsfolk, druid, hooligan or even firbolg.

Merci CR 7
Female human smart hero 3/mage 3/acolyte 1
CG Medium humanoid (Human)
Init +1; Senses Listen +9, Spot +3
Languages English, French, Gaelic, German, Latin, Welsh

AC 15 (+1 Dex, +4 defense)
hp 24 (7 HD);
Fort +4, Ref +3, Will +10
Action Points 26

Speed 30 ft. (6 squares)
Melee Staff +4 (1d6)
Base Atk +3; Grp +4
Atk Options
Special Actions
Combat Gear
Acolyte Spells Prepared (CL 1st):
1st – Cure Light Wounds (2), Sanctuary
0th – Create Water, Mending (2)
Mage Spells Prepared (CL 3rd):
2nd – Levitate, Summon Vivilor II (2)
1st – Disguise Self, Magic Missile, Obscuring Mist, Sleep
0th – Daze, Light, Message, Prestidigitation (2)

Abilities Str 12, Dex 12, Con 10, Int 17, Wis 16, Cha 15
SQ Brew Potion, Scribe Scroll
Occupation Novitiate (Diplomacy, Listen, Sense Motive, Magical Affinity)
Feats Combat Expertise (B), Educated (B), Magical Affinity (B), Signature Spell (Disguise Self), Spell Mastery (Disguise Self, Mage Hand, Sleep), Spellslinger, Stealthy
Talents (Smart Hero) Savant [Knowledge: Arcane Lore], Linguist
Skills Concentration +9, Craft (Alchemy) +12, Craft (Chemical) +9, Craft (Pharmaceutical) +8, Decipher Script +9, Hide +3, Listen +9, Knowledge (Arcane Lore) +15, Knowledge (Earth and Life Sciences) +13, Knowledge (History) +8, Knowledge (Theology and Philosophy) +11, Move Silently +3, Research +9, Search +8, Sense Motive +9, Speak Language: French, Speak Language: Gaelic, Speak Language: German, Speak Language: Latin, Speak Language: Welsh, Spellcraft +14, Treat Injury +8
Possessions Yew Staff

Accent: British, feminine (Elizabeth Hurley)
Quote: That’s it.

Yew Staff: A staff made of yew wood by Merci’s gandfather, Varlyn, to empower a mage’s spells.
Arcane Amplifier: Any arcane caster weilding this staff gains +1 to their arcane caster level and +2 to any DC’s of their arcane spells. This stacks with the spell focus feat.
Spellbook Staff: Anyone of Merlin’s descent may choose to use the Yew Staff as their spellbook. The runes carved in the side speak into the mind of the heir while meditating. The staff contains all 1st through 5th level spells listed in d20 Modern, except for those that would be wildly inapropriate.
Those who are not of Merlin’s descent may try to use the staff as a spellbook, but must read the magic runes inscribes along the sides, which requires the use of a Read Magic spell, a Decipher Script check DC 15+spell level. As well as the ability to read the welsh language.


The Sherif of Lakeshire and Protector of its Peoples.

Connel MacCree CR 6
Male human strong hero 3/fast hero 1/archaic weaponsmaster 2
N Medium humanoid (Human)
Init +2; Senses Listen +2, Spot +2
Languages English, Welsh

AC 18 (+2 Dex, +6 defense); +1 vs melee attacks
hp 53 (6 HD); Improved Toughness
Fort +9, Ref +4, Will +3
Action Points 23

Speed 30 ft. (6 squares)
Melee Longsword +11 (1d8+7/19-20) or
Unarmed +10 (1d8+3)
Ranged Longbow +7 (1d8/x3)
Base Atk +5; Grp +8
Atk Options
Special Actions
Combat Gear

Abilities Str 16, Dex 14, Con 18, Int 10, Wis 15, Cha 11
SQ Evasion, Imbue Weapon (Magic)
Occupation Squire (Jump, Ride, Tumble, Archaic Weapons Proficiency)
Feats Archaic Weapons Proficiency (B), Brawl, Defensive Martial Arts, Improved Brawl, Improved Toughness, Self Sufficient (B), Weapon Focus (Longsword) (B), Weapon Specialization (Longsword)
Talents (Strong Hero) Melee Smash, Improved Melee Smash, (Fast Hero) Evasion
Skills Climb +8, Handle Animal +3, Heal +4, Jump +8, Knowledge (History) +3, Knowledge (Theology and Philosophy) +2, Speak Language (Welsh), Survival +4, Swim +6, Tumble +5
Possessions MacCree Clan Sword

Accent Heavy Scottish

MacCree Clan Sword: A Mastercraft longsword made from metal mined from Mt. Steel. A priceless gift to the greatest warrior of Avalon from his Clan Headman.

