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Friday, 17 January 2025

In the Ashes

In The Ashes is a solo roleplaying gamebook written by Pablo Aguilera and published by Devir. Pablo was kind enough to send me a couple of copies. It's a handsome hardback with rich colour illustrations adorning almost every page and I’ve spent some immersive hours diving into its beautifully intricate world. 

First off, as you can see in the video, this is by no means your typical gamebook. The story itself is classic high fantasy, taking place on the magical island of Obor and beginning with a scene of great dramatic force and horror: a public execution. You assume control of several different characters over the first three (of four) acts, with the game introducing you to each in turn. While the plot remains mostly linear, your actions still matter, influencing how events unfold in later acts.

One of the standout features of the gamebook is its deck-building mechanic. Yes, deck-building -- In The Ashes integrates cards into its core gameplay. You’ll begin with a small set of cards and gain more as you progress, and those cards are all laid out on the page. While you never physically shuffle them, you’ll strategically choose cards during encounters, making for a uniquely tactical experience.

In fact that's a unifying feature of the game: everything, including your tactical moves, is written directly into the book, right there on the page. Another example: the symbols that you mark on later pages. These are like keywords in a book like Vulcanverse, but with a more subtle affect. You'll reach that page, see that you've marked a symbol, and immediately you know that what's about to happen is a consequence of an earlier choice you made. You can see why you might want two copies.

Though the gameplay is dense, the prose is clean and to the point, keeping the pace brisk without sacrificing the richness of the world. This is crucial for a gamebook that wants you to focus on its mechanics and tactical decisions as much as its story. You’re not just reading—you’re strategizing, managing your resources, and executing complex plans, all while the narrative unfolds.

The variety in character mechanics, the tactical depth, and the smooth integration of board game elements make In The Ashes an experience worth savoring. If you're a fan of solo roleplaying games, especially those with a classic fantasy quest structure and a focus on strategy, this book is definitely worth seeking out.


And while I'm doing the recommendation thing, a couple of other juicy items are, firstly, The Casket of Fays #15 -- the usual superb Dragon Warriors/Legend gaming material. It's pay-what-you-want but don't be stingy. I especially liked Tom Clare's article on doppelgangers, which begins:

"Sometimes, at particular hours on particular nights, one looks into a candlelit mirror and gets the distinct feeling that the person reflected there is somebody else. This is a sign the veil between our world and the murky, warped otherworld of the mirror people has grown thin. And if in that moment the mirror is touched, there is a chance that the gossamer barrier will yield and one’s double will step out into the real world. (Highly reflective ponds count as mirrors for this purpose and, if touched in bright moonlight, have an even greater chance of releasing a double.)"

That's very Legend, that. But I said two juicy items. The other is Travelling at Night, a luscious-looking character-driven CRPG from Weather Factory. It's set in a skewed alternate Cold War period. I've recently been drawn to The Thaumaturge and have been incubating a mid-20th century game of my own involving politics, espionage and ideological tensions, so maybe it's an idea whose time has come. (Relatively speaking, that is; I'm sure orcs and fireballs will continue to hold the top spot for most gamers.)

Friday, 10 January 2025

Gaunt dead that cannot die

"One hundred years of vampire cinema: opera capes and neck-nuzzling, glowing beauties and monster-kid wish-fulfilment. Gone! The whole lot swallowed up by this eerie bacchanal of sex and death."

That's Alec Worley on Substack, talking about Robert Eggers' 2024 remake of Nosferatu. Personally I found the movie disappointing after Eggers' previous work (especially The Lighthouse and The Northman) and would have spent my time better re-watching Werner Herzog's version or F W Murnau's 1922 original -- both so much eerier. (Spoiler-free review here if you're interested.)

My own preference is for the unglamorous and grave-cold variety of vampire, not the kind that snarls and growls and prowls like a big cat. It's a taste that may have been formed originally by Gerald W Page's short story "Thirst", which swept away my childhood notions of the vampire, acquired from reading Dracula when I was 10 years old*, and gave my teen self an unplugged, proto-punk take on the myth. Mr Page was kind enough to find the time to correspond with aspiring writers like me, so he may have discussed his reasons for wanting to break the mold. When I have time I shall go through his letters (which of course I have kept these fifty-three years) to see what he had to say about the story.

Later in my teens I was inspired by Gryphon's song "The Unquiet Grave" -- not specifically vampiric, admittedly, but chilling all the same with lines like this:

"My lips they are as cold as clay, my breath smells earthy strong,
And if you kiss my cold grey lips, your days they won't be long."

Robert Dale, with his deep knowledge of British folklore, encouraged this predilection with his very chilling depiction of Pyron the reaper, a vampire in the Brymstone campaign. Oliver Johnson a few decades later gave us another feral vampire in his Lightbringers game. This is from the game write-up:

"A pitiful mewling cry came from a thorn thicket to the south of the clearing. It sounded like a small child in distress or perhaps a snared bird. A narrow crawl way snaked deep into the thorns towards the sound. Nafaj squirmed into the tunnel. The thorns snagged cruelly at his clothing and skin. When he was several yards into the thicket, he saw a boyish white face staring back at him down the darkened tunnel of thorns. Though he had steeled himself for such an encounter, his will deserted him as the creature started whispering its blandishments. To his horror he found himself crawling forward. Soon he was next to the vampire. All its limbs had been ripped off; it was but a torso and a head.  The vampire drank Nafaj’s blood and instructed him to return later that night.

"Nafaj emerged from the thicket. The setting sun causing him discomfort, he had thrown the hood of his cloak over his head, but none of the others thought to question why this was. He was carrying a dead bird and explained the noise had been its dying song. The others were eager to be gone from the accursed place, but the marquis’ horse was suddenly lame and this caused a delay. Darkness fell, a temporary camp was made and watches held throughout the night."

The natural habitat of these revenants isn't a Victorian drawing room, nor even a Gothic castle. They are the dead who won't stay quiet, clawing their way up out of the dirt of the graveyard and crawling along ditches and over country lanes because enough of a spark of consciousness remains that they are jealous of the living and want to steal their warmth and lifeblood.

Such walking-corpse vampires can still have uncanny powers, like Gerwin in the Jewelspider scenario "Death Is Only The Beginning" who is able to hide himself from mortal sight after dark, though I prefer them to be nothing more than bloodless cadavers with a raging thirst, like the thing that visits you in your sleep in Workshop of the Gods:

‘Wake up!’

‘My friend... I dreamt a beautiful vampire was about to drink my blood.’

‘Beautiful?’ cries your companion in a voice thick with horror. ‘It is a monster. See!’

You look where he’s pointing and in a split-second you’re on your feet, heart pounding with adrenaline. Because only the vampire’s appearance was a dream. The rest is all too real. You see the vampire now as she really is – not a pale and beautiful woman, but a rotted corpse with maggots writhing in her pock-marked cheeks and lustreless eyes that leak brown slime. Clammy strips of dead flesh hang from her bones. The room is filled with the stench of decay.

