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Taliesin
06-27-2012, 01:11 AM
Hey there,

I need to run a game Saturday night in which I'm introducing a new player. He's a starting character, probably even a squire, so I need something manageable, like the Bear of Imber scenario in KAP 5. The setting is Cornwall, 491. The player is new to PENDRAGON as well (first time), so it needs to be manageable, and not too protracted as far as combat goes. It also needs to touch on most of the aspects of the game. The scenario that's just taking shape in my mind:

King Uther is marrying Igraine and needs something extraordinary for the wedding. I'm thinking it might be as simple as "the fairest rose in the land" for his bride, who turns out loves roses. So he'll offer a handsome award (what?) to whomever brings him the "fairest rose in the land" in time for his nuptials. Of course there's all kinds of room for interpretation...

So the players have to figure out where the fairest rose is. I figure some Folk Lore rolls will reveal a tale of a legendary rose that's held in some tower in some forest. Maybe the rose has some power, maybe it's just a rose fashioned from gold sheets. Challenges:

1. Learn of rose (Folk lore)
2. Find location of rose (Folk lore)
3. Travel to find rose under time constraint, make the journey and be back in time (Horsemanship, Hunting)
4. Have a puzzle to solve or some other test (Courtesy? Dancing? Faerie Lore? Play Instrument? Sing?Swimming? A Trait or series of Traits?)
5. Have a guardian to overcome or outwit (Combat—or not)
6. The Twist: Have other knights chasing the same legend show up at the end to try to take the rose. (Certainly combat)
7. Make it back in time (Horsemanship)

Is there anything like this in one of the sourcebooks already, or even another system?

I'd like a better twist, but I literally outlined this scenario as I typed it—that's why I'm asking you all to contribute your brilliance. It's standard fairy tale stuff, but I'd like to make it a little darker and potentially deadly. What would really be cool is if the rose somehow lead to Uther's downfall.

Thanks in advance!


T.

EDIT: Found these interesting rose legends: http://www.inbreath.com/rose1.htm

Griffon83
06-27-2012, 04:18 AM
You've got a pretty good scenario laid out so far, so here's my thoughts on how to spruce up the scenario.

#4- Make the challenge have something to do with the character's family trait. If he can swim, "like an otter." Maybe the only way to reach the tower is by swimming through the lake to get to the island it's on, otherwise there is a boat or raft that can take him (if he knows faerie ways, then he may have to convince it to take him... what does a raft want in exchange for safe passage?).
If he's good at singing, dancing, or playing, then maybe he has to sing or play for a door to open, or maybe he has to dance with a statue of a fair lady in order to pass through.

#5- Imagine him finally getting to the top of the tower, he emerges into a large square room with what used to be a fine rug running up to a dais. On the dais is glass container holding the rotten, crumbled, blackened remains of a rose. Sarcophagi line the walls; it is a mausoleum.

Just as the disappointment is setting in, one of the sarcophagus breaks open and a skeleton with glowing red eyes steps out and attacks! Then another, and another, as many as you need to make it a challenge. Each time he defeats a skeleton, the light from it's eyes leaves its skull and flows into the rose's container, until the last one falls and the rose is literally glowing with a beautiful red light (I imagine it looks like the rose from the Disney movie Beauty and the Beast).

#6- Good idea, having him run into other knights, but instead of having the other knights chasing the same rose, what if they were once loyal to Gorloris? They may recognize him as one of Uther's knights and want vengeance, or maybe your PK is able to talk them out of the fight, by saying that he is taking the rose to their former lord's wife, Igraine.

Reward- Depends on his current station. If he is still a squire, being knighted is certainly a good way to reward such excellent service. If he's already a knight, maybe Uther could convince Earl Roderick to give the young man a manor to tend. Maybe he gets both as his reward, that would be a good excuse to introduce him to the group. It will certainly make for a good story for him to tell if you run it as a solo adventure.

Taliesin
06-27-2012, 01:34 PM
Thanks, Sir Marcus! I appreciate the ideas! Here's some more random bits from some fast 'n' furious internet research last night:


King Uther addresses his knights: "Milady loves roses, and although no bloom in the world can compare to her beauty, I tell you verily: the man who can produce in this very hall a perfect rose on the eve of my wedding shall earn my thanks and know my full generosity. The rose must be without blemish, without thorn, unfading in it's beauty. Bring me such a rose and I grant any one boon that is within my power to make."

Possibilities—make skill rolls to learn rose lore in different areas and generate ideas. Characters can each uncover 1 rumor per day, but the clock is ticking (7 days to complete the mission). You may uncover the same rumor more than once (from a different person).

Religion (Roman Christianity):

1. The fourth century martyr, Saint Dorothy (d. 311, Feast Day Feb 6)). Her story: http://www.ttstm.com/2010/02/february-6-dorothea-of-caesarea-martyr.html. A convent of nuns nearby raises the most beautiful roses in all the land.