Chapter Six: MONSTERS

Elf, Avalonian CR 1
N Small fey (Elf)
Init +; Senses Listen +, Spot +

AC (+ Dex, + defense)
hp (1 HD);
Fort +, Ref +, Will +
Action Points

Speed 20 ft. (4 squares)
Base Atk +; Grp +
Atk Options
Special Actions
Combat Gear
Acolyte Spells Prepared (CL 1st):
1st –
0th –

Abilities Str , Dex , Con , Int , Wis , Cha


Descendants of the knights of the round table are united by Mercy, the great-granddaughter of Merlin to help her save Avalon. Morganna LeFey has returned to the island as a Spectrim, a ghostly spirit, and has mysteriously brought her son, Mordred back to life. Mordrid now claims the island and his fortress, Castle Avalon has swallowed up Avalon Abby and forced the people of the island to move to Lakeshire, the only town on the island.

Once the blood of the knights are there, they must find the knightly tombs that were meant to be the false graves of Arthur, each holding a sacred relic that will ‘awaken’ the blood of the knights and give their ancestry power.

Mordred must be defeated before he can lower the mists of Avalon and spread his evil to the world.

Eventually, they will leave Avalon to find the tomb of Sir Lancelot and fight the Spectrim on their own world, where magic has diminished.


Arthur: The goal is to find Arthur’s tomb and let him drink from the Holy Grail, this will bring him back to life and lead the world to peace.

Enemies: The foes on Avalon, will range from men, fey, dire animals and spirits.

Fey: The elves of Avalon carried Arthur to the island and built his grave and hid it away. The light elves, sprites and other fey live in the Twilight Wood, in the northern part of the island. The dark elves live underground, and the nereid live in the sea.

Galahad: The greatest of all knights, his tomb was never hidden, but contain clues to the whereabouts of the others. Only the blood of the knights can reveal these clues.

Giants: In the south-central area of Avalon lies the ruined city where the giants live.

Holy Grail: Mordred has the grail and by having it, prevents good from conquering evil.

Lakeshire: The town on Avalon’s eastern coast. Use that town from Windwaker as a model.

Lancelot: The Fallen Knight did not return to Avalon and his tomb is located outside its mists. His tomb carries the secret location of the key to open Arthur’s tomb.

Merlin: Merlin is imprisoned in a Yew tree somewhere on the island. One of the later quests is to find him.

Mists: The mists are what keep Avalon separate from the world.

Mordred: The Black Knight is back and more powerful, accompanied by the frightful Spectrim and, some say, servants from Hell, he lives in Castle Avalon.

Spirits: There are at least two types of spirits; the Spectrim, which are evil spirits under Morganna’s, and therefore Mordred’s influence, and the Eldrim, benevolent spirits, most often the last vestiges of Knightly souls left to guide their ancestors.

Tombs: Each of the valorous knights left a tomb as a false grave of Arthur. Each tomb holds traps and monsters, but ultimately sacred treasure and wisdom.

The campaign will emphasize player choice. The player will choose from innocuous choices that will later decide what equipment they have or even levels they gain. No fate cards here, the players will choose their fate, without realizing it of course.

Players will first choose a basic dnd class; warrior, rogue, priest, mage. Then, at their will may choose to be more specific; ranger, wizard, paladin, monk, etc. Later, on the island, they will find themselves in Galahad’s tomb, the base of ops, per se, and select a pictograph such as a bow, a quill, a sunburst, a mace, etc. This will decide the knight of which they were descended, therefore which tombs will be explored and what treasures gained. When each player finds their ancestral relic, the automatically gain a level in whatever class is associated with that knight. They also may now level in advance and prestige classes.

Featured Knights

  • Lancelot
  • Galahad
  • Percival
  • Benivere
  • Triston
  • Bors
  • Gawain
  • Kay

Plot Breakdown (with player choices)

Before game:
IDEA: Have their pre-game choices take the form of a dream, ala Kingdom Hearts.

CH1: Players choose a base dnd class; Warrior, Priest, Rogue, or Mage. This decides the type of ancestral relic the players will inherit.
Warrior: A weapon (choose knight’s favored weapon)
Suggested Classes: Strong Hero / Tough Hero
Priest: A holy relic (a divine major wondrous item or even minor artifact)
Suggested Classes: Dedicated Hero / Charismatic Hero
Rogue: A wondrous item with many uses (deck of illusions, robe of pockets, etc.)
Suggested Classes: Fast Hero / Smart Hero
Mage: A mage-specific item (either spellbook, or staff)
Suggested Classes: Smart Hero / Dedicated Hero

CH2: Players must choose either the Sword, the Shield or the Wand. This is completely separate from the previous choice. It decides what minor item they will receive from their family as an heirloom before they leave for Avalon.
Sword: An item to increase a physical stat; gloves +2, belt +2
Shield: A defensive item, ring +1, amulet +1
Wand: An item to increase a mental stat: circlet +2, periapt +2