She lurches forward, swollen grey fingers reaching for you, her lipless teeth clacking eagerly.

Sleep tight!

* To be fair to Mr Stoker, the Count is not intended to be a typical vampire. His wives and Lucy Westenra present as chillingly inhuman, nearly mindless vessels of simple appetite.

Friday, 3 January 2025

Alternate reality: "The Black Flower"

If you read White Dwarf back in its heyday, perhaps you saw this scenario in issue #31 for June/July 1982:

"The Black Flower"

This RuneQuest scenario is more plot-driven than a traditional dungeon crawl. It involves intrigue, mystery, and the investigation of an ancient curse tied to a mysterious black flower. Like much of Dave Morris's later work, it emphasizes storytelling, atmosphere, and character interaction over straightforward combat, making it stand out for players who enjoy more narrative depth in their adventures.

Doesn’t ring any bells? Ah, then you must be in the real universe. In the sometimes-hallucinatory world of ChatGPT-4, this was the cover:

Flattered by ChatGPT's high opinion of my work, I asked it for more info:

Overview:

“The Black Flower” is a RuneQuest adventure by Dave Morris centred around a mysterious black flower with a dark and tragic history. The adventure is for 3-6 player-characters and blends investigative mystery with supernatural elements, encouraging players to explore a series of strange and unsettling events. Typical skill percentages may range from 30% to 50% in their primary skills, with a few specialties possibly reaching 60% or more.

The story begins with the discovery of a rare and sinister black flower in a small town. This flower, once thought to be a mere legend, is associated with curses, madness, and death. The adventure leads the players into an investigation involving a cursed family, ancient magic, and a series of unexplained deaths. As they delve deeper, they uncover secrets about the flower's origins and the dark forces it draws upon.

The adventure emphasizes narrative and atmosphere over combat, with much of the tension arising from the unravelling mystery and eerie interactions with NPCs. It's filled with plot twists, and the players must use their wits to solve the mystery and confront the supernatural force behind the curse.

The adventure’s tone emphasizes mystery and dark atmosphere. The players are drawn into a world where folklore and supernatural forces have tangible effects, and their investigation becomes a race against time as the curse spreads. The focus on mystery-solving, atmosphere, and narrative richness is typical of Dave Morris’s style, which makes “The Black Flower” a standout scenario in White Dwarf.

Introduction to "The Black Flower"

There is a saying among the people of the southern plains: ‘Once you have touched the black flower, there is no turning back.’ For centuries, the black flower has been spoken of only in hushed whispers, a symbol of doom and death. Many believe it to be no more than an old wives’ tale, yet recently, the flower has bloomed once again.

In the small, nondescript village of Erondale, a rare black flower has been found growing at the site of an ancient burial ground. The villagers are frightened, recalling old stories about the curse of the black flower—a curse that brings madness, illness, and death to those who come into contact with it. Several strange incidents have already begun to occur, and the local lord has hired the adventurers to investigate the growing unrest in the village.

The black flower is said to be tied to an ancient family curse, one that has lingered for generations. As the players investigate the village, they will encounter a web of secrets, superstitions, and strange occurrences, all pointing to the malevolent magic behind the flower. But the truth is darker and more complex than they could have imagined, and they must tread carefully or risk becoming part of the legend themselves.


The setting

Erondale is a small, remote village with an eerie atmosphere, located in a misty valley surrounded by dark woods and hills. It is known for its unsettling quiet and the strange, almost dreamlike haze that lingers over the land, which the villagers attribute to old faerie tales. The villagers live simple lives, but the village’s dark history with the cursed black flower haunts their every step.

The Investigation

The investigation is the heart of the adventure, driving the players deeper into the story’s dark lore and cursed history. As investigators, the players must uncover several layers of mystery, dealing with increasingly strange and ominous events. Here’s how it typically unfolds:

1. Arrival and Initial Inquiry

    • The players arrive in a village already tense with fear. The villagers are reluctant to talk about the black flower, but there are rumours of strange deaths and madness befalling those who have come into contact with it. 
    • Their investigation starts by speaking with key NPCs, including the local lord (who commissioned their involvement), suspicious villagers, and any scholars or wise folk who know local folklore. 
    • The black flower is found near an ancient burial ground, adding to the air of superstition. Villagers will offer conflicting stories, some claiming the curse is nothing but legend, while others are convinced it's real. 

2. Unexplained Deaths and Madness

    • As they investigate, the players will hear about or witness several unusual occurrences: people who touched the flower have died from strange illnesses, others have succumbed to madness, and a few have gone missing. 
    • These encounters are designed to create an eerie, supernatural atmosphere. Players will find themselves chasing clues such as half-written journal entries, cryptic warnings from the local wise-woman, or strange markings on walls and bodies. 

3. The Curse of the Family 

    • The black flower is linked to a curse on a noble family from the area, stretching back centuries. The players will have to dig into old records, interview reluctant family members, and even visit old ruins or burial sites to piece together the history of the flower and its connection to this family.
    • The curse originates from a tragic event, such as an ancient betrayal or forbidden magic that was tied to the black flower. The cursed family may even have direct or indirect responsibility for the flower’s recent appearance. 

4. Supernatural Encounters

    • As the players unravel the curse, they’ll begin to experience ghostly apparitions, twisted dreams, or confront strange creatures tied to the flower’s magic. These encounters are more atmospheric than combative, though the players may occasionally face physical threats. 
    • The players might also uncover the truth about the origins of the curse. Perhaps the flower was used in a dark ritual or serves as a gateway for some malevolent spirit or entity that feeds on death and madness. 

5. The Resolution

    • The adventure culminates in the players needing to break the curse. This may involve a dangerous ritual, destroying the black flower at its source, or confronting the malevolent force tied to the curse.
    • How they choose to resolve the situation will depend on the information they’ve gathered throughout the investigation. The ending could be tragic or triumphant, depending on their choices and success in uncovering the truth.


Structure of "The Black Flower"

The adventure is more open-ended than a typical dungeon crawl, structured like a mystery that unfolds through investigation and player-driven exploration. Here’s a breakdown of the general structure:

1. Introduction/Setup

The players are introduced to the central problem: a black flower has bloomed in the village, bringing with it rumours of a curse. The local lord hires them to investigate the source of recent strange occurrences. 

The adventure’s tension is established early on with accounts of death and madness, as well as the unease among the villagers.

2. Exploration Phase

The village and surrounding areas serve as the primary setting for exploration. The players have several leads to follow: 

    • Talking to key NPCs (the lord, villagers, scholars, and members of the cursed family). 
    • Investigating the location where the flower was found (an ancient burial ground or ruin). 
    • Examining strange deaths, madness, and other phenomena tied to the flower. 

During this phase, they uncover clues about the family curse, the history of the black flower, and any possible supernatural involvement.

3. Escalation/Encounters

As the players delve deeper, the atmosphere becomes increasingly tense. They may encounter supernatural manifestations tied to the curse, including ghostly visions, strange creatures, or psychological effects like nightmares and hallucinations. They may also find themselves pursued by an antagonist or malevolent force (possibly tied to the curse or someone seeking to protect the family’s secrets). 