Read (Latin): The earliest record that mentions Dorothea is found in the Martyrologium Hieronymianum.

2. The first rosary is said to have been made of rose buds.

3. A statue of the Virgin, who's known as "rosa mystic"



Religion (British Christianity):

1. An ancient story tells how roses were thornless in the Garden of Eden. Only after Adam and Eve were expelled did their thorns appear.

2. The Christian take on the rose’s origin is that it came about from a drop of Christ’s blood falling upon a thorn bush.

http://en.wikipedia.org/wiki/St_Just_in_Roseland



Religion (Pagan)


The Celtic Rose is considered a symbol of purity of the heart. In general, the Rose has been associated with the Virgin Mary, sometimes called the “Holy Rose”. In Celtic mythology, rosettes were associated with the sun and the Celtic solar god. Thus, the rose symbolized both heavenly perfection and earthly passion.


Folklore

Easy: White roses are traditionally worn at weddings in the belief they will bring happiness and security. Rare in Cornwall (only grow in parish of St. Just), a White Rose gives +5 to presentation (Orate?).

Easy: Songs about roses. Learn from local musicians (Folklore) or Compose your own (Compose) and Sing it at court with or without instrumental accompaniment (Play adds +1)

Easy: Wild roses grow on hedgerows. Finding a perfect one without blemish or thorn however is impossible and a waste of precious time. Lots of knights will be looking here, though,

Easy: There is a parish in Cornwall called (Cornish: Lannsiek). The village is situated six miles (10 km) south of Truro and two miles (3 km) north of St Mawes.[1]
St Just in Roseland is famous for its 13th century church set in riverside gardens luxuriantly planted with semitropical shrubs and trees, many of which are species rare in England.[citation needed] The church perches on the edge of a tidal creek beside the Carrick Roads on the Fal Estuary just outside the main village. Critical (In Lannsiek this becomes Easy: The path from the road to the church is lined with granite blocks carved with quotations and verses taken from the Bible (Song of Solomon 2:1 — "I am a rose of Sharon, a lily of the valleys."

Once there you meet a blind abbess of the order of St. Dorothy. Roll Religion, Success: Jesus is sometimes referred to as the Rose of Sharon. The phrase “rose of Sharon” comes out of the Old Testament in the Song of Solomon. Jesus is perfect love just as the rose is the most perfect of all flowers in its looks, beauty and smell.

The abbess tends a garden that is said to have roses planted by the Virgin Mary when she visited Cornwall with Jesus and Jeseph of Arimethea. In fact, the Lady loved roses so much , she brought them with her to Cornwall! These are white roses. The abbess will not give you any unless you either give a big donation or prove your worthiness by completing a task for her or passing some test. You could steal them, but you'd earn a Greed check—actually you may just automatically earn a Greed increase. How many will you take? Roll DEX for each one. If you drop a petal it will not only be unworthy of the contest, but will bring bad luck to someone. Note that although these roses will last twice as long as other roses, they will soon wilt and become blemished after only a few days. So this is not, ultimately, a good contender. Also, there will be lots of knights here (get in line), so yours will hardly be unique. One knight may take it upon himself to suggest an impromptu joust to earn the right of taking back the rose.

Easy: There is also a little village called "Rose" in this area—just may be an extension of the above idea.

There's a published adventure called "The Adventure of the Golden Rose" that I have in my Pendragon files archive. It's set more for the Romantic period, but surely we could presage this time on the occasion of the King's wedding, yeah?


Critical: In the "Language of Flowers", different roses have a different signification as:

· Red = Love, respect

· Deep pink = Gratitude, appreciation

· Light pink = Admiration, sympathy

· White = Reverence, humility

· Yellow = Joy, gladness

· Orange = Enthusiasm, desire

· Red & yellow blends = Gaiety, joviality

· Pale blended tones = Sociability, friendship


Faerie Lore:

Success: Everyone knows the Faerie realms grows the most wondrous flowers, that not only never wilt, but grant magical powers. There is a gateway to the Faerie Realm at such and such circle of stones on a full moon, yada yada yada.

http://www.elfwood.com/~mytherea/Faerie-Rose.3413630.html

If the player starts as a squire he follows his knight on a quest for the rose. The knight falls in with faeries and gets his Faery Rose, but learns he does not want to return to the "fields we know". He gifts the rose to his squire and says farewell. He is never seen again. His squire must fend off other knights who would take the Faery Rose from him (he doesn't deserve it—he's not even a knight!) and the squire can invoke his passion of his Lord. He is knighted on the spot by Uther himself and dubbed "The Knight of the Rose". Since the new knight's former master is heirless, he inherits the estate, too!


Other Rose Possibilities

A Ship (named "Rose of _" or "_ Rose"). Complication: How would a knight take a ship?

Town in Cornwall: What's behind the name of this little village (likely related to the abbess, above)

A diamond cut

A wine (Rosé)

Wild roses grow on hedgerows (Every knight and his brother will be scouring the countryside for the perfect hedge rose)

A rose is a heraldic device


Complications

When cutting a rose (Dex check?) if you let one petal fall (fail or maybe fumble) it means bad luck (for Uther—a bad omen. Merlin will know.)

