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Showing posts with label Silent Night. Show all posts
Showing posts with label Silent Night. Show all posts

Friday, 12 January 2018

Lost in the wildwood

Last year Gary Chalk called me up to talk about collaborating on a graphic novel. How that came about was that Gary, who lives in France, had been at the supermarket a few days before and he ran into an elderly woman he knew who said, “Why aren’t you at Saint-Malo, Monsieur Chalk? I thought every artist went? Even my grandson took his portfolio.”

Saint-Malo is the venue for one of France’s biggest comics conventions – bande dessinée, I should say –and Gary’s immediate reaction was to rush home, dump his groceries on the kitchen table, grab a few art samples, and drive to Saint-Malo that afternoon.

“Quite a few publishers said they’d take a look at anything I have to show them,” he told me. “So how about it? Do you want to write something and I’ll draw it?”

Did I? You’d have to hold me back with an electric prod. Gary is a fun guy to bounce ideas around with, his artwork is uniquely captivating and gloriously inventive, and I enjoy writing for comics more than just about any other medium.

After some brainstorming over Skype, I went back to Gary with a proposal for Jewelspider – a series of bande dessinée books set in Legend, the Dragon Warriors universe, some five hundred years after DW. Think Down Among the Dead Men’s Tudor world of magic and faerie and you’re not far off. I figured that the combination of flintlocks, faerie woods, rude mechanicals, half-timbered cottages and horror would suit Gary’s style to a T. Here's the overview:


A country a little like Elizabethan England. OK, a lot like. Only there is real magic and there are faerie folk. The heartless sort of faerie folk whose whims make a cat seem compassionate.

Twenty-five years ago at the village of Crossgate, a peasant woman called Mary Barley finds a child lying in the snow near the edge of Jewelspider Forest.

At the same time, the stillborn baby of Sir Roger and Lady Olivia Keppel, whose body was lying in Crossgate Church, is found to have been taken. The locals suspect the “ladies and gentlemen” of the woods, but the priest doesn’t want to hear that. When Mary shows up carrying a baby, he claims that it’s the Keppels’ child, who was only mistaken for dead. “A fox must have dragged him off, and the shock brought him round,” he says. “A miracle! Praise be!”

So the baby is raised as Lady Olivia’s second son, Pelagius. But the rumours of faerie origin persist and the child is undeniably strange. Soon Lady Olivia wants him gone from the manor. He’s given to Mary, who discards the name Pelagius and raises him as plain John Barley.

The years pass. “Gentleman” John Barley is an up-and-coming playwright with the Publican’s Players. As New Year approaches, the Players set out to perform a special play for the Earl of Netherford which they hope will earn them patronage. “We’ll soon be the Earl’s Players,” reckons the company’s manager, Francis Barnsbury.

On the way to Netherford, Francis has seen the opportunity to put on a Christmas play in Crossgate, not realizing that it’s John’s home village. John is not keen to go back. They arrive to find the village troubled by the disappearance of John’s one-time stepbrother Peregrine Keppel.

Before long, and very much against his will, John is investigating what happened to Peregrine and uncovering a macabre tale involving “Mad Dan” Duluth, the squire of the manor a hundred years before. Mad Dan and his henchmen, known as his three knaves, so terrorized the county that they are used to this day as bugbears to scare children. But John begins to suspect that, though dead and buried, Mad Dan and his knaves don’t rest as quietly as they should.

Before the curse can be lifted and the ghosts laid to rest, John will have visited the court of Faerie where he finally learns who his real parents were.

No doubt you will have spotted that the plot borrows from the scenario “Silent Night” which I ran on this blog one Christmas and which I later intended to use as the basis for an interactive story app. Only, this being fiction rather than a game or gamebook, that wasn’t what the story was really about. What interested me most was the Shakespearean career of John Barley, and how being a changeling gave him a special relationship with the world of the imaginary. Some deconstruction of the storytelling process itself seemed likely to feature.

Just as Will Shakespeare liked to mix comedy and high drama – the Joss Whedon of his day – I set out to create a similar blend. Horror on its own bores me; it’s too one-note. Humour helps to add the human dimension that makes the horrific elements more disturbing. And in regard to storytelling I always use disturbing in a good sense, of course.

