Chaosium Digest Volume 22, Number 2 Date: Sunday, September 28, 1997 Number: 3 of 4 Contents: The Adventure of the Breaking of the Red Knight's Siege, Part Two (Paul Williams) PENDRAGON -------------------- From: paulw@betanet.co.uk (Paul Williams) Subject: The Adventure of the Breaking of the Red Knight's Siege, Part Two System: Pendragon DAY ONE The Journey Begins Early the next morning the lady is ready to depart Bath along the north-east road. She expects the knights to be ready at dawn, and scolds them publicly if they are late by so much as a minute. Many of the kingdom's older knights are present to bid the player knights a safe journey and laugh at them for being scolded by a lady for poor time-keeping. Knights embarrassed in this manner may wish to make a [Forgiving] or [Vengeful] test. Rash challenges at this time do not please the lady. The knights travel along the north-east road out of Bath for a few miles and are then told by the lady to turn east across country. They pass through some slightly hilly terrain before entering the Campacorentin Forest. The forest is a dark and brooding place, full of tall and ancient trees whose upper leaves intertwine to block out the sunlight almost entirely. The forest is supposedly haunted by sprites, who trick innocent travellers into leaving the paths whereupon they easily become lost, and by giants, who eat lost travellers. [Faerie Lore. Success = the knight knows of these stories.] Knights who mention these stories are scolded by the lady for believing in old wives' tales. Mundane foes such as robbers also dwell in the relative safety of the forest. The common sounds of the forest should be emphasized in a way that makes them seem more menacing to the knights and so puts them on their guard. Several well-travelled paths cut through the forest and it is upon one of these paths that the knights currently travel. Whilst on the path the knights can make progress at the rate of roughly 20 miles per day at a Hurried rate. Knights wishing to travel off the paths find the going extremely slow (around 5 miles per day maximum) and the constant moaning of the lady no doubt encourages them to be back on the path and moving faster as soon as possible. A Knight in Need Until the early afternoon the knights journey without seeing another soul on the trail. Then, without warning, a lone man comes running out from undergrowth near the side of the roads and rushes straight up to the knight leading the party. He is out of breath and his face and hands have been cut by branches and thorny bushes. It is obvious to the knights that he has been running away from someone, or something. After catching his breath he hurriedly explains, "Most noble lords! I am but a humble squire in the service of Sir Olwyn, a bachelor knight. My master has been captured by robbers, who have him bound in a dell a little way back in the woods. I have no doubts that they plan to kill him and steal his belongings. Oh sirs, I implore you to help rescue my master from this cruel fate!" If asked how he escaped he states ashamedly that when the bandits leaped upon his lord he ran for his life. Knights who ask the squire what reward they can expect to receive for rescuing his master are automatically scolded by the lady for putting their own welfare before that of a fellow knight in trouble. They may also check their [Selfish] Trait. Once the squire finishes asking the knights to help, the lady tells the knights, "your duty is to aid me in my quest to rescue my sister from the Red Knight, and not aid every petty noble that has benen waylaid by bandits." Secretly she knows that truly chivalrous knights would go to help the captured knight as it is the honourable thing to do, but she is openly testing the characters' chivalry. Whichever choice they make it seems to be the wrong one in the lady's eyes and she pours scorn upon them for their decision. Rescuing Sir Olwyn If the knights agree to aid Sir Olwyn his squire leads the knights through the forest to where Sir Olwyn is being held captive. He tells the knights that "there were six bandits in the group that ambushed us and they are poorly armed. They only grabbed my master because they leapt at him from the trees." The squire's information is correct. The bandits have stripped Sir Olwyn of his armour and weapons and have tied him to a nearby tree. They are currently involved in dumping all his horse's tack into a pile with the armaments whilst one of them tries to work out how much it is all worth. They have not yet decided whether to kill Sir Olwyn or to try and ransom him back to his family. The knights should have no trouble attacking and defeating the six bandits (use the statistics in the Pendragon rulebook, page 330), who yield if they take a Major Wound. The knights may dispense whatever justice they see fit to captured bandits, or they may turn them over to Sir Olwyn for punishment. Knights who punish the bandits out of hand receive checks in their [Arbitrary] Trait. Once cut free from the tree, Sir Olwyn tidies himself as best he can and then turns to his rescuers. "Ah, such a fine sight you made charging into battle against these ruffians. It was a heartwarming sight my friends and one I shall not forget in a hurry. Thank you kind sirs for saving my life, I am indebted to you. My name is Sir Olwyn and I insist that you accompany me back to my manor, which lies nearby, for rest and food. It is the least I an do to reward you." The knights may roll their [Honour. Success = they should continue on their journey to rescue the lady's sister.] Sir Olwyn understands if the knights wish to continue on their journey and thanks them once more, telling them, "you may consider me a true friend. My services, and those of the army I control, are at your disposal noble knights. If you need my assistance I swear to answer with all haste. You have my word as a fellow knight and a Christian." If the knights openly tell Sir Olwyn that they cannot stop because