22
With three great leaps you cross the stones with little difficulty and land gracefully on the bank at the other side of the stream. The cobbled path continues on into the distance, leading toward the ruined building that you were sent here to investigate. The last of the
daylight seeps below the horizon. Sensing that nightfall cannot be far away, you continue on your journey and after only a short time you find yourself before the remains of the great house of Saxon. A river flows to the west toward the broken bridge that you crossed
earlier. It drives a waterwheel that has seen better days, squeaking loudly with every rotation. The house itself is little more than a pile of large stones around smashed pillars. These pillars must once have stood over 25 feet tall, but nature has reclaimed them with green tangle of moss and vine.
Approaching the splintered and rotted timber that was once the door, you pause at the sound of a heavy metal clunk. The sound becomes louder and from inside the ruins you see two armoured figures approach. They wear tabards that look knightly but are from no order you recognise, and their cloaks, of a rich purple hue, are tattered and torn. The night-breeze sends these cloaks billowing up into the air as they stalk wordlessly toward you; their heavy plating crashing on the stone path. Drawing closer, they unsheathe their large swords and you answer by baring your own blade. Battle is joined!
2 Undead Knights: Con 25 each.
Each Knight fights with a Hand and a Half Sword doing 5 dice and has 13 adds. Their armour protects them from 7 hits each round. Concentrate your attack and any damage on one of them until he falls. They both attack you each round until they are destroyed.
If you defeat the Knights, award yourself 200AP and go to 34.