I will continue to edit this post as I refine the ideas. Right now I'm just brainstorming. Hopefully some other GM can benefit from this post in the future!

MrUkpyr
06-27-2012, 04:58 PM
MUCH SNIPPAGE

Reward- Depends on his current station. If he is still a squire, being knighted is certainly a good way to reward such excellent service. If he's already a knight, maybe Uther could convince Earl Roderick to give the young man a manor to tend. Maybe he gets both as his reward, that would be a good excuse to introduce him to the group. It will certainly make for a good story for him to tell if you run it as a solo adventure.

As for how he meets the current PK knights, the simplest way is for his new manor is next to one of their manors. Thus he is their neighbor.

Salut!

Taliesin
06-27-2012, 07:09 PM
As for how he meets the current PK knights, the simplest way is for his new manor is next to one of their manors. Thus he is their neighbor.



Thanks, MrUkpry. As it happens, the knights are all part of the garrison of Terrabil in 491, in the season after Arthur moves in and takes over. So I've got a built-in way to introduce the knight.


T.

Taliesin
07-17-2012, 01:39 PM
Here are some notes from my ADVENTURE OF THE PERFECT ROSE. They aren't really suitable for publication, but are fleshed about well enough to provide another adventure for 491, if desired. I haven't finished the adventure yet, and I'd like your help to put the finishing touches on it.

••••••


King Uther is having a feast to celebrate his last few days as a bachelor. You have been invited likely because of some great service you have performed for the king of late (most likely the slaying of Gorlois at Castle Terrabil). No ladies are invited this feast, so things get a bit raucous. Dancers are brought in for the king's pleasure and the knights pound their goblets and knives on the tables. Play feast events as desired and walk through the courses, describing events.

Deep in the revels Uther stands up and addresses the crowded hall.

"We have gathered here the finest of the knights in all Britain," cries the king. A great cheer. "Sir Par, who extended his mailed hand across this country and broke the Cornishmen like so many stallions. Sir Ulfius of Silchester, my Great Red Wolf, who is always like unto my right hand, and made Castle Terrabil to surrender. I regret that my lord of the Rock, Salisbury, is not here. He will of course be here for my wedding, and is enroute even now. And, how could I forget, (your PK or PKs named here), who brought low the traitor Cornwall, and avenged my son all in one mighty stroke," more applause. "Well done, sir! Your deed will outlive you, and we are well pleased." More yelling. Uther smiles broadly, clearly reveling in the moment.

"My lords and noble knights. My friends. You all know I'm getting married in a fortnight." Hoots and howls. "God has blessed me."

"You may not know that milady loves roses, and, although no bloom in the world can compare to her beauty, I tell you verily: The man who can produce in this very hall a perfect rose on the eve of my wedding shall earn my thanks and know my full generosity." More cheers. "But there are some conditions."

"Firstly, the rose must be without blemish, just like my lady. Second, the rose must be without without thorn, lest it prick my lady" At this point the king's fool makes a rude sound, as well as a bawdy gesture. Everyone roars with laughter, including the king. "Third, the rose must be unfading in it's beauty, to symbolize my undying devotion. To the man that brings such a rose to this hall two weeks hence"…he pauses dramatically, "to that man I will grant any one boon that is within my power to give."

There is a roar from the knights, the room is set abuzz.

Someone shouts: "Where shall we find such a rose, your Grace?"

"That is up to you," answers the king. "I suggest you ply our Cornish subjects for their lore."

Many knights are seen the next morning riding mounting up and riding off, or cornering some of the commoners and talking to them in low tones. They are very guarded and look like they're in deadly earnest. The stakes are high. Squabbles break out; there is a tussle at the stables between some squires.

In my campaign, the king announces this quest on the Friday (September 1 to be exact) two weeks before his wedding, which is on Saturday the 15th.



PLYING THE LOCALS

PKs can ask members of the clergy, or local lay people (Roll Religion and Folklore). Members of the Roman Church are rare in Cornwall, perhaps nonexistent in the time of Uther. Both Tintagel and Terrabil have members of the British Church on staff, for clerical and healing duties. If the players have befriended any of them, this is a great opportunity to tap that resource. PKs may also make a Faerie Roll to recall lore about fae roses. Note that not all clues below lead to a quest. Rather they are to inspire creative ideas in the players. All attempts to gather intelligence from the locals may suffer a -5 penalty (or worse) at the GM's discretion, as they are still resentful of Conwall's "murder" and Uther's take over. Also keep in mind that other knights will also be trying to find their own Perfect Rose, so the PKs may have rivals or foils when pursuing any of these leads.

Player's may each make two rolls per day, one in the morning and one in the evening, to uncover any of the following leads. If the Fumble, they lose the next opportunity (whether the same day or the next).


