This is a very brief idea that I jotted down as an adventure seed, intending one day to develop it more fully as a one-shot scenario. If you're planning a mini-campaign then with careful watering it could grow into that.
The inciting incident is that time travellers arrive in the Arthurian age and fake the sword in the stone incident to make their candidate the King of Britain. So all the knights turn up to draw the sword, but before young Arthur gets his chance the time travellers use some kind of tech (laser drilling, hologram, whatever) so that their candidate (who happens to be a young woman) draws it.
Some of the player-characters should know what went on; others think it’s genuine. You'll need to give the former group a reason not to share the info right away. Maybe they saw the girl (let's call her Moira; Gwen would be signposting too much) with a group of strange folk with a weird device, and then when she steps forward and whips the sword out of the stone they suspect wizardry.
So Arthur remains a squire – but maybe nonetheless the best candidate, as after all he's the rightful King. Even though Moira champions a bunch of very worthy causes: feminism, tolerance, fair distribution of wealth, and so on, she isn't of this time. Good intentions alone aren't enough. Maybe she knows what needs doing but Arthur is the one who can actually do it.
The time travellers? I hadn't given them much thought, but that could be where Nimue and Viviane come into the picture. I envisage them as rather like management consultants, coming in with lots of ideas (some of them good) about how to improve society, but without the lifelong hands-on experience of the people who actually grew up here.
Ideally the adventure shouldn't come down too hard one way or the other between Moira and Arthur. This is two “good guys” in conflict (assuming that Arthur is ever made aware of the truth) while the real antagonist is the wretched status quo that both would like to fix. (If you want to embody all the problems in one figurehead villain, you could use King Claudas in league with the invading Saxons.) Perhaps by combining their strengths (insight into the future on one side, leadership on the other) Moira and Arthur can make it work -- but arranging that alliance will be up to the players.
Overview
A caveat first about structuring this scenario in three acts. For a one-shot, all right, I'll admit it does help to conceive of the narrative flow in advance, because you can't rely on players who have only just created their characters to get the wind in their sails and take things off in an entirely unexpected direction. But I still insist that applying the self-consciously authorial approach of act breaks and plot points to an extended campaign is selling roleplaying short. The best stories are not constrained to the shape of a Hollywood script paradigm or (essentially the same thing) a management memo. So you can imagine me gritting my teeth as we break the scenario down in this way.
OK, this one-shot adventure unfolds over three acts with room for subplots and player improvisation. It balances intrigue, ethical dilemmas, and action, while allowing players to shape the outcome. As far as rules are concerned I would probably opt for GURPS 4e but have given stats below for Pendragon because -- well, it would be rude not to.
Most of the player-characters should be native to the Arthurian setting (envisaged as more or less 5th century AD Britain) but if you have a large enough group then one PC could be part of the time travelling group (see below). The characters have not met each other before assembling at the stone to watch knights trying to draw the sword on May Day. (Traditionally the ceremony is at Christmas or New Year, but I think the year ought to start in spring and in any case it fits better with the rapid progression to possible open warfare.)
The time travellers are operating covertly and so are dressed in clothing appropriate to this era. They portray themselves as French to explain differences in manner, accent, and so on. Moira, although one of the time travellers, affects to be from northern Britain and pretends not to know them. Moira could be a player-character, and as it’s a one-shot the other players will not know that she’s from another time.
Act I: The Sword in the Stone
Scene 1: Gathering at the Stone
Nobles, knights, and squires gather to witness the attempt to draw the sword. This is an annual event. Arthur, still Ector’s squire, is present, as are Moira and the other disguised time travellers.
Other knights try and fail to draw the sword from the stone. Before Arthur gets to try, Moira draws the sword with subtle tech assistance (holograms or a device concealed in the stone).
Observant player-characters might notice these clues that something untoward is going on:
- A faint glow or mechanical sound as Moira draws the sword.
- A brief glimpse of the time travellers' unusual tools or attire.