Events in the village escalate: more villagers may succumb to madness, and fear grips the population. The players are under pressure to act quickly.

4. The Climax/Final Confrontation

The investigation leads to a final revelation: the true nature of the curse and how to break it. This could involve uncovering the site of the original ritual that created the black flower or locating a lost artifact needed to end the curse.

The climax is likely a high-stakes confrontation with the supernatural force behind the flower, or perhaps a moral decision about how to deal with the cursed family or destroy the flower. The players may have to perform a dangerous ritual or battle some form of guardian or cursed spirit tied to the black flower.

5. Resolution

The adventure ends with the curse either being lifted or the situation taking a darker turn if the players fail. The resolution may also depend on how well the players have pieced together the history of the curse and whether they choose to confront or work with the cursed family. 

The village’s fate is tied to the players’ actions. They may be celebrated as heroes or cursed themselves if things go wrong.

Key Themes

  • Mystery and investigation: The core of the adventure is solving the mystery behind the black flower and the curse. Players are encouraged to use wit and diplomacy, rather than brute force, to uncover clues. 
  • Supernatural atmosphere: The story is designed to build tension through eerie encounters and a growing sense of dread as the players unravel the dark history of the black flower. 
  • Moral choices: There may be ethical dilemmas tied to the cursed family and how the players choose to resolve the curse, allowing for a more nuanced conclusion to the adventure.

“The Black Flower” is a perfect example of an adventure where atmosphere, intrigue, and player agency take precedence over combat.

Major NPCs

The NPCs in this adventure drive much of the investigation forward, providing clues, red herrings, and even danger. The key NPCs are often conflicted, with their own agendas, secrets, and relationships to the curse of the black flower. Here are some of the most significant figures players will interact with:

Lord Caradon

Role: The local noble who hires the players.

Description: A middle-aged nobleman who is well-meaning but deeply concerned about the recent strange events in his village. While not superstitious himself, he is under immense pressure from the frightened villagers to find a solution.

Background: Unbeknownst to the players, Lord Caradon’s ancestors were tied to the cursed family, although this connection is buried in forgotten history. His involvement in hiring the players is not entirely altruistic—he may be trying to atone for his family’s ancient sins. 

Clues: He provides the players with their initial information about the black flower and offers some vague knowledge about old legends. However, he knows more than he initially lets on and may gradually reveal this, especially if the players gain his trust.

Eldra the Wise Woman 

Role: Local healer and herbalist. 

Description: An elderly woman who lives on the outskirts of the village. Eldra is both respected and feared due to her knowledge of herbs, magic, and local folklore. She is one of the few villagers who takes the curse of the black flower seriously. 

Background: Eldra has long studied the dark history of the region and may even have some ties to the supernatural forces at work. She is a reluctant ally, torn between her fear of the curse and her sense of duty to protect the village. 

Clues: Eldra knows a great deal about the legends surrounding the black flower, including its ties to the cursed family. She can offer insight into breaking the curse but will be cryptic, forcing the players to interpret her riddles and warnings. 

Encounters: Players can visit her for knowledge, but she may also become a target of the supernatural forces as the curse escalates.

Sir Gereth, the Cursed Knight

Role: The last living member of the cursed family. 

Description: Sir Gereth is a haunted figure, a knight whose family has been plagued by tragedy for generations. He is the most direct link to the curse but is reluctant to speak about it. 

Background: Sir Gereth’s family was once powerful but fell into ruin due to the curse associated with the black flower. He is racked with guilt and fear, believing that his family’s past sins are the cause of the current events. He may initially appear as an antagonist, but he is more tragic than villainous. 

Clues: Gereth holds key information about the origin of the curse, including details about his ancestors’ role in the dark rituals that gave rise to the black flower. However, he is reluctant to help, fearing the curse will claim him if he gets too involved. 

Encounters: Players may need to convince or force Gereth to reveal his knowledge. Depending on how they interact with him, he could become an ally or a source of further danger.

Mira, the Flower's Guardian 

Role: The protector of the black flower (or the force controlling it). 

Description: Mira may appear as a mysterious woman tied to the supernatural elements of the story, possibly a spirit or an ancient being tasked with guarding the cursed flower. 

Background: She may be connected to the original ritual that created the curse and now serves as a manifestation of the flower’s dark magic. Her motivations are ambiguous—she might want to protect the flower to prevent greater harm or use its power for her own ends. 

Clues: Mira holds critical information about how the flower can be destroyed or controlled. However, her intentions are unclear, and trusting her could lead the players astray. 

Encounters: Mira is likely to appear in the final stages of the adventure, perhaps offering to help the players—though her true motives may remain hidden until the climax.


Key Encounters

The encounters in "The Black Flower" are designed to build tension and heighten the sense of unease. They focus on atmosphere, puzzle-solving, and occasional supernatural confrontations rather than straight combat.

The Discovery of the Flower 

Location: Ancient burial ground near the village. 

Description: Early in the investigation, the players visit the site where the black flower was discovered. The area is filled with eerie silence, and strange carvings can be found on nearby stones. The flower itself is a dark, unnatural-looking plant, surrounded by the decaying remains of animals or people who have come into contact with it. 

Challenge: Players must examine the site carefully, looking for clues about the flower’s origin. They may need to avoid disturbing the flower too much, as touching it can cause illness, madness, or worse. 

Potential Encounter: Ghostly apparitions may appear at the site, warning the players to leave or showing glimpses of the past events that caused the curse. This encounter is more atmospheric than combative, setting the tone for the rest of the adventure.

Visions and Dreams 

Location: Various locations (inn, village, etc.) 

Description: As the players investigate, they begin to experience unsettling dreams or visions tied to the black flower’s magic. These may occur when they sleep or even while they are awake, providing cryptic clues or warnings about the curse’s nature. 

Challenge: Players must interpret the meaning of these visions. The dreams could include imagery of the cursed family’s past sins, the ritual that created the flower, or glimpses of what might happen if they fail to lift the curse. 

Potential Encounter: In one vision, the players might see the family performing a ritual to summon a dark entity that is now bound to the flower. They may encounter this entity later in the story, either as a spirit or a physical threat.

Supernatural Attacks 

Location: Throughout the village and surrounding countryside. 

Description: As the players dig deeper into the mystery, supernatural forces tied to the flower begin to attack the village. People may be found dead or driven insane, animals act strangely, and the natural world seems to turn hostile. 

Challenge: These supernatural events are meant to escalate the tension. For example, villagers may fall ill with no apparent cause, or their eyes may turn black like the flower’s petals. Players need to find ways to protect themselves and others from these forces while continuing their investigation. 

Potential Encounter: At night, the players could be attacked by creatures born from the curse—perhaps ghostly figures, or even corrupted animals controlled by the flower’s magic. These are physical threats, but they serve to increase the players’ sense of urgency.

The Ritual Chamber 

Location: Ruins or crypt connected to the cursed family. 