That’s where Gary and I didn’t see eye to eye. So don’t get excited, because (as I maybe should have said at the start) this collaboration is never going to come to pass. Gary hates that whole Joss Whedon vibe, you see, and he felt the comedy elements I’d included, particularly with my Will Kemp like character Pip Cabbage, destroyed the suspension of disbelief.

Well, not every project comes off and that’s a hard truth you just have to get used to as a writer. Because the writing happens before everything else, you end up with an awful lot of abandoned fragments of development work. Jamie and I have got whole TV scripts and samples of novels that fell on stony ground and now languish in the attic or the far unvisited corners of our hard drives. I briefly toyed with finding another artist to work with, but it’s already a struggle finding the funds to pay Leo and Nikos to work on Mirabilis. I don’t really need another comic book to finance!

So here is that unfinished script. Too jokey? Or a fine blend of the humorous and the macabre? I leave it to you to decide…
Jewelspider Wood book one



PAGE 1

PANEL 1a:
A big panel, this, maybe top two-thirds of the page. Nice establishing shot.

Caption:  Then.

A snow-covered landscape, late afternoon. In the left foreground we see thickly clustered trees – the edge of Jewelspider Wood. From there the land slopes down to a valley where the village of Crossgate stands in the middle distance beside a river: cottages, church and manor house. Smoke rising from the chimneys. Beyond, the hills sweep up again into the distance.

A peasant woman, MARY, is trudging up the hill in the foreground carrying a basket. Mary is in early middle age, which for the times and given her social class might mean her mid-30s. It’s bitterly cold – see her breath steam out on the wind.

Behind her, further down the slope, three peasant lads are chucking snowballs at each other.

PANEL 1b:
Reverse previous shot, so we’re looking up the slope with the three lads in the foreground. Mary is a tiny figure approaching the edge of the forest.

Lad #1: Bet a farthing you won’t go twenty paces into Jewelspider.

Lad #2: Nearly suppertime. I would else.

PANEL 1c:
Mary looking down sadly at her basket, which contains just a few twigs. She needs more firewood.

PANEL 1d:
View from behind Mary as she faces the immense, dark and forbidding wall of trees that marks the edge of the woods. We can sense that she feels daunted by it.

PAGE 2

PANEL 2a:
Mary has ventured a little way into the wood. Here under the trees there’s less snow – just what the wind has blown in, edging the dead leaves.
She’s stooping to pick up a bit of firewood, but looking all around nervously as she does so.

PANEL 2b:
CU on Mary, startled as she turns towards the sound.

Sound effect: SNAP!

PANEL 2c:
Mary looks down to see some broken twigs laid on the ground in the shape of a pointing arrow. It points back out of the woods.

PANEL 2d:
Mary reacting to the sound of a baby crying out-of-shot (sound effect cutting off at edge of frame?) in the direction the arrow points to. Her hand to her mouth. Fear forgotten now – she’s only concerned for that lost baby.

Sound effect: WAAAAAAAAAAAAAA

Right behind her in the dark undergrowth – she’s not aware of them - are dozens of cat-like eyes and grinning fanged mouths. The faerie folk.

PANEL 2e:
A faerie POV shot – we’re looking out from between the trees as Mary runs down the slope away from Jewelspider Wood.

Sound effect: WAAAAAAA

PANEL 2f:
In a hollow in the snow, Mary comes across a baby (in right f.g.) lying on a blanket. She drops her basket in shock.

Mary: Oh, Heaven and all the saints!

Baby: Waaaaaaaa!

PAGE 3

PANEL 3a:
New scene -- Outside the small village church in Crossgate. FATHER GULES (Patrick Magee; about 30 yrs old in this flashback) is berating the SEXTON. By the way this is the equivalent of roughly 1565 AD.

The church door is open and there’s an infant’s coffin lying on the path between them, on its side, lid off.

A small group of less than a dozen peasants has gathered to see what all the fuss is about.

Father Gules (gesturing at the door): Obviously you left it open. A wild animal --

Sexton (deferential but aggrieved): Wild animal? In Crossgate, Father? And I double-bolted it, I swear to that.

PANEL 3b:
At the back of the crowd of onlookers, ROD arrives. He’s a 12-year-old with a shock of unruly red hair (which we will recognize immediately when we return here in 25 years’ time). He tugs the sleeve of a woman, who looks round.

Rod: What is it, Ma?