- Moira’s initial hesitation or a whispered exchange with her “advisors” – as she is supposedly a Briton and they recently arrived from France, she isn’t supposed to know them but is clearly familiar.
Scene 2: Reactions and Rifts
Ector and Kay are puzzled; Merlin told them Arthur was the true-born king.
Arthur is privately disappointed but outwardly supportive; he has not yet learned he is Uther Pendragon’s son. Ector could reveal that to one of the player-characters, or they could overhear him telling Kay, making them privy to an important secret.
King Claudas, if present, sees an opportunity to sow dissent.
The player-characters have choices to make:
- Investigate the strange occurrence.
- Align with Moira, Arthur, or remain neutral.
- Gather information on the time travellers.
Act II: Seeds of Doubt
Scene 1: The Truth Unveiled
The characters may uncover evidence of time travel:
- Physical Evidence: A discarded high-tech tool (which will seem sorcerous to them).
- Eyewitnesses: A peasant saw “those foreigners” working some strange magic when Moira went to draw the sword.
- Dialogue: Perhaps Moira (if an NPC) confides in a trusted PC, revealing her mission.
Scene 2: Political Manoeuvring
Moira promotes progressive reforms, gaining followers but also resistance.
Arthur earns quiet support among traditionalists and those who value his character. However, Arthur himself may be reluctant to go along with his more ardent followers, as he values stability over personal ambition.
King Claudas and his Saxon allies exploit the division. Meanwhile, British nobles jockey for power, complicating alliances.
Scene 3: Merlin and Nimue’s Role
The time travellers (Nimue, Viviane, Moira and Bedivere) aim to guide history toward their vision but lack subtlety. But over time Bedivere and Viviane begin to admire Arthur’s potential, putting them in conflict with Nimue. They recognize that Moira, as a person of their own era, can have exemplary goals but lacks the cultural understanding to implement them. Possibly it would be better to deal with Arthur and try to influence him. They approach the player-characters, offering alliances or rewards to get them to act as intermediaries with Arthur.
The PCs must decide whether to expose Moira, back her, or support Arthur. Some of them might also want to leverage Nimue’s technology for their own goals.
Act III: The Saxon Threat
Scene 1: A Common Enemy
The Saxons, aided by Claudas, launch a major attack. Moira and Arthur must unite their factions or risk annihilation.
Several challenges confront the characters:
- Can they convince Moira and Arthur to cooperate despite their differences?
- Can they rally disillusioned knights and commoners?
- How will they navigate betrayals among the nobles?
- Can they convince Arthur he must oppose the new "lawfully chosen" monarch?
Scene 2: The Final Battle
This is the climactic encounter. The characters may take leadership or advisory roles, directing troops, or they might be sent on missions involving personal combat. Meanwhile the time travellers attempt to intervene with technology from their era, risking exposure.
Ideally Moira and Arthur will combine their strengths, or else one takes the lead. The characters’ choices should determine whether Britain emerges united or fractured.
Key NPCs
Arthur (17 years old): Humble, capable, and destined, though initially unsure of himself.
Moira (18): Charismatic and forward-thinking, but arrogant and inexperienced in medieval leadership. Like her fellow time travellers she comes from the 25th century, where she is a D.Phil student in Temporal Studies & Interpretive Dance at Grainer College, University of Derby. Her real name is Jennie Hill.
Nimue (33), Viviane (37) and Bedivere (36): Moira’s fellow time travellers with advanced knowledge but limited cultural understanding. Their real names are Roberta Ford, Karen Darvill, and Roy Russell.
Ector (38): A steadfast and pragmatic guardian, torn between loyalty to Arthur and the knowledge that the kingdom needs stability.
Kay (19): Often brash and proud. He might resent Arthur or Moira’s rise and seek a way to distinguish himself. Ultimately, however, he is loyal to Arthur and will redeem himself.
Leodegrance (35): A noble supporter of the "rightful" monarch, potentially split between Moira’s apparent legitimacy and Arthur’s vision and destiny. His ties to Camelot could influence the players' choices and alliances.:
King Claudas (31): A manipulative villain embodying the era’s worst traits.