Description: The players eventually discover a hidden chamber or ruins where the black flower was originally used in a dark ritual. This location is crucial to lifting the curse, but it is also heavily guarded by supernatural forces. 

Challenge: Players must decipher old inscriptions, locate a key artifact, or perform a counter-ritual to end the curse. The room itself may have traps, magical wards, or illusions designed to protect the flower’s power. 

Potential Encounter: A final confrontation with a spirit or demon bound to the flower occurs here. This could be the original entity summoned during the family’s ritual or the cursed spirit of one of the ancestors themselves. Combat here would be challenging, with the entity drawing power from the flower, making it difficult to defeat.

Confronting the Guardian 

Location: Near the black flower. 

Description: If the players meet Mira or another guardian figure, this confrontation represents a key decision point in the adventure. Depending on how they’ve handled the investigation, Mira may offer to help them destroy the flower or mislead them into performing a ritual that strengthens the curse. 

Challenge: This is a moral and intellectual challenge as much as a physical one. Players must decide whether to trust the guardian and follow their advice or take matters into their own hands. The outcome will influence how the curse is lifted or whether the players inadvertently make things worse. 

Potential Encounter: If the players reject Mira’s guidance, she may turn on them, revealing her true nature. This could lead to a final battle or a tense negotiation.


Outcome

The adventure culminates in the players either successfully lifting the curse, which may involve destroying the black flower or dispelling the dark magic tied to it, or failing, allowing the curse to continue or even grow stronger. The resolution may depend heavily on the decisions made in the ritual chamber and their interactions with the NPCs, particularly Mira and Sir Gereth.

The outcome can range from a tragic ending where the curse consumes the village, to a bittersweet resolution where the players end the curse but at great personal cost.

The stat blocks for "The Black Flower" primarily cover supernatural entities, cursed creatures, and the guardian of the black flower. Here’s an outline of potential stat blocks for key encounters.

Cursed Villager (Minor NPC/Encounter)

These cursed villagers serve as minor threats, affected by the black flower’s influence. They act erratically, and in some cases, violently. 

STR 10-12
CON 10-11
SIZ 9-11
DEX 8-10
POW 5-8
INT 7-9
CHA 6-8 

HP 11 

Skills

  • Dodge: 25% 
  • Melee Weapons: 30% 
  • Unarmed Attack: 35%

Abilities

  • Cursed Mind: Due to the influence of the black flower, these villagers are under the control of the supernatural entity. They may become violent or act irrationally. 
  • Madness Check: Players who spend too much time near them might experience hallucinations or nightmares. 
  • Madness: 1d4 sanity loss when interacting with a cursed villager (GM discretion).

Black Flower Guardian (Major NPC/Encounter)

This could be a spirit or entity tied to the flower, guarding it from destruction. Mira, as described earlier, could take on this role. 

STR 8-10
CON 12
SIZ 13-14
DEX 15
POW 16
INT 13
CHA 15 

HP 15 

Skills

  • Dodge: 55% 
  • Melee Weapon (Dagger or Staff): 40% 
  • Manipulation (Magic): 75% 
  • Stealth: 60% 
  • Lore (Ancient Rituals): 70%

Abilities

  • Spellcasting (RuneQuest magic system): 
    • Dominate Human: Forces a target to obey commands (POW vs POW roll). 
    • Spirit Combat: Engages in ethereal combat with other spirits or characters tied to the spiritual plane. 
    • Curse: Affects the target with a temporary debilitating curse, reducing one characteristic (like POW or STR) for a set duration (1d6 days). 
  • Illusionary Presence: The guardian can create illusory duplicates of themselves or other creatures to confuse players. 
    • Roll against POW to disbelieve illusions. 
  • Aura of Fear: Any who come within 10 feet of the guardian must roll against POW or be paralyzed by fear (failure means they lose an action for 1d4 rounds).

Weaknesses

  • Vulnerable to certain rituals or objects tied to the black flower’s origin. Players might discover a way to weaken the guardian using ancient knowledge.

Cursed Spirit (Mid-Level Combat Encounter)

This spirit represents the malevolent force bound to the black flower, often tied to the cursed family’s dark history. This could be a wraith, shade, or similar entity. 

STR 8-10
CON 13
SIZ 10-12
DEX 14
POW 16-18
INT 10
CHA 10 

HP 12 

Skills

  • Dodge: 45% 
  • Unarmed Combat (Spirit Strike): 50% 
  • Stealth: 60% 
  • Intimidation: 70% 
  • Spirit Combat: 75%

Abilities

  • Spirit Strike: Deals POW damage to an enemy in spiritual combat. If the target loses POW, they may lose access to their magic for a certain number of rounds. 
  • Ethereal Form: Can phase through physical objects and attacks, though magical weapons or spells can still harm the spirit. 
  • Aura of Despair: Any living being near the spirit must make a POW check or suffer from visions of their worst fears (reducing their effectiveness in combat by -10% to all rolls for 1d4 rounds). 
  • Drain Life: On a successful attack, the cursed spirit can drain 1d4 points of POW from the victim. If the victim reaches 0 POW, they die, and their body is left as a desiccated husk.

Weaknesses

  • Bound to the Black Flower: The spirit’s strength comes from the black flower’s magic. If the players begin a ritual to destroy the flower or sever the curse, the spirit loses 1 HP per round until it dissipates.

Black Flower’s Final Manifestation (Major Combat Encounter)

In the final stages of the adventure, the black flower might manifest as a powerful supernatural force, combining both physical and magical threats. 

STR 16
CON 15
SIZ 16
DEX 12
POW 20
INT 8
CHA 5 

HP 18 

Skills

  • Dodge: 30% 
  • Tentacle/Root Strike: 60% 
  • Magic Resistance: 80%

Abilities

  • Tentacle/Root Strike: The flower can lash out with magical roots or tendrils. This attack deals 1d8 damage and can restrain targets, forcing a STR vs STR roll to break free. 
  • Corrupting Pollen: The flower releases toxic pollen that weakens the players’ resolve. All within a 20-foot radius must make a CON check or suffer from a -20% penalty on all rolls for 1d4 rounds. 
  • Aura of Corruption: Any living being within 10 feet of the flower must make a POW check or suffer from the "Cursed" condition. This reduces their maximum POW by 1 point for every round spent near the flower. The POW can be restored with a powerful ritual after the flower is destroyed. 
  • Summon Cursed Spirits: Every few rounds, the flower can call upon 1d4 cursed spirits or cursed villagers to fight for it. These spirits are weaker than the primary cursed spirit but still dangerous.

Weaknesses

  • Tied to the Ritual: The flower’s power can only be weakened or destroyed by completing a specific ritual or using an artifact discovered during the investigation. 
  • Vulnerable to Magic: The flower is particularly susceptible to magic that counters curses or purification spells. Attacks involving fire, holy symbols, or salt might deal extra damage.

General Notes for Encounters in "The Black Flower" 

The encounters are designed to build atmosphere and tension, with a mix of psychological and physical challenges. Many of these stat blocks assume that players will need to use magic, wit, or specific knowledge (gleaned from the investigation) to gain an advantage in combat. 