ROLL RELIGION (Roman Christianity):

1. The first rosary is said to have been made of rose buds.

2. The Virgin Mary is known as "Rosa Mystic" in some tales.

3. The fourth century martyr, Saint Dorothea of Caesara (d. 311, Feast Day Feb 6). The earliest record that mentions Dorothea is found in the Martyrologium Hieronymianum. If the GM deems the local priest or abbot has a copy, the knights may READ LATIN to further there knowledge and get some ideas or inspiration. Her story: http://www.ttstm.com/2010/02/february-6-dorothea-of-caesarea-martyr.html.


ROLL RELIGION (British Christianity):

1. An ancient story tells how roses were thornless in the Garden of Eden. Only after Adam and Eve were expelled did their thorns appear.

2. The Christian take on the rose’s origin is that it came about from a drop of Christ’s blood falling upon a thorn bush.

3. The Celtic Rose is considered a symbol of purity of the heart. In general, the Rose is associated with the Virgin Mary, who is called the "Holy Rose". It is said that Mary brought the rose to Britain when she travelled to Cornwall with Joseph of Arimathea. If fact, there is a village in southern Cornwall called St. Just in Roseland (Cornish: Lannsiek). The village, situated six miles south of Truro and two miles north of St Mawes, is renowned for its church set in riverside gardens luxuriantly planted with semitropical shrubs and trees, many of which are species rare in England. The church perches on the edge of a tidal creek just outside the main village. With a critical success (in Lannsiek a normal success) you may learn that the path from the road to the church is lined with granite blocks carved with quotations and verses taken from the Bible (Song of Solomon 2:1 — "I am a rose of Sharon, a lily of the valleys."

http://en.wikipedia.org/wiki/St_Just_in_Roseland


ROLL RELIGION (PAGANISM)

1. In Celtic mythology, rosettes are associated with the sun and the Celtic solar god. Thus, the rose symbolizes both heavenly perfection and earthly passion.

2. The Celtic Rose is considered a symbol of purity of the heart.

3. Flowers that bloom in the Other World surpass in beauty any that grow in the "fields we know". And should such a blossom be brought to the world of mortals, it lasts twice as long as a worldly flower, if taken care of properly.


ROLL FOLKLORE

1. Success: White roses are traditionally worn at weddings in the belief they will bring happiness and security. Critical: Rare in Cornwall (only grow in parish of St. Just), a white rose gives +5 to presentation (Orate?).

2. Success: The locals have some songs about roses. Critical: Learn from local musicians (Folklore). Players might also Compose their own (Compose) song and and Sing it at court with or without instrumental accompaniment (Play adds +1). No matter, this is unlikely to be a winning entry, unless the singer Crits on his Singing roll.

3. Success: Wild roses grow on hedgerows. Finding a perfect one without blemish or thorn however is very difficult and likely a waste of precious time. Lots of knights will be looking here, though, as they're not particularly creative.

4. Success: There is a parish in southern Cornwall called St. Just in Roseland (Cornish: Lannsiek). See clue #3 in British Christianity for more.

5. Success: When cutting a rose (Dex check?) if you let one petal fall (Fail) it means bad luck (A bad omen for Uther. Merlin will know.)

6. Success: There is also a little village called "Rose" in southern Cornwall—just may be an extension of the above idea.

7. Success: A persistent rumor about the Morris Forest tells of the Grove of the Golden Rose.

8. Success: In the "Language of Flowers", different roses have a different signification as follows:

· Red = Love, respect
· Deep pink = Gratitude, appreciation
· Light pink = Admiration, sympathy
· White = Reverence, humility
· Yellow = Joy, gladness
· Orange = Enthusiasm, desire
· Red & yellow blends = Gaiety, joviality
· Pale blended tones = Sociability, friendship


THREE QUESTS

There are three opportunities for adventure here. For the first use THE ADVENTURE OF THE GOLDEN ROSE (by Shannon Appelcline. Google it, but see below). The second is THE ADVENTURE OF THE FAERY ROSE (an original adventure, outlined below). The third is THE ADVENTURE OF THE WHITE ROSE (also original, outlined below).


THE ADVENTURE OF THE GOLDEN ROSE

This is pretty much as Shannon wrote it, except the motivation of the knights changes significantly. They're now questing for their own greed, not a high ordeal, like the love of a lady. I think that's about the only changes I contemplated.


THE ADVENTURE OF THE FAERY ROSE

This adventure was designed for a new knight — a squire in fact. In my campaign, one such knight was Glyythvyr, squire to Sir Griffri of Clarendon. Sir Griffri, is a tragic knight, who lost all the joy in his life when his young wife died giving birth to his first son — who also died. If you don't have a starting player suitable for the Glythvyr role, you will no doubt have to flesh out the adventure more, because what happens to Sir Griffri on the Otherworld is largely a mystery to young Glythvyr.