Where is Merlin while all this is going on?
Nimue has trapped him in a “in a stone” (some kind of multidimensional matrix) or in cryogenic sleep. The implications of his imprisonment are:
- Players may have the option to rescue Merlin, but doing so could risk coming into direct conflict with the time travellers.
- If Merlin gets free he prefers to let events play out so as to to test Arthur and discover the time travellers' intentions. He might take the guise of a hermit, bard, or commoner.
- Merlin could act as a distant advisor, communicating through dreams, omens, or letters. This approach lets the player-characters and major NPCs take centre stage, while Merlin remains an enigmatic presence.
Here are some enemy knight stats compatible with the Pendragon RPG, with the proviso that I haven't played Pendragon in decades so am not rock-solid about the rules.
Generic Enemy Knight (competent but average)
- SIZ: 14
- DEX: 9
- STR: 13
- CON: 13
- APP: 10
- Damage: 5d6
- Hit Points: 27
- Major Skills:
- Sword: 15
- Lance: 12
- Horsemanship: 13
- Awareness: 10
- Battle: 8
- Armor: Chainmail (10 points), shield (+6 points if used).
- Personality Traits:
- Valorous: 14
- Proud: 13
- Reckless: 10
Tactics: Such knights rely on straightforward combat techniques, usually charging with a lance before switching to sword and shield. They are loyal but lack deep cunning.
Elite Enemy Knight (a dangerous adversary)
- SIZ: 15
- DEX: 12
- STR: 14
- CON: 14
- APP: 12
- Damage: 5d6
- Hit Points: 29
- Major Skills:
- Sword: 18
- Lance: 16
- Horsemanship: 16
- Awareness: 12
- Battle: 10
- First Aid: 10
- Armor: Chainmail (10 points), shield (+6 points if used).
- Personality Traits:
- Valorous: 16
- Proud: 15
- Honorable: 12
Tactics: An elite knight uses disciplined tactics, coordinating with allies and exploiting openings. He might dismount to fight in difficult terrain or switch to defensive play if wounded.
Sir Gerlach, Knight of King Claudas (named enemy NPC)
Sir Gerlach is one of King Claudas’s most trusted knights, known for his ruthlessness and cunning. He is fiercely loyal to Claudas and harbours disdain for the ideals of chivalry espoused by Arthur’s circle. He could be a recurring antagonist, leading the Saxons’ elite forces or acting as Claudas’s enforcer. He might confront Arthur or Moira directly, forcing the players to intervene. His weakness is that he is fearful of sorcery -- which would include, in his eyes, any of the time travellers' "sufficiently advanced technology".
- SIZ: 16
- DEX: 10
- STR: 15
- CON: 14
- APP: 8
- Damage: 6d6
- Hit Points: 30
- Major Skills:
- Sword: 19
- Lance: 15
- Horsemanship: 14
- Awareness: 14
- Battle: 13
- Intrigue: 11
- Armor: Chainmail (10 points), shield (+6 points if used).
- Personality Traits:
- Valorous: 15
- Cruel: 14
- Reckless: 13
- Deceitful: 12
Reputation: 1,000 Glory
Tactics: Sir Gerlach is a brawler who fights to win, not to preserve honour. He uses feints and dirty tactics such as attacking an enemy’s horse or taking hostages. His reputation might intimidate less-experienced knights.
Interesting ideas there as always... I like the nod to Interpretive Dance, and that neither of the sides are "the baddies"!
ReplyDeleteThanks, James. I feel sure my grasp of the Pendragon system has slipped, but these days players will use their own favourite rules anyway.
DeleteBtw what about the nods to a certain famous SF theme tune? Too obvious?
Now those nods I didn't spot, too subtle for me!
DeleteActually most of the original cast of Doctor Who get a nod, come to think of it. But it was a long, long time ago, so no shame in missing those.
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