Background
The manor of Crossgate is the largest of three (the others are Moyses
and Garrow End) held by the Keppel family from Lord Maldupine, Marquess of Westring, whose lands stretch from the
Cornumbrian border to the Vindar Hills.
The Keppel family are originally from central Albion,
but took over these lands from the original lords almost a century ago. Many
still refer to them as “the new lords”. The last of the old ruling family was Lord Duruth, who was killed 90 years
ago.
The priest overseeing the local parishes of Moyses
(where he’s based), Crossgate, Garrow End and Torstum (a village in the manor of Sir Eustace of Viridor, a neighbouring
lord) is Father Lanarius, a cousin
of the Keppel family. The rector of the small church at Crossgate is Father Gules.
Across the
Stonestruck Lake is Redfern Abbey,
with a mixed (segregated) community of about thirty monks and nuns.
The player-characters are Sir Werian Keppel and his retainers and comrades from the Crusades, or could join when the party reach Crossgate as travellers or residents of the manor. In our game, one player was Tall Tom Tattertail, a local "conjurer", or wise man, who has lived in the area for as long as anyone can remember - and, indeed, a lot longer than that.
The player-characters are Sir Werian Keppel and his retainers and comrades from the Crusades, or could join when the party reach Crossgate as travellers or residents of the manor. In our game, one player was Tall Tom Tattertail, a local "conjurer", or wise man, who has lived in the area for as long as anyone can remember - and, indeed, a lot longer than that.
Prelude
in Outremer
Sir Werian, the younger brother of Sir Palagius Keppel, “Lord of Crossgate
and Moyses”, has spent the last few years in Outremer fighting for King Fengor
of Ibrahim. A little over a year ago, on his own initiative, he saw an
opportunity to seize the fortress of Karat, which overlooked the plains of
north-west Zhenir and would have given Ibrahim leverage over the Caliph. But
somehow the Zhenirans were forewarned, and the Coradian forces just managed to
retreat into the fortress before being overwhelmed.
The siege lasted almost nine months, by the end of
which the defenders were reduced to catching pigeons on the city’s balconies
and digging termites from the cliffs. The siege was lifted when a large army
arrived from Outremer, but when the defenders proposed sallying out, Lord Belvoir, the commander of the
relieving force, told them he had agreed to hand Karat back to the Ta’ashim. It
later transpired that Belvoir had mercantile investments in copper mines and
would not have wanted mines in the disputed territory to fall into Coradian
hands.
Sir Werian returns to Ibrahim to find a letter from
his mother, Lady Olivia. Pelagius is to be wed and she hopes his brother can
sail home in time to attend, as the last time the two brothers spoke there were
cross words. But the letter was sent in spring, the wedding set for All Souls’
Day. (Perdita later tells them that Pelagius made it as late in the year as he
could, hoping that his brother would arrive in time.)
Prior
to the adventure
The old church at Garrow End had fallen into disuse
so, on St Brice’s Day (Nov 13), the Bishop of Netherford performed a
deconsecration ceremony. The bodies of gentry from the church itself had
already been relocated to the larger and more modern church at Moyses.
A month later, at first frost (the night of Dec 11), a
loud noise was heard in the village of Garrow End. The next day it was found
that a wall of the church had collapsed (the west end of the north aisle)
revealing the tomb of a knight with the inscription: “VIVIT POST FUNERA SCELUS”.
Because of reports of strange occurrences at Garrow End,
Sir Pelagius and his cousin Ryger
decided to go and take a look while seeing that the small manor house at Garrow
End was weather-proof for the winter. That was on St Tibba’s Day (Dec 14) and
they were expected back the next day, but have still not returned by the
afternoon of Boar’s Head (Dec 17).
A village of about three score households. The
population of 300 comprises 10 manor servants, 40 freemen (including the priest
and sexton), 200 villeins and 50 cottars.
Notables of Crossgate are:
- Lady Perdita – Sir Pelagius’s wife, 19 years old, beautiful in a roses-&-cream, softly rounded, quietly forebearing way; she’s pregnant but nobody knows that yet.
- Lady Olivia – Sir Pelagius’s mother, 55 years old, a bit high maintenance and panicky
- Ryger – Sir Pelagius’s cousin, a squire (missing)
- Ogen – the steward, a little over-familiar in a daft-headed Luna Lovegood way: “You have found your way home, young sir, so you have.”
- Hywel – a blind Cornumbrian bard, about 40, who occasionally has visions of the future, which he of course sings of cryptically.
- Rodwulf – the reeve (spokesman for the villeins) a bit hotheaded, huge shock of red hair, burly, intelligent
- Father Gules – village priest (Patrick Magee)
Ogen is concerned about taking in any lower-status
soldiers: “I do not see as how her ladyship can give hospitality to some of
these men. T’would make the lord responsible for their conduct which, in other
cases involving other young men who have come back from o’erseas, may be cause
for concern.”
He could be argued round if Sir Werian takes personal
responsibility. Failing that, he suggests putting up the rougher men (ie status 1 or lower) in a cottage that has been lately vacated by
the death of Granny Hardbark. The characters will find wood for a fire
there, and bread and cheese, but the cottage itself is very basic and, although
a month or two unoccupied has left it damp, it has done nothing to clear the
smell.
Those staying in the cottage can at least get beer
from Wanda the Brew, a tall
dippy-hippyish young woman (“Ah my sweet buds, my brave boys, bring your thirst
but leave your cares at the door”) who lives alone.
