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Sunday 30 October 2011

This adventure begins with the player knights being summoned before their lord to escort someone for him. This person is Gwrfelling the Druid. He has come to the lord to collect a favor owed to him for past deeds. The favor he needs is aid in safely taking him to a sacred golden fountain in a magical glade in his forest.


Introduction:
This adventure begins with the player knights being summoned before their lord to escort someone for him. This person is Gwrfelling the Druid. He has come to the lord to collect a favor owed to him for past deeds. The favor he needs is aid in safely taking him to a sacred golden fountain in a magical glade in his forest. Recently, a wicked witch has taken over the forest that he has sworn to protect and is menacing the inhabitants. Gwrfelling is sure he can destroy the witch's power, but only with the aid of the fountain, and this is surely guarded by her evil minions.
The basic plot of the adventure is simply to escort the Druid to and through the forest to the magic glade without being stopped or distracted by the witch and her allies. The lord will place the knight with the highest glory in charge, but will not be clear on whether or not the Druid has absolute say over the knights. The Druid himself will be part of the problem as he is reknowned for being Proud and Lustful. He has no respect for knights unless the obey him without question.
The Unicorn:
Once the knights have their affairs in order, they begin their trek to the druid's forest. The first encounter along the way is the sighting of a Greater Unicorn grazing in the forest. Awareness rolls will spot the Unicorn and criticals will note the presence of a woman hiding in the shadows near the beast.
The head of a Unicorn is a priceless wall trophy and the GM should tell the knights of the great glory that can be had by tracking and slaying such a creature. The players will either choose to attack the beast or continue on and ignore its presence. The Druid will insist (correctly) that this is just a ploy of the witch to delay and mislead the knights and will try to continue on his way. If the knights hesitate in their decision, Gwrfelling will not fail to insult them. The knights who decide to follow the Druid may receive checks in either Prudent or Loyalty(Lord) while those that chase the Unicorn may take Reckless or Proud.




If the Unicorn hunt does occur, the Druid will follow along angrily, deriding the knights whenever given the opportunity. The mysterious woman will have disappeared, but the Unicorn will be quite easy to follow (Hunting +10). The Unicorn will try to lead the knights deep into the woods and then get them lost. If the players successfully catch up to the Unicorn (Crited Hunting) it has the standard stats for a Greater Unicorn from Pendragon page 204. Slaying this Unicorn however, is only worth 25 glory, for it is not real. When it is killed it will fade away, for it was only a Glamour. Injuries and even deaths sustained during the fight will also magically go away. Normal hunting rolls will be required for the knights to find their way out of the woods. Gwrfelling will continue to deride the knights for falling for the witch's trick.
The Ogre:
The next encounter occurs when the knights come across a crying woman running towards them. When she sees the knights, she will tell them how a giant ogre has eaten her child and will continue to become more and more hysterical. Again the knights will be given the choice between continuing to escort the Druid or being lured aside by the woman's plight, for she fears for the lives of her other children. As before, Gwrfelling will insist it is a trick and the knights should just continue to escort him to the fountain. This time however the appropriate personality traits are Valorous and Merciful while ignoring the plea is Cruel or Loyal(Lord).
The woman can easily lead the players to the Ogre. He will be gnawing on the leg of a young child. When the Ogre spots the knights, he will get a surprised look upon his face and drop the child. If the knights attack, he will scream at them while leaping up and down and waving his arms about. He will not defend himself. Use stats for Small Giant from Pendragon page 203 to represent him.
If the ogre is quickly slain the killer will be in for quite a shock. The Ogre will shrink to the size of a small child while the child seen earlier will metomorph into an even smaller rag-doll. The mother, who mistakenly assumed the Ogre had eaten her child when she found it instead of him, will faint upon recognising the dead child as hers. Players will discover a strange amulet around the next of the child. When placed on a live person it tranforms them into a hideous Ogre. Religious or superstitious knights should probably try to destroy it, which can be done simply by crushing the ruby center piece. It is worth 50 glory to slay the child, but this is not good glory. Gwrfelling is not above an 'I told you so' even at this sad time. (On the off chance the knights act Prudently and try to talk to the Ogre, it is possible to resolve this encounter without violence and death, assuming the players continue to behave reasonably.)



The Goblin:
After another week of travel, the knights will be within two days of the Golden Fountain. At this point, their camp will be disturbed by a small goblin at night. The goblin will be very friendly and offer whomever is on watch a huge golden coin (worth 15L) to make sure the Druid does not wake up. If there are no takers, he will also try to offer a smaller (5L) gold coin for them not to participate in an attack upon his 'friend' who guards the Golden Fountain. The goblin will magically disappear if physically threatened, but will return whenever someone else is put on watch for this night and the next night. If questioned about his 'friend' he will eventually reveal it to be a mighty serpent who has eaten many knights and that he wouldn't want such nice knights as these to be eaten as well.


The Serpent and the Fountain:
Finally, the knights will reach the glen with the Golden Fountain spraying its magical waters gleefully into the air. Pacing menacingly around the Fountain is a large serpent. Use the stats of a wyrm from page 204 of Pendragon. At this point, Gwrfelling will tell the knights to slay the beast while he runs off to deal with some other business. He will not reveal his plans, and will demand the players slay the serpent immediately if they hesitate.
Players will need Valorous rolls at -5 to approach the serpent. If and when they slay it, the Druid will return to the Fountain dragging a comely woman by the hair. He has captured the witch and demands that a knight hold her down while he deals with her. She will plead with the knight for release, swearing to end her evil ways, promising the womanly arts or begging not to let the Druid slay her; whatever she thinks may work. As part of the ritual involves the Druid taking some of her blood with a dagger, her pleas may carry some weight while he approaches her with it. He will not deign to explain his actions to the players. In the end, he will finish his ritual by dripping water from the Fountain on her head, destroying her magical powers.
After this, Gwrfelling will then state that the magic he has just worked has greatly taxed him and that he needs to renew his magical energy. He requests to be allowed to be alone with the now helpless witch in the woods for a short bit of time. If the knights refuse, he will get very angry and tell them the lord will punish them for their disobedience. Given his way with the witch, he will be smug the rest of the trip home. If he is not, the next day he will collapse and have to be placed upon a horse for the return trip.


Conclusion:
The Lord will see the players in his court when they return. If they followed the Druid without straying and allowed him all his whims, they will be thanked and invited to the Lord's table for dinner that night. If anything else occurred, then the reaction of the Lord will depend upon who the Lord is and what his religion is. Tailor his reactions to this as well as his Just personality. In any case, if the Druid is returned unconscious, the Lord will not be very pleased and will let the knights know that. Punishments may be appropriate depending upon the actions of the players. General glory for completing the mission is 50 per knight. Double that if the mission was a complete success. The witch will be burned for her crimes and the Druid will eventually recover if he became unconscious.

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