After leaving the feast, Sir Griffri looks deep in thought. At some point, perhaps the next day, he will suggest a trip through the market of Tintagel. Somewhere along the way, amid the merchant booths and stalls, Sir Griffri announces the following:

"My grandmother used to tell me stories of the Tylwyth Teg. She was always afraid that one would creep into our house and steal me away, leaving a changeling in my place—because, it's said, they covet beautiful mortal children. From the day I was born to the day I was christened she kept an iron poker over their cradle. And even after my baptism day, she gave me a charm to wear around my neck that said would protect me from them." He shows you a small, iron cross that he wears on a chain around his neck, tucked into his gambeson.

"Now, she also told me tales about the Otherworld—how it was believed to be a beautiful green country where there was no sickness, old age, or death, where happiness lasted forever, and a hundred years was as one day, but the ways are barred to mortal men — except to those who knew how to walk the Faerie paths.

"She said the Otherworld was much like this world—like a mirror—only everything there was more beauteous and perfect and she told me that the roses that bloomed there were large and perfect and grew in hues that mortal eyes had never seen. And she said that they did not suffer decay."

Sir Griffri says he also learned from his grandmother how to cross into the Otherworld. One need only walk through the center of a circle of standing stones at midnight on a full moon. He wants to try to make that journey and bring back a Perfect Rose for King Uther's wedding. He does not say—and will not say—what he will ask the King for if he is successful. The GM can come up with something if desired, but it does not matter to our tale.

The next full moon will occur on Tuesday, September 2.

ROLL AWARENESS to notice a knight is following you through the market. A crit reveals he's obviously trying to eavesdrop on your conversation. A successful HERALDRY roll reveals that the knight is from Wuerensis. A crit reveals he is one Ahthan of Sherbourne, a knight of little account. If challenged, the knight will deny he was listening and seek to avoid escalating the matter.

Sir Griffri buys some small talisman or item of iron—for the player squire to carry.

To find a circle of standing stones, knights of Logres need to make Folklore rolls, as before. The first ones identified are The Hurlers on the Bodmin Moor, about 13 miles south of Terrabil. The same peasants who tell you about the circle, can also give vague directions.

On the journey south, an Awareness roll will reveal that you're being followed discretely at some distance by a lone knight and his squire. A crit will reveal that is the same knight that was following you in the market (assuming you detected him then, of course). If you failed heraldry rolls then, you don't get them again now and the knight remains anonymous.

If the the knight is challenged, he will again, dissemble and say he's off to St. Just in Roseland to find a rose for the King's pageant, same as you. He will again seek to avoid escalating the issue, using Courtesy if necessary to defuse the situation. Eventually the knight leisurely rides off south with his squire, with scarcely a backward glance.

You may use HUNTING rolls to find the stone circle. The GM may roll for getting lost, etc., per the rules at his discretion.

The Hurlers are three stone circles situated on moorland just northwest of the village of Minions. The circles are aligned southwest to northeast and consist of low granite blocks of varying shapes and sizes. According to legend they are reputed to be the petrified remains of men who were hurling on the Sabbath. They are also thought to have an uncountable number of stones.

You find a place off the road to camp until the full moon comes. The number of days you have to wait depends on how long it takes you to learn of the Hurlers, travel here, and find them. Every night you hear the howling of wolves on the moors. They may or may not offer a threat, based on the GM's whim, but they should at least foreshadow trouble. You may build a fire to try to discourage them. While camped here, Sir Griffri forbids his squire from sharpening knives and other weapons, explaining that this greatly offends all of the Fae Folk.

On the night of the 5th, sometimes before midnight, Sir Griffri gets ready to enter the stone circles. He removes his helm, mail hauberk, blades and spurs. He commands the player squire to stay here and guard the horses and not to enter the stone circle no matter what he sees or hears. Then the knight grasps the iron cross in his left and enter the stone circle. '

Nothing happens.

He continues through the second circle, then the third. Nothing happens.

He tries this several more times and behinds to show signs of dismay and impatience when, suddenly, he vanishes! You think you see a flash of blue light, but it's so fast you can't be sure.

ROLL FAERIE LORE: Success means you know that these paths are dangerous for mortals to tread. That people from the fields we know have been known to vanish right in plain site. Critical: Charms are useless when you cross over to the Otherworld.
Fumble: Mortals may walk these paths safely if protected by the right charm.

The wolves get bolder now that there's only one knight. They may attack at the GM's discretion. It's up to him to determine the number.

Sir Griffri does not return that night. The young squire will have to fight to stay awake all the next day. Will he continue to wait, faithfully? Roll ENERGETIC to stay awake, with heavier penalties very four hours. The squire may use Loyalty (Family) passion to get a bonus.

The next night, at midnight, Sir Griffri suddenly reappears in the stone circle! You see he is no longer dressed in his lordly raiment. And—he looks different. Roll AWARENESS to note that his hair is longer, and pulled back in a pony tail. He carries with him the largest rose you've ever seen. Silvery in color it seems to shift colors depending on how the moonlight falls on it.