As far as Sir Pelagius’s absence is concerned, Ogen says
he would have sent somebody to look for the lord but he has to get things ready
for the dinner.
The
boar speaks
The boar is roasted over a spit and all the male adult
freemen of the village come in for dinner. (That’s about ten men.) Sir Pelagius
is supposed to carve. In his absence, Lady Perdita asks his brother, Sir
Werian, to do it. And that’s when the trouble starts...
As the first cut is made in the roasted boar, the head
suddenly rears up and the mouth opens. A loud crack of a splitting log in the
fire makes everyone gasp. There’s a clatter of plates as Hywel stumbles to his
feet and starts to sing:
“Now the wild weathers of the world are wakened. Clouds cover the hills and keenly cast their sleet on man and beast. Bitter breath of the north blows, biting the flesh of all living things, filling the dales with snowdrifts, while in the dark of the deep earth the old lord lies and listens. Free of his fetters, he seeks his three knaves, long buried beneath the burden of faith. In air is one, another water, darkness for the third, and under fire lies his hand and the sword. Seven days he has to reclaim them, and if he does then the New Year will find the hall cold and the wing of death upon the land.”The “seven days” are from Boar’s Head (Dec 17) to Christmas Eve (Dec 24). If parish records are found (they’d be at the priest’s house in Moyses) the characters will learn Duruth was killed on December 17.
Garrow
End
A small village of two dozen households (population
around 100). The local land is boggy, better for hunting and keeping pigs than
growing crops.
The notables of Garrow End are:
- Garstan – a freeman, appoints himself spokesman but has little idea what’s going on.
- Ector – old guy employed as baliff/caretaker of the small manor house.
- Fessick – the reeve (senior villein), big fat foreman type, superficially jolly but a bit depressive.
- Alewife Gerty – a wily old biddy with a few cantrips.
- Bendrack – formerly the sexton, now making ends meet as a labourer despite being nominally a freeman, hence a bit disgruntled.
- Poth – local teenager, a bit of a tearaway, seems a bit subnormal in a James Dean way.
- Barlon – Poth’s widowed dad, cottar; hunts a bit; loner
- Toggen – a shepherd who happens to be in the village currently (trading wool) but usually lives on the shoulder of the heath.
- Mardy – Garstan’s daughter; fancies Poth but would never admit it
The locals say that there were a few odd things after
the bishop left. People noticed subsidence in the churchyard, depressions in
the ground too big for moles. Barlon’s
dog Rollo became afraid as they
went past the lich gate and ran off, returning home very frightened after dark,
and since then it won’t leave the cottage. Then came the night the church wall
fell down.
Garstan
says, yes, Sir Pelagius did come a few days earlier. He looked to the manor
house and accounts, he and Ryger spent a day hunting along the shore of
Stonestruck Lake, then on the morning of Dec 17 he went to investigate the
collapsed wall at the church on his way home. Garstan hasn’t much of a clue
exactly what the lord did or why, but others have their theories.
Fessick
knows that the lord had words with Poth, who’d been in trouble – failing to do
his duties, throwing stones at a widow’s chickens, lighting a fire in the barn
that almost got out of hand, and so on.
Poth
will be very hard to get anything out of, but the upshot is that he told Sir
Pelagius he’d seen something across Stonestruck Lake. “For years, not just in
winter, neither. You can see lights, sometimes hear hunting horns or music. All
sorts. But this time I seen a woman out
on the ice. Like a lady in a long
green gown.” (If Barlon is present, he’ll cuff the lad: “Head in the
clouds, eh? His dead mother, lords. He dwells too much on her.” “Weren’t my
mother, see? Nor your strumpet widow, neither!” Barlon admits to talking to the
lord about game traps on occasion, but didn’t go with him this time.)
Fessick
says he spoke to Sir Pelagius about taking wood and stone from the church “now
it’s not sacred no more” and they agreed that was fine as long as any work was
overseen and made safe. Sir Pelagius suggested talking to Bendrack (the former sexton) about that, to give him some work.
Toggen is
worried about his friend Bosko (q.v.) who has been missing since the afternoon
of Dec 17.
The Old Church
at Garrow End
It fell out of regular use over a century ago. The
first thing anyone will notice is the total, deep silence that surrounds the
place. Spiders’ webs hang motionless and hoarfrosted on the hedgerows. The
churchyard ground is uneven, with frozen puddles in the hollows caused where
the ground has dipped.
Investigating the interior, anyone making a Vision roll will notice faded murals.
These take a little while to decipher, and show:
- A black-faced figure being carried towards a church or cathedral being built. (Architecture or Local Knowledge to see that it’s Netherford Cathedral.) The rune below it (see below) is Air.
- A black-faced figure being carried towards a spring with a halo of light around it. The rune (see below) is Water.
- A black-faced figure being led (not carried) as though blind towards a monastery (Architecture to recognize it’s Cornumbrian.) The rune (below) is Darkness.
- A procession, preceded by a priest, with a sword (Vision -3 to spot a black hand holding it) being carried on a trestle or slab on the back of a cart. Ahead lies a great hall or castle. The rune is Fire.
- A black-faced figure, his jaw bound with a soudarion, is being walled up in a church that anyone can see is this one. The rune is Earth.
The “runes”
under each mural are harder to spot
(Vision -5) and to interpret (Occultism, Alchemy or Magery roll).