they are aiding the lady, she states loudly, "I do not wish your company or your help in this matter and you should not bask in petty glories for by following me you will encounter sights that will frighten you witless." If the player knights accept Sir Olwyn's offer of hospitality the lady openly chastises them for neglecting their duty in continuing the journey to save her besieged sister but cannot stop them visiting Sir Olwyn's manor. The Bridge After a few more hours of travelling along the path the knights come to a wide river that blocks their passage. A stout wooden bridge spans the river; on the far bank are two knights, who mount their horses as the player knights approach the bridge. Before the player knights can get to the bridge one of the knights rides out to its centre and states loudly that "none may cross the bridge unless they best both muself and my brother in a fair challenge!" Upon seeing the knight's shield the player knights may roll [Heraldry. Success = the knights are members of the Cadfael family whose lands are near Cirencester. Critical = the knights are Sir Aeron and Sir Tathal, Baron Cadfael's two youngest sons.] The player knights must nominate a champion to take on both knights in single combat. The fight starts on horseback with a lance charge and when one of the combatants falls it continues on foot until one person yields. If the player knight yields he forfeits his chance to fight the other knight and also his armour, weapons and horse. If the player knight's opponent yields the player knight may then fight his opponent's brother, or if the second knight yields, may cross the bridge with his companions. [Mercy] is to be given to all yielding knights. The fight should be conducted normally with Sir Aeron and Sir Tathal being treated as an ordinary knight and a young knight respectively (see the Pendragon rulebook, page 329). Each knight yields if he takes a Major Wound or is knocked Unconscious. If the player knights kill either Sir Aeron or Sir Tathal after they have yielded they automatically lose one point of [Honour] and receive a [Cruel] check. The surviving brother (assuming there is one of course) rides off to inform his father of the player knight's treachery against his brother and the entire Cadfael family receive the Passion of [Hate (Player knight's name)] at a value of 15. Neither of the two brothers strike at a player knight who yields to them. If the player knight is defeated the brothers accept other challengers as long as they each have more than half of their starting hit points remaining. If not, they tell the player knights to "come back in a week's time when our wounds have had time to heal." The player knights may decide to storm the bridge, in which case the knights fight to the death, or search for another crossing point. Knights who storm the bridge lose a point of [Honour] for their treacherous act. Knights searching for another crossing point and who make a successful [Awareness] roll find a ford some miles downstream. However, their inability to defeat the two knights guarding the bridge brings the lady's derision down upon them once more. The Knight of the Black Field After defeating the Cadfael brothers and crossing the bridge the knights may continue on their journey through the forest. As evening approaches on the first day of travel the player knights come to a field in which the grass and earth are pitch black. In the centre of the field stands a black hawthorn tree from which hangs a black banner and a black shield. Resting up against the tree is a black lance. Close by, upon a black rock, sits a tall knight wearing black armour, a black horse standing beside him. Player knights may roll [Heraldry: Success = this is the Black Knight of the Black Field.] Upon seeing the player knights enter the field, the black knight mounts his horse and rides forward to them. He stops a little way short and calls out to them. "Halt! State your name and that of your lord!" Knights who wish to lie about their name or their lord's name must make an opposed [Deceitful] roll against the Black Knight's [Heraldry]. If he wins the test he tells them that they are mistaken, and then states their name and their lord's name correctly. The lady chastises player knights who lie about their names and their lords, accusing them of being embarrassed on coming from so poor a family. Once all of the introductions have been completed the Black Knight addresses the lady directly, asking her "which of these is to be your champion fair lady?" She snorts loudly and tells the Black Knight that "these lap dogs follow me continuously and you would do me a great service by ridding me of their company." The player knights must now roll opposed [Proud] Traits against their fellow player knights. The winner immediately challenges the Black Knight to single combat to prove that he is no lapdog. Should all the knights fail the roll the Black Knight waits patiently for a knight to volunteer to be the lady's champion. If no knight is forthcoming the lady taunts them once more, calling them cowards and the sons of serving maids until one of them accepts the challenge. Once a player knight accepts the Black Knight's challenge the rules are defined and the fight may begin. The fight starts with a lance charge and this continues until one knight is dismounted, at which point the battle with melee weapons commences. Mercy may be given to a yielding knight at the victor's choice and there is to be no comeback on the victor if he slays the loser. As is custom, the loser forfeits their weapons, armour and horse, although it can be ransomed back. Yielding player knights are run through by the Black Knight. The Black Knight himself does not yield, even if a blow reduces him below his Unconscious level. His last action before he collapses is to emphatically state that he will not yield. If the player knight loses, the Black Knight allows the remaining knights and the lady to continue