He beckons you to meet him at the edge of the circle. As he hands it to you, you see that the rose is without blemish and without thorn.

"Take this to King Uther," says he. "And ask him to grant you my manor house and all my chattel."

"I'm not coming back to the fields we know", he says with a smile. You've haven't seen him look this happy in a long time, since before the death of his lady wife and son. "I have found true peace and happiness in the Otherworld, Glythvyr—and a lady of the Tylwyth Teg who's fairer than the morning sun on a misty lake. She's given me a son! My place is there with them now. Fair thee well, young sir. You have served me well, now go on, grow into the man I know you to be."

He turns back, walks towards the center again. If you try to stop him you feel suddenly sleepy. Before he disappears, you think you glimpse a beautiful woman over his shoulder, lissome arms beckoning to the knight. He leaves his mail, helm, shield, belt and sword and his fine courser.

As you ride away, a knight rides up and levels his lance at your chest—Sir Ahthan of Sherbourne. He will take the rose if he can. Race him (ROLL HORSEMANSHIP and possibly ENERGETIC, or CON check for you and horse. If you're on Griffri's courser, you get away. If you're on the rouncey, it's even odds—roll a series of HORSEMASHIP rolls. If he catches you, you must fight him.

The Ahthan does not wish to kill Glythvyr, just take the rose from him. In my campaign, Glythvyr challenged the knight to joust for the rose. The knight, thinking a mere squire was no match, agreed. What he couldn't know was that young Glythvyr had a "Fanstastic Saddle". Glythvyr mounted up on Griffri's courser (very purposefully, as you will see). They spent three lances before Glythvyr unhorsed Ahthan. Then Ahthan in his wroth drew sword against Glythvyr, who simply rode away.

Glythvyr makes it back to Castle Terrabil utterly spent, barely able to sit his horse — and with lots of explaining to do.


[Continued in next post]



T.

Taliesin
07-18-2012, 03:34 AM
THE ADVENTURE OF THE WHITE ROSE

This brief adventure takes place when one of the knights (or a group) travels south to Lannsiek to investigate the renowned roses that grow at a priory there.

It's about 45 miles to Lannsiek, so the knight(s) will have to spend one night on Bodmin Moor. In my campaign, several knights and their squires set off on the journey together. One of the squires fell asleep on his watch and the company was sabotaged by mischievous faeries (stone circles and faerie mounds abound on Bodmin Moor, dont'cha know), who cut all the cinch straps on their saddles and stole all their food! Mistaking this as a sign from God that he should turn away from this quest, the PK announced the next morning that they would return to Castle Terrabil. And so they did. Adventure over.

I hate when that happens. But at least the player did it from an honest character-place (the knight has a 15 Pious).

The knight got an auto increase in Prudent.

But here are some things that could've happened:

The church perches on the edge of a tidal creek beside the Carrick Roads on the Fal Estuary just outside the main village. The path from the road to the church is lined with granite blocks carved with quotations and verses taken from the Bible (Song of Solomon 2:1 — "I am a rose of Sharon, a lily of the valleys." READ LATIN to get this.

ROLL RELIGION: Success: Jesus is sometimes referred to as the Rose of Sharon. The phrase “rose of Sharon” comes out of the Old Testament in the Song of Solomon. Jesus is perfect love just as the rose is the most perfect of all flowers in its looks, beauty and smell.

Once there you meet a blind abbess of the order of St. Dorothea. But you are not alone, there are already knights there—some of them quite boorish—pouring over her gardens, looking for the Perfect Rose.

The abbess tends a garden that is said to have roses planted by the Virgin Mary when she visited Cornwall with Jesus and Jeseph of Arimathea. These are white roses. The abbess will suggest either give a big donation or prove your worthiness by completing a task for her or passing some test (up to GM to devise).

Note that although these roses will last twice as long as other roses, they will soon wilt and become blemished after only a few days (2d6 when cared for tenderly, put into water, and so forth). So this is not, ultimately, a good contender for the pageant. Also, there are lots of knights here (get in line), so yours will hardly be unique. One knight may take it upon himself to suggest an impromptu joust to earn the right of taking back THE Rose. As you will...

You may use COURTESY rolls on the prioress. If successful, she will show you a shrine that has a statue of the Virgin with the "Rosa Mystica" inscribed in Latin in the base.

The knights can try and gather some of the roses. They may get into tussles with other knights. They must make a DEX roll to avoid dropping petals—which porters bad luck for someone (I'm thinking Uther, of course). An AWARENESS roll reveals that this omen has already been tripped—the garden grounds are fairly littered with fallen petals from butterfingered knights and squires.

The next morning as the party makes to leave, they find a highly distraught prioress, who reports that the statue of the Virgin—the Rosa Mystica — has ten stolen from it's alcove!