The altar has been modified by removal of the altar stone, replacing it with a slab of oak. That
obviously happened a long time ago. Architecture
or IQ-5 roll to figure out that you’ve seen something that would fit here
(Keppel gets a bonus), then another roll
to realize it’s the hearth stone at Crossgate Manor.
Inside the collapsed wall is the traditional knightly tomb (effigy carved into the
stone lid, not a full raised sculpture) whose lid has broken open. The
inscription reads: “VIVIT POST FUNERA SCELUS”. There is a rope,
secured to a pillar, hanging down into the tomb. On the floor is a sword
bearing the Keppel family crest; Werian will recognize this as Pelagius’s.
Outside the gate: a Tracking
or IQ-5 roll (Vision bonuses apply) to notice frozen horse droppings and
some crescent-shaped cracks in the frozen puddles. A couple of horses were tethered here, possibly for
several hours. (They were of course Plagius’s and Ryger’s horses. Bendrack ran
off, came back and took them, and has hidden them in the manor barn where he
can claim to have “simply returned them” if they’re discovered.)
(What happened to Sir Pelagius: finding a sizeable shaft
revealed under the stone lid of the tomb, he decided to see if there were
extensive Duruth family crypts. He was killed by Duruth, who then rose out of
the tomb and snatched Ryger, pulling him down into the pit. Bendrack, who they’d brought along to
help, ran off.)
If the characters
climb down into Duruth’s tomb
At the bottom of the rope they find a small crypt chamber
with a slab in the middle, and another shaft below a flagstone that has been
moved. The rope has been pulled up into this chamber, but is long enough for
them to descend the second shaft.
The shaft is narrow: double helm penalties; -1 on all rolls
for medium encumbrance and -2 for heavy; no shields or weapons longer than a
shortsword.
That leads to a network of tunnels shored up with bones
and fragments of coffins. The tunnels stretch under the graveyard. The tunnels
are so low that they have to crouch.
After a while they hear a moaning. It’s Ryger. (Or
seems to be; optionally it could be the Knave of Guile, using his illusion
power.) He’s had his tongue and eyes put out and his right hand severed. He
gestures back into the tunnels.
Deep in the tunnels they find Sir Pelagius’s body with
its right hand severed. The face is shrivelled and ghastly.
At this point make a Smell check at -3 to get early
warning of what everybody will notice a few moments later: a choking miasma.
Torches burn low. And that’s when the skeletal hands burst out of the walls...
Among the hands, some of which are just bone and others
are grey and shrivelled, one is of swollen white flesh caked with blood. This
one wears a ring with Sir Pelagius’s family crest. You’d need to cut the finger
off to get the ring.
The tunnels lead through all the graves, merge into one
larger tunnel leading up, and eventually emerge in the woods fringing the lake.
Duruth
Lord Duruth (“doo-rooth”) was an evil man who “preyed
upon his peasants as a wolf on unprotected sheep”. Any man who he suspected of
holding back his share of produce would have his hand cut off on the Wutten
Stone, a prehistoric altar-like slab that stands in the centre of the
crossroads near Crossgate. Duruth was said to hang the hands in his chimney to
smoke them, and would decorate the hall with them at Christmas.
Duruth wielded the sword Koth, a blow from which was
said to bring the breath of death. He was attended by his three henchmen: the
Knave of Guile, the Knave of Splinters and the Knave of Sores. It was “well known”
that these four would gamble with the Devil whenever he came through Crossgate.
Duruth was betrothed to his fourteen-year-old cousin, Abella. A boy looked at her and was
said to have “stolen a glance from the lord”. He suffered the usual punishment,
after which he bled to death. Abella prayed at the Wutten Stone for a knight to
rescue her – and lo, a knight by the name of Sir Keppel of Saxton duly arrived. With the help of Saint Eremberta and the wizard Mathan, Sir Keppel slew Duruth and his
knaves, cutting off his hand (still clutching the sword Koth) on the Wutten
Stone.
According to the story, Keppel was told by St
Eremberta to bury each foe in holy ground as far apart as possible. Mathan, who
had taken a wound to the head in the final battle, had previously said to bury
them in different elements, near enough together that the legend would be
remembered as a whole. In fact Keppel buried them as follows:
- Duruth’s body under rocks (earth) where the holy spring flows.
- Duruth’s sword and hand under the altar stone of the old church* now repurposed as the manor house’s hearth stone (fire).
- Guile under rocks where the spring at the head of the Hollybrook runs out.
- Splinters in a hollowed beam in the cathedral spire (air) then being built.
- Sores as a scullion at the monastery – he’s lost his memory (darkness), thinks he’s mortal.
*The old church
at Garrow End, long abandoned. The altar stone seems to have been removed;
Architecture or IQ-5 to figure out you’ve seen something similar, then again to
realize it’s the manor house hearthstone.
The lord and
his knaves
When first encountered they are like animated corpses,
with worm-nibbled faces, charnel breath, mouldering armour, etc. In this form
they fight barehanded and have none of their special powers.
They need to get away from the sacred influence that
binds them to recover their full powers. When they do, they recover their
weapons, armour and their appearance changes to being deathly white – clearly
dead, but not obviously decayed.
As undead, they take no additional damage from cutting
or impaling weapons and are not subject to stun, etc. At –HT they are
susceptible to crippling injuries. They have to be reduced to -5HT to
incapacitate them. Their special powers do not work on holy ground; they are: regenerate 1 HT per round, glide (not fly), leap, scale sheer surfaces,
night vision.