A guide to Avalon

1. The Night Forest
2. The Twilight Forest
3. Green Woods
4. Mt. Steel and the Trackless Hills
5. Foggy Swamp
6. The Old Forest
7. Lake Magic
8. Turtle River Basin & the Wind-path
9. Galahad’s Tomb
10. Lakeshire
11. Graceful Castle and the Hidden Forest
12. Stone Mountains
13. Firbolg City
14. Snake Mountains
15. Five Stone Walk
16. High Hills
17. The Cradle of Lugh
18. Creeping Forest
19. Whispering Forest
20. Deadly Bogs
21. Castle Avalon

The People of Avalon

Merci: (Smt4/Mag3) Loremaster, Teacher, High Druid
Mordred: (Str2/Fst2/Wep3/Knt5)
Morganna: More of a monster than a NPC.
Lord Mayor Alastar O’Neill (L/E)
Sherif Connel MacCree (N)
Lady who doctors the town
Old Ranger who explores the island
Old-Old man who complains that this Arthur story is wrong
Shady O’Neill who works as Alastar’s underhand
Youngest soldier with a big head for glory, not bad with sword, but not great

General Store Merchant
Minstrel (secondary profession)
(No priest)
Captain of the Guard
Guard (secondary professions)

280 people (Hamlet)

O’Neil Clan (L/E - L/E)
The Merchant Clan (Negotiator)
MacCree Clan (L/G - L/G)
The Warrior Clan (Self Sufficient)
Paddock Clan (L/N - C/G)
The Learned Clan (Educated)
Bevan Clan (N/G - L/G)
The Worker Clan (Alertness)
*Each clan gets a bonus feat that gives a +2 to two skills and also, there is a person in each that hods the Clan sword. It may not be the Clan Headman, but most likely is.

Power Center:
Lord Mayor and Clan Headmen

Highest level warrior

3 standing soldiers
14 ready fighters

Three 1st level Aristocrats (heads of O’Neil, MacCree, and Bevan)
One 4th level bard
Two 2nd level bards
Four 1st level bards
One 5th level commoner
Two 3rd level commoners
Two-hundred, thirty-seven 1st level commoners
One 8th level expert (O’Neill scallywag)
Two 4th level experts
Four 2nd Level experts
Seven 1st level experts
One 1st level monk (head of Paddock)
X One 6th level warrior
Two 3rd level warriors
Twelve 1st level warriors


The Powers of Heaven
Black Robes (low level), Red Robes (high level)

The Powers of Hell
Red Cloaks w/o horns (low level), w/ horns (high level)

The Old Ways
Blue robes (low level), White Robes (high level)


Eldrim - The good spirits
Elf, Dark - A fey that lives under ground; evil
Elf, Forest - A little fey whom fights with arrows
Firbolg - A giant
Gnome - Tiny creatures with red hats, hates sunlight
Goblin, Forest - The natural enemy to elves
Griffin - A lion-eagle; one of which lives on the top of Hightop Tower.
Kobold - A dog-man, live in the Hidden Forest
Leprechaun - A helpful fey who makes shoes.
Spectrim - The evil spirits
Spriggan - An evil fey that changes size.
Sprite - A winged fey
Wyvern - a wicked dragon

Creature Types:

Dragon - Drake, Wyvern
Fey - Elf, Goblin, Sprite
Giant - Firbolg, Formian
Humanoid - Kobold
Magical Beast - Griffin
Undead - Spirit, Zombie
(Spectrim) - Hell hounds, Deadwight

DND Mosters to use (* indicates needing of tweaking)

Banshee (MM2)
Dire Animals (Esp. Boars) (MM)
Elementals (MM)
Firbolg* (MM2)
Formorian* (MM2)
Goblin* (MM)
Hag (MM)
Kelpie (FF)
Night Twist (MM3)
Skeleton (MM)
Will-O’-Wisp (MM)
Wyvern (MM)
Zombie (MM)

Caryatid Column (FF)
Death Dog (FF)
Drake (MM2)
Fossergrim (FF)
Glaistig (MM3)
Goblin, Forestkith* (MM3)
Ironmaw (FF)
Merfolk (MM)
Ogre (MM)
Oread (FF)
Sprites (MM)
Treant (MM)
Unicorn (MM)
Wight (MM)

Male human smart hero 3/mage 3/acolyte 1
N Medium humanoid (Human)
Init +; Senses Listen +, Spot +

AC (+ Dex, + defense)
hp ( HD);
Fort +, Ref +, Will +
Action Points

Speed 30 ft. (6 squares)
Base Atk +; Grp +
Atk Options
Special Actions
Combat Gear
Acolyte Spells Prepared (CL 1st):
1st –
0th –

Abilities Str , Dex , Con , Int , Wis , Cha


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