The PKs must try to apprehend the thieves — they are, of course, rival knights bent on using the statue for the entry in the Rose Pageant. Maybe the same surly ones they tussled with yesterday. The PKs can challenge the knights for the statue or just try to take it by force. Once they have it, what will they do with it? Take it back to the priory, or use it themselves in The Rose Pageant? Doing the former earns Generous, Honest and Pious checks. Doing the later earns a Greedy check, and a loss of Honor—but possibly any boon that's in the King's power to grant! Hmm...what kind of knight do you want to be?

The GM can come up with ways to extend this adventure, if desired. If the PKs return the statue, the prioress is so thankful that she insists that the PKs borrow the statue for the King's pageant—on their honor that they will return it immediately, of course. Then they'll have to get it to the Pageant and protect it from prying eyes. It has a good chance of impressing the king — the "Rosa Mystica", without blemish, without thorn — powerful symbols all around: the Virgin Mother, roses, everlasting love—all of it in one fell swoop. On the other hand, the symbolism might be largely lost on the king, who's not known for his Piety or Religious devotion. Up the the GM, especially if choosing winners and losers.

[Continued next post]

Taliesin
07-18-2012, 04:26 AM
THE PAGEANT OF ROSES

Back at Castle Terrabl, we catch up with squire Glythvyr. To make this as brief as possible: Glythvyr is so intent on keeping the faerie rose a secret he fails to give it the TLC it needs—not even putting it in water until day three! Since I'd already determined a faerie rose would last twice as long as a moral rose (so, 4d6 days) I determined to roll and subtract three for each day of neglect. I rolled a 13, modified to a 10. I also reasoned that the rose would first start showing signs of corruption (blemish) half way through it's remaining life. So now, the rose would start to show imperfections on Day 5! Since Glythvyr received the flower on Wednesday the 6th, it will start showing "blemishes" on the 11th or 12th, just couple days shy of the pageant! If he had put it in water those three days, it woulda made the difference!

However, it just so happens that he found in Griffri's lockbox the following note (among other personal effects, including a long lock or golden hair):

My dear Glythvyr,

If you're reading this, it means one of two things: Either I'm dead, or I did not return from the Otherworld, having met with some peril there. Do not grieve for me! My life has been joyless since losing my beloved lady wife and our boy. It is my most fervent prayer that I am reunited with them now in paradise.

I am so sorry to leave you like this. You have performed noble service for me, and I hope you know that I look upon you as a son. Therefore, it is my last will and testament that you be designated my heir, and that you should inherit my land and chattal, including my horses, sword, and hauberk.

I have here enclosed a letter to Count Salisbury stating my wishes, I pray to God that he honors them.

I hope that we shall meet again some day and beg your forgiveness for departing from this world so suddenly. I hope that my worldly goods give you some comfort and that you live a long and joyful life.

Yours,

Griffri
September 1
Anno Domini 491

So, Glythvyr now can take this note to Roderick and maybe get his master's property anyway! Of course, there are some huddles there. Sir Griffri has some brothers who see his estate as lawfully theirs. There's no way to know that Glythvyr didn't forge the note, even if the rest of his story is true! Oh, my...

In other news, the knight that abandoned the quest for the White Rose, still has another chance, maybe. Another group of knights set out over a week ago from Terrabil, in search of the Glade of the Golden Rose, rumored to be in Morris Forest. They have not returned (maybe). So a very pissed off Sir Thebert sends this knight to go learn of their whereabouts and bring them back to the keep. So maybe the knight gets a chance at the ADVENTURE OF THE GOLDEN ROSE. A second chance, if you will.

However, the GOLDEN ROSE, as written definitely has thorns. Big time. So it should be evident to any knight making an AWARENESS roll that, even if found and taken from the Golden Glade, the GOLDEN ROSE does not meet Uther's criteria.

Finally..the Pageant!

Knights have come from far and wide in hopes of delivering the Perfect Rose. All the hedgerows for miles around have been stripped of their roses. An INTRIGUE roll will reveal that two knights died on the quest, one was lost (Sir Griffri), and another killed two horses racing to his manor in Logres and back to fetch his entry. Guards stand at the doors to the great hall in Tintagel and receive all the roses that are non starters, throwing them into barrels.

After a feast (more FEAST EVENTS), the moment everyone has ten waiting for is here. Uther address the crowd and begins reviewing the entries.

I have not played this yet. Here are some ideas for entries:

1. White roses from Roseland in South Cornwall. Although Sir So-and-so rode all night to deliver fresh flowers without blemish, they are not without thorns — no good.

2. A rose cut ruby in a red-gold pendant, cunningly wrought like a rose. Sir Such-and-such brought it from Logres, and his wife's jewelry box! Beautiful, but not really a rose. No.

3. A beautiful rose, cut from clear crystal that fits right in the palm of one's hand. The stem is not included in the sculpture, so thorns are not an issue. Alas — again — not really a proper rose, is it.

4. Roses that are fashioned from white satin. Pretty, but no.

5. Wild roses grow on hedgerows — they all end up in the barrels outside, mostly. And even the finest specimens have thorns. Some unscrupulous men may have sliced off the thorns, but King Uther is not a fool to fall for such a cheap trick.