- Duruth fights with his shield (1d6+3 crushing damage) until he regains the sword Koth.
- When wielding Koth, if he injures a limb, the subject must make a WL roll to resist or the limb is withered (it looks really shrivelled and mummified).
- He can remove his soudarion (cloth to bind the jaw of a corpse) only when reunited with all three knaves. This gives him the ability to say terrible, unrepeatable things that will cause Madness (Magic p58) – cast as skill 15, range 1m, resist with IQ or EQ (no modifier), takes two full rounds, only one person affected.
- The Knave of Splinters is almost as evil as his master, single minded, can lose his temper, very tough in a fight.
- Special power: Terrify – if he hits someone for 1/2HT or more, they and anyone within 3m must make a Fright Check (that’s Will, not IQ).
- The Knave of Guile is tall, cadaverously thin.
- Special power: Seeming – he can put on an illusion, requires an IQ roll at -5 to vaguely notice something amiss, another to tie it to him specifically.
- The Knave of Sores seems doltish, misguided where the others are evil, an idiot savant with magic powers.
- Spells: Glissade (AG to avoid falling), Mist (visibility 3m), Doubles (2 illusory duplicates who vanish if hit), Webbing (three consecutive DX -4 rolls to escape, or cut two strands by first making DX and then attack roll – needn’t be consecutive)
- Special power: Plague – anyone touching him (including in combat) must make a HT roll or start to suffer fever, -1 from skills per round to –d6, roll HT each day to recover; crit fail = -1 Reaction permanently from scarring.
The magic items
The first time round, Sir Keppel overcame Duruth
thanks to two items: a sword with a
splinter of the True Cross in its pommel (does double damage to undead; wielder
is immune to hostile magic) and a shield
of faerie steel (medium size but with PD6; adds +1 DR; attackers must reroll a
critical hit).
Parish records state that the sword was taken by St
Eremberta to her cell, while Mathan undertook to return the shield to Faerie.
The “cell” in question is the cave (now
overgrown with thorns, Vision roll -1
to spot) above the holy spring on Hosten Ridge.
The prophecy
“The old lord will awaken when the holy spring runs
dry. He will search for his three knaves who have been buried under the weight
of faith – one in air, one in earth, one in darkness. Under fire is buried his
hand and his sword. Seven days he has to reclaim them and, if he does, the new
lords will not be in his seat at the turn of the year.”
The seven days are from Boar’s Head (Dec 17) to Christmas
Eve (Dec 24). If parish records are found (they’d be at the priest’s house in
Moyses) the characters will learn Duruth was killed on December 17.
The
High Sheriff arrives
Around mid-afternoon of Dec 18, word is sent that the
High Sheriff of Vindashire and the Marchlands is coming. The sheriff turns out
to be Baron Belvoir, accompanied by
four knights (Sir Byr “the Bear”
Breynaux, Sir Chard of Uvendale,
the Knight of the Garland and Sir
Takfarin “the Moor”) and eight men-at-arms. The small party, swift transit
and lack of the usual large retinue of servants all suggest he is on unusual
business.
The sheriff’s
party arrives late on Dec 18 (after Lady Sisypha’s arrival) and
leaves early, saying they are travelling on to Westring Castle and will be back
through on Christmas Day. A Vision roll
shows Belvoir is carrying a satchel of letters
bearing the royal seal.
If anyone sneaks
a look they will need to beat Sir
Takfarin’s Alertness of 19 (and again to replace the letter, plus DX -3 roll to open the seal
undetected). It’s hard for any but a highly educated man to decipher, being in
Angate and court script to boot (requires Calligraphy
at -2 and Literacy at -3). They will read that Keppel is commanded to
relinquish his lands at Crossgate… the rest is impossible to see clearly.
The Lady Sisypha arrives
At dusk on Dec 19, there’s a knock at the door. It’s a hunchback carrying a huge travelling chest, which he (nearly incomprehensibly) describes as “t’lady’s belon’ins”. As he moves aside, they get their first view of the Lady Sisypha – though she will not give that name, or any name.
As they greet her, there’s the sound of a carriage
trundling off into the dark. This carriage
waits for her in the woods. It’s like a giant
tree gall drawn by a team of toads the size of warthogs.
It’s also possible to ride those toads,
though you’d need a roll of Riding -4
or Animal Handling -7.
Sisypha introduces herself as “a lady from over the lake”, and asks for hospitality as she hopes
to meet somebody here. If questioned, she’ll say that she is to meet her
father. Her manners and clothing (Savoir
Faire roll here at +4 – it’s pretty obvious) are those of the nobility. In
person she is strikingly good-looking, as much for her vivacity, bright eyes
and obvious intelligence as for her physical appearance, which is spry and lean.
Her hunchback is the
goblin Snark, loyal but foul-tempered.
Sisypha is from Faerie
(she won’t say that either) and is the
wizard Mathan’s daughter (and of
course she doesn’t say that). She is waiting for somebody to recognize
that, at which point she will divulge her name. In the meantime, she can give medical aid, to the extent that anybody
making a HT+3 roll will recover 2d6-1 hits for a night’s rest after taking her
concoction of herbs.