The adventure encourages players to engage with NPCs and utilize their skills creatively, meaning that not all interactions will require high skill percentages. Clever role-playing, teamwork, and narrative creativity can lead to successful outcomes even when skill checks are low. 

Morale and Sanity: Players may face sanity checks or POW rolls during particularly intense encounters, as the supernatural elements could erode their mental resilience over time. 

Weaknesses: Most creatures are tied to the black flower and draw their strength from its curse. Players can exploit this if they discover ways to weaken the flower or dispel its magic. 

Clearly ChatGPT hasn't quite got the hang of how scenarios were written back then, but its notes for "The Black Flower" are considerably more extensive than anyone actually needs to whip up a game session. (If it were really my scenario I'd make the black flower curse a MacGuffin and have the meat of the adventure involve somebody exploiting the curse for reasons of their own.) If you feel like giving it a go, tell us all about it in the comments. And if you're one of those who is fretful about AI in general, this article will help dispel some of the more paranoid myths.

Wednesday, 1 January 2025

Imagine all the people

By the time you read this we've had the US presidential election, the bellwether of the direction the West is taking -- whether towards liberal & humanist values or a retreat into conspiracy theories, insular nationalism, and turkeys voting for Christmas. Not that the losing side turned out to exactly be paragons of incorruptible and dutiful good governance. One day maybe we'll appoint somebody who's fit to hold the office. (Other countries are doing better, but the overall liberty trend is downwards.)

You may have wondered what would happen if all the world's borders were open -- that is, the EU model of freedom of movement applied globally. According to one analysis it would make the planet nearly $80 trillion richer. That's ten thousand dollars a head if distributed evenly, so not to be sneezed at. Read about it in The Economist here (you can register to get free access to the article, or look at the archive.ph snapshot without the graphs here).

An additional benefit is we could stop spending money on war. The total cost of Putin's invasion of Ukraine to date, including reconstruction of Ukraine's damaged infrastructure, is now more than four times the entire amount spent on the Apollo programme after adjusting for inflation -- and before factoring in the spin-off tech benefits of the Moon landings. It's often said we shouldn't waste money on AI, or particle research, or space exploration, or whatever, until we've sorted out problems here on Earth. Well, start with national boundaries and then we can go to Mars and do the other things and still have trillions of dollars left to save the whale.

It happens I think the cultural benefits of full freedom of movement would be even greater than the financial ones. Intolerance thrives when people live in a racial and social bubble. The more you meet people from other walks of life the more you appreciate that our real identity is human, not national or religious or ethnic. And people from different societies bring different ways of looking at a problem. There are so many win-wins from international cooperation.

A criticism is that having open borders would be radically disruptive. So it would. But look at the inequality we have now, the division, the frothing hatred. When things build up to that kind of pressure you get wars and revolutions in which people are killed in the thousands or millions just for who they are. With the growing climate crisis the situation will only get worse. Isn't it worth looking for a soft revolution in how we live that could avoid all the atrocity and that after a decade or two of upheaval would yield a richer world for all?

It won't happen, of course. More likely the 21st century will go along the same lines as the 20th only with even more monstrous tech to fuel it all. There are plenty of dark clouds and few silver linings right at the moment. But don't let future generations say we never even tried. We only get a good future if we strive to bring it about. Here's Konstantin Kisin on that very point:


Onto more frivolous matters (which, the gods know, we're all going to need as a safety valve over the next few years) this is the 40th anniversary of the Dragon Warriors RPG. We didn't get The Cursed King in 2024 nor the English edition of Blood Sword 5e, but there's an online Dragon Warriors convention coming up in just over a week (sign up quick!) and lots of really amazing semi-pro content from Red Ruin Publishing on DriveThruRPG, most of it at pay-what-you-like prices. And there's still a hope of seeing Cursed King and Brymstone in 2025, or anyway before Donald Trump leaves office. If he ever does.

I'll try to make up for the lack of any actual pro publications with some scenarios and reminiscences here on the blog. Following a pre-Christmas chat with business consultant and gamer Tom Burton I keep wondering whether the best thing for DW would be to make the original core rulebooks available under Creative Commons. Here is Book One, which I just discovered is available as a free download. I can't truly sanction this sort of thing, as it's entirely unauthorized by the authors and publishers, but if you've never tried a Dragon Warriors game, now's your chance. Happy New Year!

Thursday, 26 December 2024

Out among the stars

When I was a child, Boxing Day usually meant a Bond movie on the television. That was fun, but the adverts dealt a ruthless kill-shot to the season with scenes of sun-soaked beaches and the urgent advice to book your summer hols without delay. As an antidote to that, here's a vision of another trip, a 150-year mission to another star system. (If you spot the mistake in their mission plan, for there is one, let's hear about it in the comments.)

In the shorter term, and closer to home, here are the first steps we'll need to take to become a spacefaring civilization:

To round off the year, I'll leave you with this quote by Hemingway. He wasn't talking about generation starships but I like to take it that way:

“Because we know now that there will be no landfall we must keep the boat up very well and be very good to each other. We are fortunate we have good people on the boat.”

Friday, 20 December 2024

Bound about with a napkin

My credo is that roleplaying is about everything, so I was intrigued to come across this in a letter that Benjamin Franklin wrote to Jacques Barbeu-Duborg in April 1773:

"A toad buried in sand will live, it is said, till the sand becomes petrified: and then, being enclosed in the stone, it may still live for we know not how many ages. The facts which are cited in support of this opinion are too numerous and too circumstantial not to deserve a certain degree of credit. [...] A plant, with its flowers, fades and dies immediately if exposed to the air without having its root immersed in a humid soil, from which it may draw a sufficient quantity of moisture to supply that which exhales from its substance and is carried off continually by the air. Perhaps, however, if it were buried in quicksilver, it might preserve, for a considerable space of time, its vegetable life, its smell, and colour. If this be the case, it might prove a commodious method of transporting from distant countries those delicate plants which are unable to sustain the inclemency of the weather at sea, and which require particular care and attention.

"I have seen an instance of common flies preserved in a manner somewhat similar. They had been drowned in Madeira wine, apparently about the time when it was bottled in Virginia to be sent hither (to London). At the opening of one of the bottles, at the house of a friend where I then was, three drowned flies fell into the first glass that was filled. Having heard it remarked that drowned flies were capable of being revived by the rays of the sun, I proposed making the experiment upon these: they were therefore exposed to the sun upon a sieve, which had been employed to strain them out of the wine. In less than three hours, two of them began by degrees to recover life. They commenced by some convulsive motions of the thighs, and at length they raised themselves upon their legs, wiped their eyes with their fore-feet, beat and brushed their wings with their hind-feet, and soon after began to fly, finding themselves in Old England, without knowing how they came thither. The third continued lifeless till sunset, when, losing all hopes of him, he was thrown away."