Rod’s Mum: The lady’s stillborn infant. Laid out in the church, poor mite, and something stole the body.

PANEL 3c:
Back to the argument by the church door. Now Father Gules and the sexton have both rounded on OLD ABE, the gravedigger.

Sexton: The child should’ve been buried by now, anyway.

Old Abe: You take a pickaxe to this ground if you want. Like iron it is.

PANEL 3d:
Father Gules turns to the small crowd of onlookers, one of whom is pointing up towards the woods.

Peasant: You know what’s took it. No wolf.

Father Gules: Enough of that talk! And none of you breathe a word of this up at the hall. If the lady –

Father Gules pauses in surprise at the sound of a baby crying from the back of the crowd.

Sound effect: Waaaa

PANEL 3e:
The crowd parts to reveal Mary standing at the back. In her basket she’s cradling the child she found.

Baby: Waaaaa!

Father Gules: Mary Barley. Where did you get that child?

Mary: Found him, Father. Up by Jewelspider Wood.

PANEL 3f:
Father Gules lifts the blanket to look at the baby.

Father Gules: It is a miracle. You have found Lady Olivia’s baby son – and he lives! Give thanks to God.

PANEL 3g:
On Mary’s horrified expression as the basket with the baby is taken from her.

Mary: No. He’s not hers. Hers was dead. I found him!
(new bubble): No! NO!

PAGE 4

PANEL 4a:
Close-up on the exasperated face of “GENTLEMAN” JOHN BARLEY, mid-20s.

John: No no no no NO!
(new bubble): Feeling! Give it some FEELING!

PANEL 4b:
A large function room over a pub, where the Publican’s Players are rehearsing. This is the equivalent of ~1590 AD. John and Francis have copies of the script.

It’s not a dress rehearsal – they’re in regular clothes, though DOUGAL GRATE (late-50s, old thesp, wild-haired Michael Gambon type), who is playing King Solomon, wears a crown and carries a sword. He ought to wear spectacles but he’s too vain, so he makes do with a squint.

FRANCIS BARNSBURY (late-30s, George Sanders type) is the company’s manager and pitches in playing bit parts as needed.

RICHIE BIGG (late-20s, Randy Quaid type) is a lumbering, easy-going hulk of a man who ought to be a bouncer rather than playing one of the women whose case has been brought to King Solomon. He’s the object of John’s ire.

PIP CABBAGE (mid-20s, a young Jeremy Piven) is playing the other woman. He’s the company’s clown, one of those guys who can’t go one minute without turning everything into a joke.

Caption: Now.

Richie: Sorry, John.

Francis (looking at the script): Can’t we simplify it a bit, love? All this “my son” and “thy son”... You’re going to lose the groundlings.

PANEL 4c:
Pip pours himself a flagon of ale.

Pip: “Whoreson”, now that’d get a laugh.

John is impatient – he wants to get on with rehearsal. It’s not a play he’s especially keen to do, either, so Pip’s insouciance is doubly annoying.

John: Not everything has to be about getting a frigging laugh, Pip!

PANEL 4d:
John grabs the tatty rag doll that they’re using as a prop and holds it up to Richie. He points to Pip, who is playing the other mother.

John: Look, Richie, the King – he’s going to cut the little perisher in half. Pip says it’s his kid. But it’s really YOURS.

Richie: I’m the father?

John: You’re the mother!

PANEL 4e:

Pip: Ha ha!

Richie (looking at Pip): I can do feminine, thank you! I’m very in touch with my lady side. I just need direction.

PAGE 5

PANEL 5a:
Richie leans close to John for a confidential chat, but Dougal is right behind them.

Richie: John, the thing is... I’ll fling myself in there, mate. Take one for the nipper, God love ‘im. But couldn’t we get Dougal a wooden sword?

Dougal: I heard that!

PANEL 5b:
Dougal draws his (real) sword and strikes a majestic pose. We see a glimpse of the sizzling brilliant actor he was ten or twenty years ago.

Dougal: What need have I of props? Gewgaws and fakery! Fifteen years I’ve trod these boards.

PANEL 5c:
Dougal swings his sword in a wild sweeping arc. He’s very short-sighted. John and Richie duck just in time to avoid having their heads cut off.

Sound fx: SWOOSH

Dougal: Precision! Focus! Control! And you propose I brandish a whittled stick? Have you no appreciation of the thespic arts?