Plague
The first petitioners (a man, his grown-up son,
sister-in-law and her baby) arrive mid-morning on Dec 19. They are from Hosham
and say they need “the conjurer” as the man’s brother has been stricken with
plague.
The plague is not
directly contagious as it’s a magical by-product of Duruth and the knaves
rising from the dead. However, make sure that everybody is very fearful of it by getting them to make HT
rolls and so on.
Doctors are not necessarily expected to visit their
patients. Often, diagnosis is done by numerology or astrology and the remedy is
sent in the form of advice or (at best) a charm or medicine. However, not
attending the patients will start to cause discontent and fear to spread.
The
Half-Built Bridge
Also known as the Devil’s Bridge (though it’s very
unlucky to say so) as it’s said to have been built by the Devil in a single
night, under the stipulation that if he completed it by cock-crow, the local farmer’s
firstborn should belong to him. The farmer went away pleased, figuring that he
would give the Devil the foal that was due to be born the next day. But the
farmer’s wife, not knowing that ploy and fearing what she’d heard, woke the
rooster in the middle of the night and it crowed, causing the Devil to depart
with the bridge only half built. (The moors at night are said to be roamed by a
black stallion with fiery eyes – the
Devil’s Horse.)
The locals then completed the other half of the bridge
using wood – a structure that lasted for several generations. But even after
the priest set crosses at either end, many feared to use the bridge and the
wooden section began to fall into disrepair. It was said that sometimes things
could come across from the underworld – whether elves from Faerie or ghosts
from the Land of the Dead is unclear.
It was used one midsummer’s eve by the wizard Mathan who
was smitten by an elfin princess. He meant to dally one night with her, but on
his return he found the bridge dilapidated (people had begun to shun it) and
realized seventy years had passed and his loved ones were all dead. He
destroyed the mortal-built part of the bridge with one blow of his staff, but
the stone half of the arch still remains.
It’s impossible to say when the bridge was built
exactly, but it certainly stood in the old lord’s day (ie more than 100 years
ago).
Stonestruck
Woods
Known as the
Stonestruck Woods to the gentry and many villagers, but informally divided into
the Hamewoods and the Overwoods by the reckoning of woodsmen and those living
in remote hamlets.
The main forester of note is Fosse, a man who seems “carved of wood”. He is a kind of lay monk
or friar, in that he uses holy symbols and charms as part of his one-man
crusade against unholy things like the
Rime Giant (a kind of wendigo, though that is not a term anyone in Ellesland would use) and goblins and other monsters that stray in
off the marshes.
Crookits
Heath and Destring Moor
The Devil’s Horse roams here at night. As it can’t
cross the Hollybrook, it tends to get stuck one or the other area and only
moves between them when it happens to find the way round at the top (above the
holy spring). Therefore if the characters analyze sightings they’ll find it
tends to cluster: two or three sightings on the moors, then two or three on the
heath, and so on. But since the moors are not frequented, they initially only
get part of this information – ie, that it is seen on the heath, but only
sporadically, then there are no or few sightings for a while.
Up on Crookits Heath is an ancient burial mound known as Cutler’s Crib. There’s not much to
see: a low grassy mound in which the outline of an entrance arch is barely visible (Vision roll) as a depression in the snow. It would take some
excavation – a quarter of ST in feet every hour, assuming a yard-wide tunnel.
After fifteen feet you break into a chamber with a bronze-covered door in the
floor, and if you lift that you can squeeze through the back way into Faerie
(qv).
The
Hollybrook
A stream which runs from a spring on the ridge, above
which was a cave where St Eremberta lived. The villagers have mostly forgotten
that the brook is supposed to be holy, but anyone you meet from the more remote
hamlets or shepherds’ cottages will tell you.
The Knave of Guile was buried here under a pile of
rocks at the bottom of the small waterfall. The rocks are now torn up and cast
all about, revealing an ice-encrusted gash in the ground. If somebody
specifically says they are looking, and is willing to spend at least twenty
minutes here, on a Vision-2 roll they will find a strand of hair from Guile’s
head.
The holy sword
used to despatch Duruth the first time round is in Saint Eremberta’s cave, now overgrown with thorns (Vision roll -1 to spot). The sword is
amazingly untouched by rust. It’s just a regular broadsword, and you could
transfer the relic (a splinter of
the True Cross) from its pommel to any weapon you like.
When the water flowing across the grave froze, Duruth
was able to force a shepherd called Bosko
to dig the body out, freeing Guile. A Tracking
or IQ-5 roll (Vision modifiers apply) will lead them to the shepherd’s body. A Vision roll
reveals a single dry strand of hair
under the body’s fingernails. Animal
Handling or IQ-6 to realize that it’s a
horse hair. (Guile left this here to mislead them.)
The
hearth stone at Crossgate Manor
If anyone looks closely at the hearth stone (which
would probably only be if they were sweeping out the ash) they get an Architecture or IQ-5 roll to figure out
that it is part of a church altar.
Under the hearth is buried Duruth’s sword Koth, still
with his dead hand clutching the hilt. Nothing can unclasp the hand, nor
destroy it or the sword until it is reconnected to Duruth.
The characters could dig up the hearthstone of their
own volition. If they don’t, there’s a howling wind that builds in late afternoon on Dec 23, and at the
moment the sun sinks out of sight, the fire is flattened by a gale in the
chimney and goes out. An instant later, the hearthstone cracks across to reveal
the sword and hand.