What does this tell us, other than that Franklin held no prejudice against a dangling participle? If it was anybody else I'd dismiss the story of the flies out of hand. We know that fruit flies can survive three days of drowning. Is it credible a bluebottle could last a year?

I suspect that Franklin is confusing two memories. (He doesn't tell Duborg how long ago this happened.) Perhaps on one occasion he saw the flies tipped out of the Madeira bottle, and somebody talked about how long they might survive. Later, he tried immersing and reviving some flies and found it was possible - but after a few hours, not months.

I recall a story, though cannot find the source now, of an officer killed during the retreat from Moscow whom Napoleon ordered sent back in a butt of wine for proper burial in France. What with one thing and another, the body got forgotten in the corner of a regimental cellar for a few decades until the barrel split open, perhaps from the gases released by putrefaction (got to hope nobody had been drinking from that barrel), and the dead officer spilled out. His beard, according to the fabulous account given by a witness, had grown to several feet long.

It wasn't an isolated case. Military campaigning meant that officers' corpses often had to be preserved, as this account by Napoleon's valet of the post-mortem experiences of the Duke of Montebello shows:

"In a few hours putrefaction became complete, and they were obliged to plunge the mutilated body into a bath filled with corrosive sublimate. This extremely dangerous operation was long and painful; and M. Cadet de Gassicourt deserves much commendation for the courage he displayed under these circumstances; for notwithstanding every precaution, and in spite of the strong disinfectants burned in the room, the odour of this corpse was so fetid, and the vapor from the sublimate so strong, that the distinguished chemist was seriously indisposed.

"Like several other persons, I had a sad curiosity to see the marshal's body in this condition. It was frightful. The trunk, which had been covered by the solution, was greatly swollen; while on the contrary, the head, which had been left outside the bath, had shrunk remarkably, and the muscles of the face had contracted in the most hideous manner, the wide-open eyes starting out of their sockets. After the body had remained eight days in the corrosive sublimate, which it was necessary to renew, since the emanations from the interior of the corpse had decomposed the solution, it was put into a cask made for the purpose, and filled with the same liquid; and it was in this cask that it was carried from Schoenbrunn to Strasburg. In this last place it was taken out of the strange coffin, dried in a net, and wrapped in the Egyptian style; that is, surrounded with bandages, with the face uncovered."

Plenty of inspiration there for something creepy, or simply a melancholy memento mori episode to give your players a shudder?

The illustration above is by the late Martin McKenna. Martin wasn't a roleplayer (surprisingly) but he would have loved all this stuff about resurrected insects and pickled heroes. I'm still finding it a wrench that he is no longer in the world, and that painting has particularly fond memories because we came up with the concept for it together as part of our Frankenstein's Legions project. So the lesson as the year draws to an end is to hold onto your dear friends - but not to the extent of preserving them in brandy. Happy Christmas!

Friday, 13 December 2024

"A Garland of Holly" (A Yuletide adventure set in Legend)

Yep, two Christmas scenarios this year. We already had Tim Harford's "The Malletta Caper" and here's a quieter and more cerebral adventure by me. This originally appeared a couple of years ago on my Jewelspider Patreon page. It's a sketchier affair than Tim's, with the expectation that the referee will shape the details to fit the campaign. Here we have a mixture of the pagan nature of magic in the Jewelspider world with the folk horror that infuses a lot of Legend scenarios. Grey heads will not fail to notice also the nod to The Avengers episode "A Surfeit of H2O", the opening scene of which blew me away when I saw it aged 8.

The honeymoon is over...

Theodor of Utherwick (29 years old, medium height, solid and dependable) should be a gentleman untroubled by cares. He has recently wed and set up a house in Cantorbridge with his young wife Epiphany (15 years old, willowy, pale, a little dreamy). He is respected for his bravery in battle, and sought after for advice because of his sober and thoughtful manner. He has prosperous interests and is lord of several manors – including, now, the village of Burstow, where Epiphany grew up.

Yet Theodor is far from being at ease. Two of his friends have died unexpectedly and suddenly. A third has become so nervous that he has shut himself away and refuses to see visitors.

How might the player-characters come into the picture? They could be relatives or friends of somebody involved. One or more of them could even be witnesses to Theodor’s and Epiphany’s wedding, which would bring the threat close to home, as we shall see.

Theodor’s story

The characters meet Theodor at his house in Cantorbridge. It is a crisp day with light, powdery snow falling to skitter in the wind across the flagstones of front path. Beyond, golden and limpid in the clear cold air, the cathedral stands above the rooftops like the ramparts of heaven.

Theodor welcomes them into a hall made snug by thick drapes and a crackling fire. ‘We always have a log from my wife’s home,’ he says, prompting a shy smile from her as she sits a little way off working at her embroidery. ‘The scent of home.’

He fills them in on what’s happened: ‘Clifford of Durnover was the first. He jumped off the parapet of his castle. They say he’d eaten bad mushrooms and they sent him mad. But not long after, Reynaud Longarm was drowned.’

‘Unfortunate. Was he a strong swimmer?’

‘He was found in the middle of a field. Stinking pools of stagnant water all around him, but this was half a mile from the nearest river.’

‘Even so, two deaths… a sad coincidence?’

‘These were found in their mouths.’ Theodor brings out a cloth and unwraps it to reveal two large husks, seed pods about the size of an apricot pit.

‘And you mentioned a third friend?’

‘A neighbour, rather. Caspar the dyer. He’s shut himself up and won’t see anyone. He gave us the covers on those chairs as a wedding present.’

‘Generous.’

‘I’m a good customer. And he was a witness at our wedding, as were the other two, so I suppose he thought a gift was in order.’

Epiphany

Epiphany sits quietly sewing throughout all this. She is a good wife by the standards of her society, where the ideal of womanhood is the Saviour’s mother: gentle, kind, modest, meek and mild.

She would not expect to be directly questioned by any of the characters, and if they do then she defers to her husband to answer. No male character will get anything more than polite remarks out of her. For anything deeper she’d have to be interviewed by a female character in private, or possibly by an elderly man or a priest who could serve as confessor. Alternatively the characters might try questioning her maidservant Joanna – but not her old governess, Sister Shila (50 years old, tough as boiled leather) who most certainly will never betray the family’s confidence.

Therefore teasing out all the details may take some care and patience.

Life stories

Epiphany was raised in the manor hall of Burstow, a village nestled into a fold in the Cullen Woods about twenty leagues north of Cantorbridge. Theodor was her mother’s cousin, and the family betrothed her to him eight years ago, when she was seven and he was twenty-one and just about to set out to Outremer.

A year later her father died in a shipwreck and her mother became deranged and had to be committed to a religious community. Her stern governess, Sister Shila, was left to bring up Epiphany until Theodor, who was also now legally her guardian, could come to fetch her.

Theodor found that Epiphany, not unreasonably, had grown up a withdrawn and otherworldly girl. With no companions except her dog, Burl, she had taken to solitary walks and long periods gazing at the books she found in an old chest in her parents’ room. With no education she had barely been able to figure out what any of the books said, but she occasionally showed pages to the local parson and in any case she enjoyed looking at the pictures.