onwards. Knights wishing to remain behind and challenge the Black Knight receive a severe verbal attack from the lady, who tells them that they are sworn to aid her and that the rules of the combat made it clear that there would be no retribution against the victor. Knights who still insist on challenging the Black Knight lose a point of [Honour]. Once the Black Knight has been successfully defeated, or if the party has been allowed to carry on past him, the player knights should consider making camp for the knight. A successful [Hunting] roll locates a spot likely to be safe from marauding animals. They will be perfectly safe no matter where they choose to camp, although the lady grumbles about the cold, the rough ground and whatever else she can think of to moan about. Knights who wish to remain awake on guard duty must roll their [Energetic] or fall asleep halfway through the night. DAY TWO The second day starts well enough, with the sun shining and birds singing sweetly in the treetops. After breaking their fast. and suffering the lady's complaints about the quality of the food, the knights may continue on their journey through the forest. No random encounters take place as the party follows the path north-eastwards. The Green Knight Early evening is upon the party when they spy a shape blocking the path ahead. The figure is camouflaged against the trees and exact details are quite hard to make out. [Awareness. Success = a mounted knight bars their way. Critical = the knight and his horse are clad completely in green.] Once it is clear to the knight that the player knights have spotted him he calls out to them. "Sir knights! I know not who ye are but ye cannot travel along this path without first facing me in combat. Is there one amongst thee who is brave enough to fight the Green Knight?" Knights who immediately accept the challenge may check their [Reckless]. Knights who wish to learn more of the rules of the combat before they accept may check their [Prudent]. Asking the Green Knight what rules he proposes for the challenge is a very sensible plan. The Green Knight states that the knight who yields shall forfeit a service to the other when called upon to do so. This service may be called upon at any time and the knight is honor-bound to answer the call swiftly and to the letter. Knights who are unsure about these terms may make a roll against their [Just. Success = the conditions seem perfectly fair. Critical = complications may arise if the service forces him to fight against his own lord.] Knights who wish to change the conditions of the service owed may put forward their own suggestions and then make an [Orate. Success = the Green Knight considers them fair and agrees to them (assuming they are fair to both parties). Failure = the Green Knight turns down the changes. Fumble = the Green Knight is enraged by the knights' audacity and ups the challenge to a fight to the death for the insult to his honor.] If a player knight has defeated the Black Knight and now wears his armour the Green Knight calls out to the group, "Is that my brother, the Black Knight, who stands amongst ye?" Before the player knights get to respond the lady shouts back, "Nay sir knight. This one is a simple kitchen scullion who defeated your brother by treachery and stole his armor." Upon hearing this the Green Knight curses the player knight who wears his brother's armor and immediately issues a challenge to the death. The Green Knight attempts to invoke his [Love (Family)] Passion to aid him in the contest; he favours his Lance skill if successful. Once the fight begins the Green Knight fights to win as quickly as possible. He fights fair and allows fallen foes to stand before he strikes at them again. After three rounds of fighting the lady begins to taunt the Green Knight with cries of "Green Knight, why does a mere serving maid's illegitimate son cause you such grief?" and "Sir Green Knight, you are in danger of being bested by a man whose family raises pigs!" Upon hearing such comments the Green Knight invokes his [Love (Family)] Passion (if he has not already done so) in a bid to help him overcome such a worthless foe. He does not wish his family name soiled by a man of common blood. He favours his Sword skill if his Passion roll is successful. Player knights hearing such insults about their heritage may also invoke [Love (Family)] to spur themselves on. The Green Knight yields only if he takes a Major Wound and fails to make his [Valorous] roll. Otherwise he continues to fight until so wounded again or until he falls below his Unconscious level, at which point he yields and collapses. Upon yielding he states that "myself and my 30 knights are your service when you need us." He also insists that the party return to his manor house where they will be feasted and sleep in comfortable beds. If the player knights tell him that they must be on their way as they are on an important journey the lady interjects, stating that she would be most honored to rest at the Green Knight's manor this evening. Should the knights ask the lady if she would like to accept the offer she sighs and resigns herself to it (openly at least). Knights who immediately accept the offer are chastised by the lady for forgetting their duty to her and her sister. When they apologise to the Green Knight and refuse his offer the lady changes her mind and accepts the hospitality. The player knights may be a little concerned about accepting such an offer from a defeated foe; knights who distrust the Green Knight's motives may roll [Hospitality. Success = it is not uncommon for defeated foes to show hospitality in such way to prove that there are no hard feelings.] Player knights who go as far as posting their own guards on the lady overnight lose a point of [Hospitality] and may check their [Suspicious]. Whilst at the Green Knight's manor the knights are well fed, have chance to bathe and change their clothes, have their weapons and armaments cleaned, and have