On Dec 24,
as Duruth comes steadily nearer to the manor throughout the day, the sword will swing like a compass needle. At
dusk it starts rattling against the floor, then falls silent and vanishes while no-one is looking at it.
Redfern
Abbey
Getting to the abbey isn’t easy, as the route is
infrequently travelled at this time of year so there is no clear track through the forest. A Survival (forest) or IQ-5
roll is required to avoid getting lost.
It’s even harder at night or in bad
weather. Roll again every 1-3 hours. If you know your way, the journey from
the Half-Built Bridge will take several hours and even directly over the frozen
river Musegrave will take two hours (ie from the northern bank to the abbey.)
The abbey is strongly influenced by the Cornumbrian
monastic tradition, with both men and women living in a segregated community.
Have the characters greeted at the gate by Sister Evla. That may give them a
surprise since most people refer to it as “the monastery”!
As per rules of hospitality everywhere, their hosts
are responsible for their conduct so the characters will be asked to relinquish
their weapons at the gate (though it’s customary to allow characters of Status
2+ to retain a dagger).
The abbey is small: a church (divided into north side
for nuns, south side for monks, by a long carved screen), cloisters,
scriptorium, dormitories, infirmary, herb gardens. All those are surrounded by
a wall – stone to three feet with a stockade above that – and a small moat.
Outside the wall are the (wooden) alms house – with a postern gate through to
the abbey – and the orchards and goose pens.
Father Niall abbot
Brother Arran orchardist
Brother Bres apiarist
Brother Daniel gardener
(orchard)
Brother Gann chamberlain
Brother Keln precentor
(writing)
Lay brother Lupus cellarer (Knave of Sores)
Brother Ronan preceptor
(music)
Mother Karwen abbess
(tough Glenn Close type)
Sister Arwen sacrist
(in charge of relic)
Sister Deidre kitchener
Sister Evla hosteller
(guests)
Lay sister Lilith herbalist
Sister Nessa almoner
(the poor)
Sister Sian infirmarian
Of course (as with the Bishop of Netherford) they are
unlikely to be seen by the abbot or abbess in person.
The relic
There is a reliquary chapel off the side of the
church. The relic is Holy Milk. It actually looks like a crumbled bit of chalk,
but characters praying here will receive a blessing (Magic p54) of +1 or +2 depending on sincerity.
The abbey
cellar
Lupus, a very old “soft in the head” lay brother keeps
to himself down here, tending to the barrels of apple liqueur. He appears to
have unpleasant psoriasis. If confronted, he will get flustered and a reek of
infected wounds fills the air, causing everyone to gag. Then his skin will peel
off and the undead plague-scarred body of the Knave of Sores will be revealed.
As long as he’s on abbey grounds he can’t use his magic, so his goal will be to
get away as fast as possible.
Lupus comes up into the kitchen occasionally, and if
encountered there will try to escape up the chimney – despite the fire. Fire
does 1d6-1 per turn, armour protects for rounds equal to three times its DR.
After two rounds, if you’re climbing, the heat drops to 1d6-2, then 1d6-3.
After that you only have to worry about the fall.
Netherford
Cathedral
General notes about Netherford:
- Weapons are legal in the city, but not (of course) within the cathedral precincts without permission of the bishop.
- Curfew is at 6pm, when the vespers bell rings, when people have one hour to get to their place of lodging or leave before the city gates are locked.
- After curfew, the watch patrols in groups of six (Sword 13; captain in scale, others cuirboilli; carry horns to summon aid).
- Anyone out after curfew who is not of Status 1+ and carrying a lantern will be arrested.
The characters are unlikely to get an audience with the bishop himself (requires status 4+ or status 3 with a savoir-faire roll) but will get taken
to his assistant, who is the deacon of the cathedral, Father Sarling (Ian McShane).
He is accompanied at all times by a shaven-headed monk of the Capellar Order;
this is Brother Tars (of the
chaplain rank within the Order) who is an accomplished assassin.
The deacon’s assistants are Father Mardel (clever, obliging) and Father Concho (Algandian former crusader, exuberant).
Naturally you cannot waltz into the cathedral
precincts with arms and armour. Everyone should know that is completely
unthinkable. Player characters who try to flout such rules will face the threat
of clerical censure or even excommunication, and to the medieval mindset of
Legend those are weapons more feared than a crossbow bolt to the belly.
The crypts
The cathedral is famous for its vaults in which both
Cornumbrian (one) and Albion (three) kings are buried. There is also an ossuary
where the walls and vaults are lined with artfully arranged bleached bones.
The spire
However, the Knave
of Splinters is not in the crypts, but up in the spire. There’s a thickening of one of the beams which, on an Architecture or Engineer roll, will be
seen to be out of place. Following up,
on a Vision roll, they see it’s some kind of stout casket nailed there, as big as a ship’s chest, just out of
reach of the stairs to the bell tower.
If the casket is smashed open immediately, they will
have a round to act before Splinters comes alive. Otherwise he smashes his own
way just out as the bell rings out above. This requires a Fright Check to avoid
being stunned because he is huge, terrifyingly undead, smells like something
that has been rotting for a long while, and makes a really dreadful insane
howling. Disturbed by the bell and the unfolding figure of the undead fiend, a
flock of bats drop from the bell tower and rush around everyone, a distraction
which gives Splinters three or four rounds to reach the window overlooking the
transept roof.