Reasoning that his bride had to be brought back to reality by putting aside childish things, Theodor gathered up all the books and threw them out. In fact, he gave them to the priest, Father Lucian, who officiated at the wedding.

The wedding ceremony took place in Theodor’s private chapel in Cantorbridge in the presence of the old priest Lucian and four witnesses: Clifford (deceased), Reynaud (deceased), Caspar, and Theodor’s comrade in arms and best man, Kendrick of Heligston.

Secrets

Shortly after her father’s death, Epiphany came across an ancient weathered stone idol in the woods. It was nestled in a tree that had grown around it, so that the leaf-crowned countenance seemed to peer from another world. Perhaps connecting it with stories she’d half understood from scripture lessons, Epiphany thought the diadem of leaves (in fact mistletoe) on the idol’s brow was a crown of thorns and so identified it as the Saviour. She pieced together a prayer that she found in one of the books – a genuine prayer, but when recited in front of a pagan god it could equally be taken as an expression of fealty to older ways. For a while she left offerings in front of the idol, small tokens but yet enough to pierce ten centuries of stony sleep.

Years later, trying to hold onto her books when Theodor and Shila gathered them to sling out, Epiphany tore out that page by accident. She had long forgotten the idol in the woods but now was reminded of it and spoke the prayer again, this time with the force of urgent emotion, and the Wildwood Lord woke. Epiphany’s fervent prayer then was not to wed. She pledged herself instead to her ‘angel in the tree’, supposing that to be akin to the way she had been told her mother was now a bride of the Saviour.

But the passions of youth are squalls that can blow as mightily in one direction as another, and arranged marriages that start out in dudgeon or dismay can alter course towards more sympathetic feelings. Adjusting to Theodor’s presence in her life, and aware that marriage to him was her parents’ dearest wish, Epiphany came to accept the union. Perhaps in time she will even come to be glad of it. She soon forgot her prayer to the ‘angel in the tree’. But in the depths of the wood, a nature god stirred from slumber did not forget.

The Wildwood Lord considers that Epiphany has sworn herself to him. He will do away with Epiphany’s current husband and then claim her as his own. But as Epiphany has vowed before witnesses to ‘honour and obey ‘Theodor and ‘cherish and support’ him, and that conflicting vow has the force of the True Faith behind it, by the relentless logic of faerie the Wildwood Lord must first kill all those witnesses in order to free her of any other allegiance.

Clues

As mentioned above, a lone female character or a confessor could get a private interview with Epiphany and learn some of the above from her. It might be tempting to make Epiphany confident, brilliant and liberated and Theodor a bullying misogynist dolt, which is certainly what a modern 'romantasy' writer would do, but in the context of Legend's society that is neither interesting nor credible. Epiphany is fifteen. She has led a sheltered life. She has had access to books but insofar as she has any education she is largely self-taught. She agrees with the general principle that a wife should be dutiful and obedient because that’s what the Church drums into everybody.

That said, having been left to run wild for the last seven years she can be headstrong and moody, though she feels that’s wrong and she is trying to adjust to married life. No doubt her feelings towards Theodor are conflicted.

Getting Epiphany to talk about her life in Burstow should be difficult at first, but she’s artless and once she starts opening up it becomes easier. Even so, her prayer to the nature god is personal. At times she thinks it’s a sacred trust, at others a juvenile foolishness, so she is unlikely to blurt it out to a stranger. But with careful questioning she may very hesitantly confess to having half-woken in the night to see her ‘green angel’ at the foot of her bed after each killing.

The characters will also want to talk to other witnesses.

The dyer

Caspar the dyer is frightened. He was returning to town at dusk a few days ago and saw what he thought was a figure waiting near a stile. As he drew closer he realized it was a small tree covered with ivy, making it look like a person standing by the lane. But as he passed he felt a blow to the side of his head, cutting his cheek though no one was there. The next day he found green tendrils growing from under the bandage he’d applied, and now half his face is covered with ivy whose roots are deep in his flesh.

Caspar has been in seclusion for days now, praying constantly. He won’t admit his servant to his room, but sent him out to procure holy water from the cathedral. The servant is ‘Joseph’ (originally called Mahad), a Harogarnian who was liberated (if you can call it that) from Ta’ashim slavery into indentured servitude and brought back to Ellesland ten years ago. Figuring that his foreign appearance makes it risky to try filching holy water from the font, he actually brought back a bottle of river water that Caspar has been sprinkling on his foliage-covered face each day to no avail.

Unless the characters can resolve things very quickly, Caspar will be found dead in a couple of days when the plant tendrils reach his brain. The body is found with another of the seed pods in its mouth.

The priest

While talking to Father Lucian the characters will notice he lip-reads because he’s gone deaf in his old age. If they press the point he will admit that he never heard Epiphany’s vows as he was looking down at the order of service. ‘It doesn’t matter,’ he hastens to say. ‘The service is a sacrament, of course, but it is just as binding without the involvement of the clergy. I simply officiated as an old friend of both families.’

The important point is that he is not a witness to Epiphany’s vow to honour and obey her husband, and so is not one of the Wildwood Lord’s intended victims. He has therefore not been plagued by visitations such as Caspar experienced. (Or is it because he's a holy man? We will never know.)

Lucian could also be drawn into a discussion of the legality of the marriage. He discussed with Theodor a possible wrinkle in the arrangement, namely that Epiphany had not started menstruating when promised to Theodor, so arguably their betrothal eight years ago didn’t count as formally binding. Still, it was her parents’ wish, which counts in other courts than that of law, and she was seven years old which counts as the ‘age of reasonable consent’ to betrothal.

The characters may intuit from this that Theodor was uncertain whether he should wed Epiphany or not, hence his discussion with Father Lucian beforehand and his request to have Lucian at the ceremony.

The torn leaf

If they ask to see the books that Theodor gave Lucian, the characters may notice that a page has been roughly torn out of one. Part of an image remains that showed the Saviour nailed to a tree, the page bordered with a decorative motif of leaves and branches. Inspecting the rest of the book, a scholar would recognize that it consists of prayers and apocrypha with a noticeably naturistic theme – not a heathen text, but one that could be read as heathen by an impressionable or untutored mind.

The best man

Kendrick of Heligston has been at his manor house and has only just received Theodor’s letter about the deaths. He is not especially given to fancies and so doesn’t believe he’s on a list of doomed souls.

The seeds

If planted in soil, the seed pods found in the victims’ mouths sprout grey-green leaves that if worn as a garland will give some defence against the Wildwood Lord’s power.

The bride has flown

After Caspar’s death, Epiphany runs away. It doesn’t take long to find out that she’s headed back home to Burstow. Sister Shila has left a note, having set off after her. Perhaps, having changed her mind now about marriage to Theodor, Epiphany has gone looking for the torn page with the prayer written on it with some notion of taking back what she wished for. Or maybe she thinks that by offering herself to the ‘angel in the tree’ (which she must surely realize by now is not the gentle and forgiving Saviour of the True Faith) she can stop the deaths.