their horses well fed and stabled. The Green Knight also orders his 30 knights to guard the party whilst they sleep. Knights wishing to thank the Green Knight for his hospitality may roll [Courtesy. Success = the Green Knight thanks the knight for his kind words. Critical = the Green Knight is flattered by the knight's praises and bids him to return again soon. Fumble = the Green Knight becomes enraged at the open insult to his hospitality and orders the knights to leave his lands before he challenges them.] DAY THREE After the player knights have broken their fast the Green Knight offers to escort them through his lands. He explains that "the forest paths can be confusing to those who do not know them and I do not wish you to become lost." Assuming that the player knights agree to his offer he travels with the party until just before midday, whereupon he tells them that he has reached the edge of his lands. He bids the knights a safe journey and returns to his manor. The Lady comments that the player knights should take a leaf from the Green Knight's book when it comes to chivalrous behaviour. It is early afternoon before the party sees another living soul. As they turn a bend in the path they see before them a squire standing squarely in the centre of the path holding a yellow pennant. As the knights approach he stands up straight and bellows at the top of his lungs "Halt sir knights! None may pass this point until they pay homage to my lord and master, the Yellow Knight." He then pulls out a signal horn and blows on it three times. "My master will arrive shortly to collect your tribute," he adds, putting the horn away. Should a player knight ask where the Yellow Knight is the squire tells them "my master is camped a little-ways up the track and will be here very soon to deal with you." After a few minutes a knight clad all in yellow rides into view on a charger which is caparisoned in yellow. The knight stops next to his squire and addresses the player knights. "How much tribute do you intend to pay me? I am your superior in all things knightly and so you must pay me homage!" The lady asks the knights if they intend to take such insolent behaviour, or are they showing their true nature as lapdogs. The only way to resolve this situation honorably is to challenge the Yellow Knight. Knights who ask how much tribute they have to pay lose a lot of respect in the lady's eyes. If so asked the Yellow Knight replies that each knight must leave behind 2L worth of goods. The Yellow Knight offers the following terms if challenged. Should the player knight win, he and his companions may continue along the path unmolested. In addition, he offers the service of himself and his fifty knights to the player knight. Should he win the fight he takes the loser's armour, weapons and horse as ransom. [Selfish. Success = these are fair conditions, as the Yellow Knight offers much more should he lose.] As usual the fight begins on horseback but progresses into melee once the riders have been dismounted. The Yellow Knight only yields if he takes a Major Wound when he has less than half his points remaining. Otherwise he continues to fight until he collapses. If the player knight yields the Yellow Knight immediately stops fighting and offers his squire's services to tend the knight's wounds (he has First Aid 12 and Chirurgery 10). After the fight is over, regardless of the outcome, the Yellow Knight invites the player knights back to his manor house for a meal and some well deserved rest. If the player knight fought well the Yellow Knight is suitably impressed and states that the knight is destined for great things in life. He has no way of actually knowing this; he is merely paying a compliment. Knights who decline the offer are scolded by the lady who once again would like to sleep in a comfortable bed. Knights who accept the offer without consulting the lady are chastised for not asking her first. After all her sister is in danger. Once again, the knights cannot make the right choice in pleasing the mysterious lady. The Open Hand of Hospitality Whilst the Yellow Knight does not lay on a lavish feast for his guests he certainly spares little expense in feeding them and the knights may take as much or as little as they wish without comment from the Yellow Knight. The Yellow Knight makes polite conversation with the player knights if they start talking but otherwise he politely ignores them, allowing them to eat and relax unbothered by trivial conversation. When the player knights wish to sleep, the Yellow Knight's steward shows them to their rooms and then posts guards to watch over them throughout the night. When the knights awake the following morning they find that their clothes have been washed and freshly pressed and their weapons and armour have been polished to a bright sheen. If they question their squires about this they deny all knowledge, claiming that they did not enter the knights' rooms last night. Should they ask their host about it over breakfast he says "I had my men clean your equipment. It is the least I could do. I apologise if I have offended you in some way." [Hospitality. Success = only a very generous host goes to such lengths.] If the knights wish to thank the Yellow Knight for his hospitality have them roll [Courtesy. Success = the Yellow Knight is pleased by their manners. Critical = the Yellow Knight is overcome with pride at their praise and invites them back. Failure = the Yellow Knight thanks them and then changes the subject. Fumble = The knight insults the Yellow Knight's hospitality. A successful Orate roll by another knight is required to defuse the situation, otherwise the Yellow Knight calls for his honor to be satisfied on the field of battle until one knight yields.] Once breakfast has been completed the knights are free to continue on their journey. The Yellow Knight cannot accompany them but he gives them directions through his land and wishes them God's speed. [continued in V22.3] --