If need be, he will grapple anyone in his way (DX+3 or Wrestling+3 against opponent’s
AG). That person is then at –4 DX/AG till he breaks free. Next round, Splinters
can throw him with a Wrestling roll
(which opponent can parry/dodge but gets no PD from armour) and if he fails
he’s thrown. The opponent can use an active defence (eg parry) but gets no
defence from armour. If thrown, roll
against HT to avoid being stunned. If thrown
into someone else, that person must roll either ST or AG (sic, because of
Splinters’ massive strength) to avoid being knocked down (if fails to dodge).
If thrown out of the window, DX to
grab the sill, otherwise 1 in 6 of lodging on a crenellation, otherwise you
fall to the transept roof (see below).
His goal will be to get off holy ground as fast as
possible, and he won’t mind making the fifty-foot jump (10d6-20, armour counts half; 5d6-10 if you make Acrobatics; it
would be more but the tiles break absorbing some of the impact) to the transept
roof to do so. Anyone making the jump will need Acrobatics (or AG-6) to avoid falling – then it’s DX to grab hold or a long way (another 15d6-30) to the
ground.
Splinters takes 8 points in the jump, then runs for
the edge and will start climbing down fast if not stopped. Every round you
fight on the roof, make an AG roll or fall over as above. If he gets to the
ground, it’s a race across the lawn to the frozen moat. As soon as he’s over
that, or the bridge across it (think: Wells), he’s back to full power.
If he can get free of all attackers for ten clear
uninterrupted rounds after fully regenerating, he’ll give a triumphant mocking
howl and transform into a fetid-smelling vaporous scrap of grey flesh that
flaps off across the city rooftops in the direction of Crossgate.
Hand
in a ditch
This is first reported on the road from Garrow End. A pedlar by the name of Topley says he
heard something and when he went to look he saw a hand in the ditch. He ran off
when it tried to grab him.
If tracked down, the hand has ST 16, Speed and Dodge
13, armour 1, hits 4. Attack 15 to grab throat, then squeeze: match its ST vs
victim’s HT. If the hand wins, the victim takes as many points damage as it
wins by, plus suffocation rules.
This is Ryger’s hand, though there is no obvious way
for the characters to know that.
The
archery contest
This is held every St Thomas’s Day (Dec 21) on
Crossgate village green and is open to freemen from the four parishes
(Crossgate, Moyses, Garrow End and Torstum). High-born folk sometimes
participate under a pretence of going incognito – an early example of
“gentlemen and players”.
This year, because of the fog, it is all but
impossible to see the butts, which are moved further away with each successive
round. A competitor must make a successful Vision roll (penalty increasing each
round) before taking each shot. The finalists are:
- Tybalt – Bow 16, Vision 14
- Ortmund – Bow 15, Vision 15
- Guy – Bow 16, Vision 16
Going to Faerie
Faerie castle is across a very wide frozen lake. If
you set out, you must follow the path by moonlight and you will come to a city
built of glass or ice. The light is like bright summer but very low on the
horizon, and warm like a summer evening but with occasional freezing drafts as
if it will get very cold if the sun ever sets. (Don’t mention the freezing
drafts for a bit, let them enjoy the warmth first.)
Sentries in full-face silver helmets take their swords
and place them on a rack; it is up to them if they wish to keep their cloaks.
While in Faerie, they are not introduced to anyone by name, and should not give their name to
anyone. Sisypha introduces them to a party of lords and ladies “clad in the
colours of dewdrops in the sun” clustered fawningly around a regal woman. Give
the characters time to blunder in introducing themselves by their names – and
to see the stir of predatory interest if they do, and then Sisypha starts
referring to “Your Majesty” or “Your Grace”, talking of someone as “the Lady of
the Dandelion Clock” or “the Prince with Many Tunes” and so on.
Likewise Sisypha
warns to call them “the Good People” – never
“fairies”!
The tables are laid with dishes of flower-garlanded
meats and crystal goblets filled with a water that is intoxicatingly fresh. Sisypha
will warn them, “Do not accept any food and drink or you risk being trapped
forever.” Ah, but how to refuse? You need Fast
Talk -4, Savoir-Faire -2 or a Sleight-of-Hand roll, or else to distract the fay folk with something
like a song or a riddle. (Failing any of these, you can still refuse the refreshment but when you come to leave will
find yourself in the water under the ice with your friends above; and, unless
you escape, you’ll later be found drowned.)
If you eat or
drink, you must resist magic with
Will or, when the party leaves, you’ll remain here for a year and a day.
Likewise if you use the word “fairy”.
The banquet is set out in a number of halls where they
will be able to see figures moving as if through thick glass. If a character
who has not eaten the food goes to take a closer look on his own, he will see
dim images of the others in the party gesturing behind his back, making faces,
and so on. This is just an illusion.
So how do they broach the subject of the shield? It is
when they approach the Queen to ask about the shield that she has food and
drink brought, so that’s the point at which they need to handle how to refuse
it. The Queen will grant the shield one who has tactfully refused the food, or
willingly eaten and drunk; otherwise she affects not to know anything about it.
Out in the gardens, where white blossom dances in the pale slanting light, they
will find a fountain with a silver shield set atop it. But, as before, only
certain characters can request it, and if the Queen refuses one she cannot then
be asked by another. They could, of course, simply grab it and rush towards the
“gate” of pines that marks the exit from the garden – but if they do that they
will need to roll Vision at –5 to
react in time to avoid the 15-foot haha
that will cause 5d6-10 damage (armour except leather is halved; check for hit
location). Also note that if they flee
from the garden they will be leaving
behind their swords and warm cloaks.