6. A squire comes in and sings a song he's composed "The White Rose of Cornwall". He is the son of a household knight, and no real prospect for landholdings, so, if he crits his performance, this is what he'd ask for—to be made a landed knight. Of course, there's the thorny problem of a song not being a rose...

6. A statue of the Virgin, who is called the "Rosa Mystica." Knigths steal it (or borrowed it) from the priory or Roseland. Very clever. But, not a rose.

7. The Fae Rose. Woulda been a winner were it not wilting now. Bummer.


And the winner is...

This is where I need YOUR HELP for a spectacular, surprise, or ironic ending! Do you have any other ideas for roses that could fulfill the criteria? One idea I had is that King Lot or King Nentres brings in a rose without blemish and without thorn and the king awards him the prize. Uther makes a big show of asking what he will have for his prize and the king names one of Igraine's daughters' hand in marriage. Of course, it's all been a set-up at this point—a royal hoax, an entertainment, a farce — I don't know where they'll find a thornless rose outside of Faerie — and the king has already disqualified artificial flowers. So...hm. Maybe it is a rose from Faerie that was taken care of properly—making Glythvyr's loss all the more painful to bear. On the other hand, it may be a clever forgery—no one will see it that close except the king, and who's to say him nay?

Or, I thought, what if a peasant boy came in and solved the riddle, and is asked to be made a knight, ala Percival in Boorman's EXCALIBUR. Just don't know how he could solve it, given the criteria.

At Uther and Igraine's wedding red and white rose petals rain down upon the bride and groom—these were all taken from the barrels were the guards greeted visitors the night before.

And then there's always the matter of all those petals dropped during the rose harvest. We know for whom that spells doom don't we? Uther is dead within a five years.

I'm going to conclude this adventure next week, so I'd really appreciate any and all ideas and feedback on the adventure in general. I really need a strong finish, and am a little stumped at the moment.


Thanks in advance!



T.

Cornelius
07-18-2012, 10:06 AM
You could give Glythvyr another chance. One of the Tylwyth Teg notices the wilting Rose and offers to replace it with a fresh one. Of course he/ she wants something in return, a favor he/ she will collect later. Do you go for it? It will make nice trouble later on. The faerie may be just mischievous or even evil.

Another find could be a necklace with a crystal called a desert rose. ( http://en.wikipedia.org/wiki/Desert_rose_(crystal) )

Some evil knight kidnapped a female child called rose.

Taliesin
07-18-2012, 12:04 PM
Thanks, Cornelius! I did consider a woman named Rose as an entry. I was thinking it was a knight's daughter, maybe...

As for another bite at the fae rose — alas — that window has closed. I've established that the real of Faerie can only be reached through a standing circle on a full moon at midnight. There's won't be another full moon until October. Of course there are other ways to reach the Otherworld, but the stone circle one is the only sure way the player squire knows...

But I did just have a germ of a good idea. What if a knight appears in the midst of the pageant that no one recognizes — who turns out to be a denizen of Faerie. In fact, what if he is the son of Sir Griffri! It would be easy for him to appear at the last minute with a fresh fear rose that would automatically win. But what would he ask for? His father's manor? Is this much fae-ness appropriate for the Uther Period? What would a fae knight do with a worldly manor anyway? Why would he want it? Just because it's his (by rights) and he wants to experience life as his mortal father did? Which claim would Roderick honor? The squire, who has Griffri's last will and testament? Griffri's family, who should inherit except for the will? Or the faerie knight who is a true son and heir to Griffri. And what does Griffri think of all this? why isn't he hear? Maybe he doesn't know his elven son is even here?

Alternatively some random faeries could show up and throw the whole pageant into chaos of some kind, just because they can. The just want to mess with these foolish mortals. Not sure what kind of hijinks might ensue...

I would like for the squire to end up with the land one way or another, because I want him to be on more or less equal terms with my other PK, which means being a landholder. Maybe Griffri's son is awarded the land by the King (who can overrule Roderick's desires — or can he, legally?) and simply decides being the lord of a manor is too boring and simply abandons it after a year or two, leaving the way for the squire to put forth his claim again...

Or there could be a trial by combat to win the manor—not to the death—between the squire, the fae knight and Griffri's brother...


Thanks in advance to all who help me sort this out. I hope you can use all this in your own campaigns.


T.

Cornelius
07-20-2012, 03:39 PM
Remember that Faeries are amoral and even the Seelie Court is known for its rather dubious pranks.

In this case the fae knight and son of sir Griffri could ask for the manor, just to get everything into chaos. Then if challenged demands a special trial. Maybe not just combat but something else: who writes the best poem, who can sing or play the longest, who can court the most women during a night. Maybe the son is actually sir Griffri trying to teach his young squire a last lesson?

If you like more dark and gritty, you could make the fae someone from the Unseelie Court and make it more harsh or evil. Maybe if the young quire gets his manor it is cursed.