John: What about a pair of glasses?

PANEL 5d:
Francis leads John aside, gesturing towards TIM and TAM, in the foreground, the company’s two midgets..

Francis: Glasses? John, love, next you’ll want a real gold crown.
(new bubble): If I showed you the accounts book it’d give you a bigger scare than the Welsh Play. We can’t even afford wires for the fairies to fly in on.

PANEL 5e:
Seeing themselves talked about Tim and Tam come over with their copies of the script.

Tim: It’s not like we don’t appreciate the lines, John, but we don’t always have to play elves and goblins and that. 

Tam: Yeah. We could be – you know, just little people.

PANEL 5f:
John is always considerate of everyone’s feelings:

John: Well, I –-

But Francis dives in with a frothy pep talk aimed at giving Tim and Tam the brush-off.

Francis: And you are. You are DEAR little people. But audiences today demand a faerie touch, a whiff of otherworldliness. It’s bums on benches, loves.

PAGE 6

PANEL 6a:
John looks back over his shoulder as he and Francis go out of the door.

John: Haven’t the heart to tell them they’re going to be playing cherubs.

Francis: Cherubs? In this weather? Brrr.
(new bubble): John, I’m sorry, I know the Old Testament isn’t really your thing. No scope in it for all your usual laughs and mayhem. But it’s what the Earl of Netherford expects.

PANEL 6b:
Outside. They’re going down the steps into the pub garden. It’s a cold day in early December. Not snowing. The pub is in a town but it’s morning, and whatever clientele there is hasn’t spilled out to the garden yet.

Francis is warming to his theme, arms waving. John catches the eye of a SERVING WENCH who’s putting out trestle tables.

Francis: And if we get the Earl’s patronage, the sky’s the limit.
(new bubble): Terribly nice touch getting a baby into the story, by the way. Should go down well. The Earl’s wife is broody, so I’m told.

PANEL 6c:
John helps the serving wench with a table. She smiles saucily at him. Francis doesn’t even notice as he goes to sit at another table.

John: Just as long as it wasn’t Moses being found among the rushes. That would’ve been too close to home for me.

Francis: Ah, yes. Your mysterious orphan past. I know better than to pry.
(new bubble): Not too scary with that Solomon scene, though, eh? Don’t want the ladies fainting, do we. Unless it’s for love.

PANEL 6e:
Francis, still not noticing the flirting going on, is pouring a beer from the pitcher on the table.

Winking, John leans over the table to steal a kiss. The serving wench looks like she’s going to respond. No doubt John is thinking of her as he says:

John: Wait till you see the Queen of Sheba’s dance. Should be a real show-stopper.
(new bubble): Mind you, it’ll be Richie in a dress, so that’ll take the edge off.

Francis: Oh, I meant to say, you will get a chance to stage one of your gutsier plays after all. I’ve booked us a performance on the way to Netherford. Just a manor house gig to earn a few crowns.

PANEL 6f:
John jerks his head round to look at Francis, who is holding out a flagon for him. The serving wench is left kissing empty air, lips still puckered but eyes wide in surprise.

John (pensive): Netherford..?

Wench: !

Francis: Yes. Rural folk, you know. They’ll appreciate the Gentleman John Barley touch. I thought “The Death of Pompey”. We’ll use the wax head from “King Herod”.

PANEL 6g:
Extreme close up on John’s expression of shock and dismay.

Francis (out of shot): Crossgate Manor, it’s called.
(new bubble): Ever heard of it?


Thursday, 28 April 2016

Gamebooks: the value of doing it with dialogue

Eighteen months back, Leo Hartas talked me into starting work on an interactive story app. Leo is a very persuasive fellow, and it sounded such a beautiful plan the way he told it. I’d write the thing, Leo would do the artwork, and his coder friend would put it together in his spare time.

I really should have known better. Spare time is pretty much a mythical concept anyway, and so the chance of such a project ever happening decreases exponentially with the size of the team. After six weeks and two Skype calls, the coder admitted he was too busy and Leo got a contract to illustrate six kids’ books. The project went quietly back to bed and set the alarm clock for never.

Still, all experience is useful. Some of the writing made its way into a novel called The Mage of Dust and Bone that Jamie and I may yet finish. And I had enough fresh insights about gamebook app design to fill this blog post. So not a total loss.