Christmas
Eve
There’s a hush over the countryside. At around 8pm,
the sword starts to vibrate madly, then falls silent and vanishes while no-one is looking at it.
If they look outside, where before it was clear, now mist presses up against the house. It
creeps in softly under the door and tendrils of it hiss in the hearth.
Duruth comes now. The mist has been evoked by Sores’
magic, and will reduce visibility to a few metres. If the characters are
outside, they will see him and any knaves he has gathered as tall shadows on
the fog. If inside, they hear the scrabbling as of many fingers at the shutters.
That is followed by a titanic pounding that splinters the door-beam.
Guile (who has been masquerading as Ryger) will first
go to slay Lady Perdita, then if no-one notices that (Hearing roll) he will
attack with surprise from behind.
The aim of the undead is to slay Perdita, slice her
open and cut off the hand of her unborn son. If they achieve that, they’ll
retreat and the cause is lost, as the next day the Sheriff will strip the
Keppel family of their holdings.
If the undead are killed, the mist will disperse. A
short while later, a heavy silent snowfall will begin. Venturing from their
homes, the villagers gather to sing carols at the manor.
Christmas
Day
At midnight is the Angels’ Mass, then at dawn the
Shepherds’ Mass, then the Mass of the Divine Word at dusk.
Carol singers arrive mid-morning and may be invited to
stay for dinner. Dinner starts around midday. That’s roast goose, spiced pork,
corn bread, gravy, baked apples, honeyed turnips, winter greens, mulled wine,
quince sauce, steamed blackberry pudding. Then a walk, games, etc.
After supper (which follows the evening mass) of cold
meats and bread, nuts and fruit, there will be plays, puppet shows, singing,
music and dancing.
Indoor games
- Bowls
- Backgammon (called Tables)
- Dice* (a three-dice game called Raffle)
- Merrils (nine men’s morris)
- Chess*
*The Keppell family owns a fine chess set of ebony and
ivory pieces, with a table of nutmeg inlaid with pearl and gold. At midnight on
Christmas Day evening, the Devil comes and offers to play a game of chess for a
favour. (He has skill 17.)
Outdoor games
- Camp-ball (football played three-way between the parishes on Christmas Eve)
- Wrestling (ladies not approved of)
- Falconry
On Christmas Day, when the sheriff’s party returns, he will read the King’s letter. It either (if they successfully slew Duruth and
all the knaves) tells Keppel to leave his lands because he is being created
Marquess of Westring or (if they failed) makes Keppel landless and gives his
manors to Baron Belvoir instead.
NOTES
In our campaign, the wizard Mathan was one of the player-characters, but he didn't know that as he had lost his memory. Now known as Tall Tom Tattertail, he'd also lost most of his magical knowledge but retained a few arcane items that proved useful.
You can download a useful timeline of the adventure here, or refer to the table below for the sequence of events (assuming, that is, that the player-characters don't do anything to change them).Of course, in the real medieval period, Christmas would not have been celebrated on December 25th, but adjusting the calendar would have been one of those foolish consistencies that Emerson warns us about. The aim is to chime with players' own feelings of Yuletide magic, after all. I would have no problem with shifting it all back a few days to let everything culminate on the solstice, however.
Weather during the adventure:
Dec
17 Cold
Dec
18 Very fine snow
turning to heavy
Dec
19 Not snowing but deep
drifts; sunny
Dec
20 Freezing fog, hushed,
a white haze in which you can’t see
the village
Dec
21 Freezing fog blankets
everything
Dec
22 Fog lifts, snow
melting
Dec
23 Slush; flurry of
sleet at midday; bitterly cold
Dec
24 Pale blue sky, bright
but no sun, heavy silent snow towards midnight
Dec
25 Thick snow on ground
Players in my game were: Aaron Fortune, Paul Gilham, Tim Harford, Oliver Johnson, Zelah Meyer, Frazer Payne, Tim Savin. Many thanks to them; and to all FL blog readers: season's greetings, and may you have a happy New Year.
Classic Dave Morris, and a lovely Christmas treat! Well done, sir!
ReplyDeleteVery Nice. Might see if I can add in the DW Mechanics and make a little pdf of it so I can run it soon.
ReplyDeleteWe played this year's Christmas special yesterday. A prequel/reboot of Tim Harford's brilliant Iron Men campaign, which I'm sure I've written about on this blog before. I had a spectacular showdown with a Selentine warlock that will go down in the annals!
DeleteI was just thinking, "I need a Christmas adventure to run when we go Oop North at the end of the week," and on my blog roll up pops this. I'll have to convert it to RQ6 or OpenQuest or something...
ReplyDeleteConversion ought to be pretty straightforward. Hope your gaming group enjoy it, Andy. Let me know how it goes.
DeleteThanks for posting this yuletide scenario.
ReplyDelete"...and a Merry Christmas to one and all!"
Not a gamer but I enjoyed reading this. Although this...
ReplyDelete"At midnight on Christmas Day evening, the Devil comes and offers to play a game of chess for a favour. (He has skill 17.)"
...was a pretty casual reference to something that sounds like a big deal!
As big a deal as players and umpire want to make it. He wouldn't of course announce himself as the Devil, though some might guess.
ReplyDelete