So the wife is drawn home to her family’s country house and the husband follows – and the characters too. And the stage is set for the final act.

Yuletide in Burstow

Theodor is learning patience. Rather than dragging Epiphany back to town, he indulges her to the extent of proposing they spend Yule at Burstow Manor. He is still very far from linking his wife to the deaths, and he thinks that spending the holidays in her childhood home may help her to adjust more readily to married life.

The villagers are happy to see their young mistress back home. She has always been an aloof figure but her parents were popular and their orphaned daughter was always an object of pity to the locals. In keeping with tradition, and to Epiphany’s delight and Theodor’s indulgent amusement, the manor hall is decorated with a garland of flowers, dried throughout the year and now woven into a long wreath that encircles the beams.

Theodor sets about throwing himself into village life, supposing that is what his wife wants. He joins in a rough-and-tumble hurling match and is injured – not seriously, but Epiphany is alarmed and rushes to his side, insisting on binding up the cut herself. The characters cannot fail to see that after the rocky start to the marriage the two of them are drawing together.

A few days before Saviour’s Day it snows. The night sky is flooded with stars. Magic is on the air in at least two flavours: pagan and dark, and that even older magic of romantic love. But the latter is a fragile spell, still in the early stages of casting. Epiphany is moody, Theodor serious and still half inclined to treat her as a child. Their future would be uncertain enough even without a nature god of olden times bringing a curse down upon them.

Kendrick arrives, having sought Theodor in town. As the roads are now thick with snow, he remains as their guest for the festivities.

The prayer

‘O lord of the living world, I beseech thee, save me from the malice of those who hate me so that their wickedness gives them no power over me and they may not use me for their ends. Guide my steps that I may walk without offending thee. Free me from the hands of my enemies, visible and invisible, above and below, and bring me into thy company, that I may serve thee evermore in body and soul. Enfold me in the arms of thy love.’

The semi-literate Epiphany has garbled this, but the core sentiment of pledging herself to the Lord she was addressing remains.

The characters

How will they find out the key info in the third act, in particular the reveal that the Wildwood Lord is going to end all this by taking Epiphany's life too, once he has freed of her of her vows to another? One way is by talking to a scholar with magical knowledge (that could even be the old nurse) or, if one of player-characters is a sorcerer, by coming across a reference in his/her own books. And of course they might come across the torn page.

The key pieces of information:

  • The prayer offers the speaker body and soul to the Lord. 
  • When the witnesses and Theodor are all dead, there is no rival claim upon Epiphany except for her pledge to ‘the angel in the tree’. 
  • The idol is in the cleft of a tree in the woods. 
  • The seed pods can be used to give limited protection against the pagan god’s minions. 
  • Destroying the idol or getting Epiphany to reject her ‘green angel’ will both serve to break the Wildwood Lord’s claim over her. 

Burstow has a mischief night tradition which has servants ruling masters and wives ruling husbands. If Theodor can be persuaded to go along with the game, that provides a key to breaking the fate that the prayer has cursed them with, rather as Gawain broke the Loathly Lady’s curse by granting that she should have her own way.

The Green Man

His appearance: skin pale and greenish-yellow like stripped bark, a holly crown bleeding sap. (This needn’t involve a physical manifestation to the player-characters themselves, it could be Epiphany’s description from her dreams or a victim’s dying account.)

The characters cannot harm the Wildwood Lord himself, though they could destroy any creatures ('ympes') he sends to kill witnesses to the wedding vows. The ympes look like the skeletons of small woodland creatures held together with knotted creepers, and furred or feathered with wet dead leaves. The characters’ best bet is to resist his power long enough to find and destroy the idol or get the wife to abjure him, either of which casts him out for good.

How would they find the idol? For example, they might take Epiphany’s old dog for a walk in the woods and it leads them close to where the idol is, though they will still have to poke around a bit. Destroying the idol will banish the Wildwood Lord from this area.

Of course, it can’t be that easy. Breaking the idol begins to close the Wildwood Lord’s gateway into the present mortal realm, but he doesn’t go quietly or easily. On Yule eve, the garland begins to stir, animating into a furious thrashing serpentine form made up of flower petals, vines and twigs. If your players’ taste inclines towards the old school climactic fight, this last gasp of the Wildwood Lord will give them quite a struggle. Its aim is to slay the remaining witnesses, including Theodor, and then encircle Epiphany and draw her up the chimney (a grotesque reversal of Santa bringing presents, the players may think). If it gets to that then she’s lost, and will be found pale and cold the next day, hanging dead in a tree with mistletoe and holly binding her to the trunk. The characters could fight smart if they notice the flowers and creepers become fresh; they have only to lure the garland outside into the snow and the cold will weaken it.

But a combat might seem crass. Even so, simply to have the Wildwood Lord go without any fuss or fury is a bit of a damp squib. Rather than having the garland murderously animate, his face could manifest in it, making a last demand on Epiphany’s loyalty. It’s still a climactic battle, but now the field on which the battle is fought is the young woman’s soul, and the characters must muster arguments to keep her from giving herself to the ancient nature spirit.

If the characters fail

First all the witnesses will die, then Theodor, and finally the Wildwood Lord will come to claim Epiphany as his virgin queen of winter, dying as the year must die to make way for rebirth in the spring.

If they prevail

Quite possibly the Wildwood Lord if thwarted will exact some last vengeance. Perhaps his animated garland sets the manor house on fire; pagan gods never go quietly and are often petty. But as Epiphany watches her family home burn, shivering in the snow, her husband puts his cloak around her shoulders. The characters spend the rest of the Yule season down in the village, where Theodor and Epiphany are welcomed as guests. Out of the shared strong emotion and life-changing experiences they can grow closer together and – who knows –end up as a genuinely loving couple. It’s Christmas; even in Legend we can occasionally hint at a happy ending.


The Coronet

by Andrew Marvell 

When for the thorns with which I long, too long,
With many a piercing wound,
My Saviour’s head have crowned,
I seek with garlands to redress that wrong:
Through every garden, every mead,
I gather flowers (my fruits are only flowers),
Dismantling all the fragrant towers
That once adorned my shepherdess’s head.
And now when I have summed up all my store,
Thinking (so I myself deceive)
So rich a chaplet thence to weave
As never yet the King of Glory wore:
Alas, I find the serpent old
That, twining in his speckled breast,
About the flowers disguised does fold,
With wreaths of fame and interest.
Ah, foolish man, that wouldst debase with them,
And mortal glory, Heaven’s diadem!
But Thou who only couldst the serpent tame,
Either his slippery knots at once untie;
And disentangle all his winding snare;
Or shatter too with him my curious frame,
And let these wither, so that he may die,
Though set with skill and chosen out with care:
That they, while Thou on both their spoils dost tread,
May crown thy feet, that could not crown thy head.


Green Man images above by Llywelyn2000 (CC BY-SA 3.0) and Disdero (CC BY-SA 4.0) respectively.