The app, which was going to be called Winter’s Rage, was a sandbox adventure based on the Christmas scenario here a while back. The map would serve as the top level of navigation through the story, as in Fabled Lands. Nothing new about that; it’s been a staple of CRPGs from Might and Magic right through to Sorcery.

Encounters

‘When you have an encounter, you’ll drop down from the map to a location screen that will be mainly text.’

‘I could do illustrations for each location,’ said Leo.

‘No. Doesn’t work. See, we’re used to using a map in real life without thinking about it. Our brains have the subroutine that means we look at where we are on a map and that’s part of our seamless word-view. But as soon as you put a picture of a church, say, in front of somebody who up till then has been picturing the world as a map or via text, suddenly they’re thinking, hmm, that’s not a real church, that’s a drawing. So then you’ve broken suspension of disbelief.’

‘But I thought you said you'll be wanting little mugshots of the characters’ faces for when they’re saying something?’

‘That’s different. When the brain is used to interpreting images symbolically – a figure on a map, a face next to some dialogue – then artwork doesn’t pull you out of the story. Given that we have to have text, simply because it’s cheap, we need to let the text be the player’s main “world rendering medium” and any artwork has to conform to that design principle. That is unless you can find a million dollars down the back of the sofa, in which case we’ll do it all in a 3D environment with audio.’

‘Text it is.’

We came up with a screen template for locations like this:


OK, OK, gimme a break - I'm the designer, all right? Leo would've done the art. Anyway, at the top you’ve got the location name (The Bank Road in this example) and under that a brief description that sets the scene. Then you’ve got the faces of the characters who are here. In this case there’s a Blind Man who you just met at the start of the adventure and who is accompanying you along the road. Your answers to his questions are creating your character at this point – eg he begins by asking if you’re familiar with these parts, and you can answer either ‘I’m an outsider’ or ‘I grew up not far from here’.

But I digress. The point here is that you’ve just had an encounter, that’s why the view has dropped down from the map level. The encounter is with the Robber. So then we look at the pane below, which is the dialogue. This is where the action of the story gets presented. Why? Because the key to keeping the player’s attention is writing in the moment. That’s not new either; it was invented, or at least popularized as a novelistic technique, by Samuel Richardson in the mid-18th century. If you’ve read my Frankenstein app, you’ll see the same technique in action throughout. The entire text there is what Victor Frankenstein is saying to you, so his words must carry all the narrative, rather like in a radio play.

The advantage of placing the narrative emphasis on dialogue is that readers of an app will skip descriptive text. Description is less compelling to an untutored eye even in a regular novel, and when you’re leaning forward waiting for the next decision point, the temptation to scan for surface meaning may become irresistible.

Not so in the case of dialogue, because we’re attuned to care about other people and what they say. Arguably the main reason for these big, energy-hungry brains is to interpret the nuances of meaning in speech.

The way we planned to do it in the app, the dialogue would appear one speech bubble at a time, with a beat between them. You could read and re-read it at your own pace, obviously. The beats were there just to reinforce the sense of them speaking in real time, rather than everybody’s dialogue appearing at once like on the page of a book.

So the Robber says, ‘Hand it over. All your money.’ And it turns out your blind companion also has something to say: ‘Gar John’s-son, I know your voice. Have you turned to thievery now?’

(Later in the adventure, you will typically be travelling with a companion – more about them in a minute. For example, if your companion was Fosse the hunter, in this encounter he’d now chip in with: ‘Huh. Since when wasn’t he a thief? Five years old and I caught him taking rabbits from my traps.’)

Options

Then at the bottom of the screen, under the dialogue for the encounter, you’ve got the DECIDE tab. When you tap on that, you’re presented with your options. Why not display them right away? Extra unnecessary taps/clicks are usually a bad idea on an interface, aren’t they? Yes, but here it’s to stop your eye just scanning straight down to the bottom of the screen for the options. It keeps you in the story.

If you tap DECIDE, in this case you’ll get two options to choose between:
  • ‘It’s not gold you’ll be getting from me, it’s cold steel.’
  • ‘I don’t need to fight you.’
As often as possible, like there, an option will be a line of dialogue. Say you choose not to fight. That dialogue gets added to the scroll underneath what’s been said already. Then, after a beat, the Robber will reply to you:
‘I don’t need to fight you.’
   {set #Spared_Robber = true}
   // #Spared_Robber is an inline conditional not visible to user
   // sets reminder that Gar Johnson may be encountered later
   {beat}
Robber: ‘I’m starving. I was sick. Couldn’t get no work.’
And your options now:
  • ‘Take this coin and buy yourself some bread.’ { if #Status_Noble == true }
  • ‘Winter’s hard on everyone. You’ll survive.’
  • ‘Come and see me at the manor house. Maybe I’ll find a job for you.’
Options can be conditional, as in the example above where the option to give the robber a coin is only available if the player is an aristocrat.

Companions

You pick up companions at the manor house, which is the player's base of operations for the game. You can only pick one companion to accompany you at any given time. You can change companion when you return to the manor house, though sometimes they may be absent on their own errands, depending on the adventure timeline.

Companions become more loyal to you over time, assuming they see you solving problems and showing good leadership. A companion who is more loyal to you will volunteer more personal information (possibly unlocking backstories) and also uses their skills more effectively. Therefore it makes sense not to switch companions too often. Balance that against the need to have the right companion with the right skills for specific tasks.

When you return to the manor house you can show any clues to the steward or the NPC companions you didn't pick up - so you can get the benefit of advice from any of those four listed with a delay, but only the one companion you pick to go with you will notice things, prompt you during investigation, help in fights, unlock subplots, etc.

A possible mechanism for giving the player hints is that when you’re at the manor house, companions will talk to each other (‘You won’t believe what I saw up on the heath, Sir Werian…’) based on their preset relationships, and if you listen in you will get the benefit of their theories.

NPC companions add an element of communitas and emotional grip to an adventure game - a discovery I made by happy accident when writing Down Among the Dead Men, though I guess the germ of it was there in the interactions with the faltyn in the Blood Sword series. As a rule, people are way more interested in character and the development of relationships than they are in facts and the development of plot. Given that Winter's Rage was to be a gamebook app constructed almost entirely through dialogue, and an investigative adventure at that, having a foil for the player to interact with was essential. Not only did the choice of companion on each mission mean a set of skills and insights that would customize the experience, the companion also gave me as writer another pair of eyes and another voice to interlocute the world for the player. And, as this is an adventure with a ticking clock, interjections from the companions can be used to ratchet up the tension.

Takeaways

Text is inexpensive, but there are some tasks it doesn't handle well. Artwork is useful for the top-level navigation of the adventure (ie the map) and to depict the faces of nonplayer characters. But don't be tempted to use more than that. Presented with a little judicious artwork, the brain interprets it symbolically; too much and your "gamebook app" becomes a broken CRPG.

Also, use dialogue as much as possible in place of descriptive text. Even in the example above, in the final version I'd probably have lost that descriptive line "a robber steps out" in favour of a companion saying, 'It's a robber!' or 'Now who's this?' or 'This guy looks a bit shifty' depending on which companion it was, the time of day, that kind of thing. After all, you know you've dropped down from the map level because an encounter was triggered, and you can see the guy's face has appeared in the mugshot pane. You don't really need a stage direction to tell you what's going on here.

In order to get maximum mileage out of dialogue, focus on writing to the moment. Listen to radio plays. Read how it's done in something like Pamela, Riddley Walker or the Frankenstein app I mentioned above. Anything you can let the dialogue carry, do so. Strip down descriptive text to the barest scene-setting. Don't tell when you can show. There's nothing new about any of this; it's just that it hasn't often been applied to interactive literature before.

*  *  *

Writing this, I’m thinking it’s a shame we never got to do the game. It was to be the first in a series of interactive adventures set in the world of Legend. If I’d only had a coder with no wife and kids and re-enactment hobby to eat into his leisure time, eh? Ah well, it’s water under the (half built) bridge.

Friday, 20 June 2014

The Devil is a gentleman

Midsummer is a good time to talk about the Devil. I don't mean the Biblical fellow. (Satan, Lucifer, Beelzebub... They're not even the same character, are they?) In English folk tales he has another persona, as Sybil Marshall reminds us:
"The medieval folk-concept of the Devil, as distinct from that preached by the Church, is of Rex Mundi - large, dark, and handsome, infinitely attractive, a jolly fellow full of pranks and merriment and still displaying some of the attributes of his counterparts in pagan times."
In older English legends, the Devil tends to be a ferocious adversary, often scaly or horned, whose main function is to make saints look cool. And making those early British saints look cool is quite a task.

When we meet the Devil in English folk tales, though, he usually comes clothed as a squire or, if he's feeling particularly wicked, maybe a monk or a parson. In this guise he has a little bit of faerie about him, and seems to borrow the aspect of Odin or Cernunnos rather than God's erstwhile favourite angel. He enjoys a challenge - building a bridge in a night, a riddling contest, or even a simple wrestling match. He is a trickster, sometimes so cunning that he outwits himself. If you are familiar with the TV show Once Upon A Time, this is pretty much the character of Rumpelstiltskin, only without the Hollywoodized origin story.

Saints are far too boring to appear in any decent folk tale, all preachy and chinbearded as they are, but many an English hero named Jack shows his mettle by outsmarting the Devil. Souls are sometimes wagered, and in the wager the Devil's greed will usually see him come off worse. I'm sure we're supposed to sympathize a little when, returning a farmer's wife, he gripes that...
“...I've been the Devil the whole of my life
But I never knew hell till I met your wife.”
I'm not just rambling, honest. There's a point to all this. If you cast your mind back to midwinter, at the end of the Legend scenario "Silent Night", I put in a throwaway line that had Mitch Edgeworth justifiably raising an eyebrow:
"At midnight on Christmas Day, the Devil comes to Crossgate Manor and offers to play a game of chess for a favour."
Clearly this was to be a story seed for the referee to extemporize a minor epilogue incident, perhaps with a single player, to contrast with the desperate danger and action of the preceding few hours and possibly to set up an ongoing relationship in the campaign. The Devil might enjoy having one mortal friend to play chess with just as much as Morpheus is fond of an occasional glass of wine with Hob Gadling.

Mitch did preface his comment by saying that he's not a role-player, which explains the confusion. Encountering the Devil over chess might very well develop into an interesting ongoing storyline, but setting up the idea in a scenario takes no more than one line. In real games, half a page of notes are ample for running a session of several hours, and scenarios like "Silent Night" are written up only to explain to somebody else how that adventure might be run. In our own game, the denouement came in the forest, not in Crossgate Manor, and the key to defeating Duruth and his knaves was completely unexpected and yet perfect. It arose out of nowhere, a story created from the participation of the group where the best parts have no individual origin. Which, in a nutshell, explains why I am a role-player.

The picture, by the way, is Pan, not the Devil. Image copyright Ian Greig and used here under Creative Commons Licence.

Wednesday, 18 December 2013

Tall Tom lay o'er yond grassy bank

If you're planning on running this year's Yuletide scenario "Silent Night" then here are a few bits and pieces that could come in handy.

First, Tim Harford's description of his character Tall Tom Tattertail, inspired in part by the character of Cole Hawlings from John Masefield's 1935 novel The Box of Delights:
"I still need to sketch out some more backstory, but the idea of a near-demented once-great sorcerer is still there. His most powerful item is the Felicitous Purse, a small black velvet sack with a jewel-studded clasp. It has a panoply of powers that Tom has completely forgotten the use of.

"What Tom does remember is that the purse is remarkably capacious; holding the purse gives the wearer fortitude ("recover will" lost through spellcasting) and the power to help others (through fortify, deflect and major healing) and to avoid trouble (through blur and blink, although these would attract great attention and are best avoided).

"Tom once owned a fine and generously-proportioned bowl, spoon and knife which he confiscated from an over-bold ogre. He gave the bowl and the spoon to a fairy maiden who was impatient to eat a large pot of scalding porridge. The knife - a large dagger to human eyes - now dances and fights to defend Tom with surprising deftness. he cannot remember what happened to the dish and the spoon and believes they ran away together.

"Tom's sole remaining inherent power is that of his voice: he will sometimes make suggestions to people in the most genial manner; these suggestions are strangely persuasive."
Tim had already suggested making him a slightly befuddled old conjurer, and that played rather well into the Mathan story so I worked it in. Tall Tom got the following magical items, which are the kind I like because they enable interesting twists in the story rather than being about zappy artillery effects:

A toy coach 
Throw it onto a fire and a full-sized coach with silent driver will arrive, taking you to the first place you name. The coach covers ten miles an hour regardless of the condition of the roads. It must not carry more than seven people (excluding the driver). When it has reached its destination – or returned home, if it’s a round trip – the coach departs and the toy will be found in the ashes of the next fire you sleep beside.

A puppet of a hound
Put the puppet's nose to something associated with a person or object and then drop it in a stream. A full-sized hound will jump out of the stream and will lead you unerringly to the one you seek. You must then give the dog a bone, which it will bury before running off. Dig at that spot to get the toy back.

A puppet of a plague doctor
Put a nail clipping or lock of hair in his bag, and that person (only one at a time!) gets +5 on HT rolls to recover from wounds, disease or poison.

A puppet of a skeleton
Put a nail clipping or lock of hair in the sack the puppet carries, and that person is cursed: all rolls at -1 until they achieve a successful roll when in danger, whereupon that successful roll is itself nullified but the curse ends. You cannot curse the same person again.

A puppet trumpeter
Will wake you with a toot of its horn (which only you can hear) if anyone enters with hostile intent into the room in which you are sleeping.

A puppet of a harpist (Orpheus?)
Bury in a cemetery at sunset. At midnight it will dig its way out of the ground and answer three yes/no questions. (Usual Divination penalties for repeated questions on the same subject.)

A puppet of a serving maid
Leave it in a room with people you wish to spy on. It will answer three yes/no questions about what they said or did.
The players were given these guidelines about wealth and status when generating their characters. (Apologies about the use of dollars in medieval Ellesland, but that's the convention in GURPS.)
Wealth listed in the table is your personal disposable cash with which to buy equipment. You’ll be assumed to have clothing appropriate to your status. High status characters will also have a household with servants, but if you want any special servants (that ex-Harbinger for example) then you’ll need to spend points. You can, of course, lend gear to each other.

Status 4 comes with automatic Status 5 character as a prepaid Patron/Duty package (will only apply in the game on a 6 or less). Status 2 and 3 come with Patron/Duty to level above (will apply on 9 or less).

For characters of Status 1-3: if you swear fealty to another player-character of higher status, you get 10 points for your feudal duty to him/her. That is, he/she is your Patron. The character to whom loyalty is sworn gets 5 points for each vassal.

Struggling and impoverished characters
You can opt to be struggling (-10 points, halve starting wealth) or impoverished (-15 pts, one-fifth starting wealth). But wait – wouldn’t a struggling Status 4 character, for example, just have the same wealth as a regular Status 3 character at the same points cost – and have higher status? You might think you can game it, but a struggling character cannot afford the clothing that marks his/her rank under the sumptuary laws. Therefore, if you take a struggling Status 4 character, everyone who doesn’t know your circumstances will simply react to you as you appear, ie Status 3. As for the people who do know: those of equal or higher status will indeed regard you as Status 4 but those of lower rank will have a -1 reaction to you because, to them, your poverty is the first sign that your line is slipping down nearer to their own status. All in all, given the extra responsibilities of a high-status character, you should consider carefully before taking either of these options.

Research
The authentic medieval atmosphere is Legend's main USP. Lately I've found The Time Traveler's Guide to Medieval England by Ian Mortimer to be a really useful source of information and inspiration for this period:

Friday, 13 December 2013

Silent Night: a Dragon Warriors scenario for Yuletide

The Christmas Dragon Warriors game is something of a tradition. Our gaming group uses GURPS, but you should have no trouble converting the scenario to other rule systems.

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.

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).

Crossgate
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).

There are several potholes to be found here and there across the moors. These interconnect with shallow underground streams running between them. It used to be said that sheep thieves would drop a stolen sheep into one and collect it later from another.



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:

  1. Weapons are legal in the city, but not (of course) within the cathedral precincts without permission of the bishop.
  2. 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.
  3. After curfew, the watch patrols in groups of six (Sword 13; captain in scale, others cuirboilli; carry horns to summon aid).
  4. Anyone out after curfew who is not of Status 1+ and carrying a lantern will be arrested.
The bishop is Lord Vulnifex (think of John Hurt) brother-in-law of the Marquess.

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.

Crossgate Manor map by Lee Barklam. See more of Lee's Legend maps on The Cobwebbed Forest. Other art by kind permission of Jon Hodgson and Serpent King Games, publishers of the new edition of Dragon Warriors.