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Chaosium Digest Volume 15 Number 09

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 · 11 months ago

Chaosium Digest Volume 15, Number 9 
Date: Sunday, August 11, 1996
Number: 2 of 2

Contents:

The Adventure of the Castle of Light (Danny Bourne) PENDRAGON

--------------------

From: d.bourne@dial.pipex.com (danny bourne)
Subject: The Adventure of the Castle of Light
System: Pendragon

The following Pendragon adventure was run at Convulsion 3D.

THE ADVENTURE OF THE CASTLE OF LIGHT

(First encounter adapted from Fergus of Galloway by Guillaume Le Clerc
pp 66-70 & 146-7 Everyman edition.)

GM's background information & designer notes:

This adventure is supposed to test the Christian Chivalrous traits in
a series of opposed encounters with the main progatonist, Sir
Courteau. He used to be a good Christian knight but whilst out hunting
one day was possessed by an evil spirit which reversed all his
Christian traits. Every time the player Characters show him the virtue
of these traits and succeed in an opposed resolution, the demon will
lose some of its power over Sir Courteau, with the appropriate trait
returning to normal. When Sir Courteau has seen the power of all five
traits being used properly, whether the five opposed rolls are
successful or not, he will find the courage to expel the demon and
return to his former ways. This adventure can be run either as a solo,
presenting a difficult challenge, but with the appeal of commensurate
glory, or as a group adventure, making it easier, but with far less
glory to be had per person.

This adventure is designed as a test of the religious traits of
Christian knights and is best used either as an encounter during the
Grail Quest or as a dream sent to a sleeping knight who already has,
or has just achieved, his religious bonus. The knights will be tested
on all of their Christian virtues and their Valour. Those who fail any
of the tests are spirited away to meet with those who succeed at the
end of the adventure - nothing less than perfection can succeed in a
Grail Quest.

To the Bright Castle

The adventuring group of player knights, for some reason, find
themselves in a forest as night falls. After the knights have camped
down for the night, any who make Energetic rolls are awoken by a
bright light, an unearthly light, a pure light, shining in the
distance. Surely there is an adventure to be had here!

If the player knights follow the light to its source, they see a
marvellous sight: as they break out of the trees they find themselves
near a coastal cliff. There, in the distance, on an outcrop of rock
jutting skywards from the sea, can be seen a castle glowing with its
own radiance, as brightly as the noon day sun. At first glance there
appears to be no method of transit to the castle. [Awareness. Success
= there is a very narrow, long and precarious bridge that leads
towards the castle from the cliff edge. Failure = you don't notice the
bridge. Fumble = you stand and watch the moon idly].

The Bridge Fiend

Once the player knights reach the bridge they realise that it is too
narrow to safely ride horses down; they will have to be left behind.
[Riding. Success = the knights realise that their horses are afraid of
the bridge and are trying to shy away from it anyway. Failure = the
knights try to ride onto the bridge and their horses resist. Fumble =
the knight is thrown from his horse as it flees back into the woods.
Knight takes 1D6 damage, ignoring armour.]

As soon as the first knight steps foot upon the bridge a figure leaps
from the shadows to stand in front of them, barring their path. It is
an ugly and misshapen figure with long grey pigtails and yellow-brown
skin. In its hands there rests a huge scythe. It grins a sickly grin
at the knights and the stench of rotting flesh washes over them.
[Valorous - 5. Success = the knight may enter combat. Failure = the
knight concerned flees. Fumble = the knight faints dead away and
receives a 1D6 Fear (ghosts) Passion.] Only one knight may fight the
fiend at a time because of the narrowness of the bridge. Those that
fail their roll flee back into the woods and find themselves back at
the campsite with no sign of the castle light. For them, the adventure
is already over.

The Bridge Fiend

STR: n/a
CON: 20
SIZ: 18
DEX: 20
APP: 2

HP: 38
Damage *Special.

Attack: Scythe @ 21
Armour 8pts demonic hide
Valorous Modifier: -5
Glory to Kill: 75

* The fiend causes damage equal to the armour worn by a knight.
(Thus if a character is wearing 12pt armour, the fiend will always
cause 12pts of damage). This damage ignores all armour except for
the 3pt chivalry bonus. A wise knight may realise that if he strips
of his armour the fiend will not be able to harm him. The fiend will
be much easier to defeat if the knight trusts in the protective
power of God. The fiend causes no extra damage on a critical.

Once the fiend has been dispatched, the player knights may continue
the long and tortuous journey across the bridge (which creaks and
groans alarmingly), to the castle gatehouse. The water below seethes
and boils alarmingly, a great distance below. Falling means certain
death, but the bridge itself is remarkably secure, despite the creaks
and sways. The castle has its drawbridge lowered and the portcullis is
raised invitingly. No matter what time of day the knights begin to
cross the bridge, when they reach the gatehouse the sun is close to
setting. The adventurers are free to walk into the empty and silent
courtyard of the keep itself. The castle has no stables (because of
the impossibility of transporting horses across the bridge), but
otherwise is an unremarkable Medium castle with a single tower upon
the far right hand corner (DV26/10).

Sir Courteau and the Bright Castle

The doorway to the keep itself is closed, but as the player knights
advance the doors swing open silently and ominously. Those venturesome
enough to enter find themselves in a brightly lit, warm and inviting
main hall. The hall already has four feasting tables laid out, behind
which is a large curved staircase leading up to a gallery that runs
around the main hall.

Once all the player knights have entered, down the stairs walks a tall
and robust looking man wearing a heavy cloak over his finery. He has a
fair lady at his side. [Intrigue. Success = the knight notices that
she has calloused hands, thus she is not a lady of noble birth.
Fumble = the knight assumes she is a sorceress.] This knight looks at
the player knights, smiles enigmatically and introduces himself; he
has a heavy Occitanian accent.

"Greetings fair knights, I am hight Sir Courteau erstwhile of
Stafford, but now lord of The Castle of Light. Please, be seated. You
look fatigued. Stay awhile and let me entertain you". He turns and
calls out "Boys! Wine and viands for my guests, and don't delay, you
laggards!"

He motions for the player characters to be seated and then sits
himself. Soon, several page boys bring out a huge selection of
sumptuous and succulent dishes, all of which Sir Courteau eats from,
gorging himself. If he notices any knight being restrained he
encourages them to follow his example.

"Not eating? There's more than plenty to slate everyone's appetite.
Eat to your heart's content. It is not often that knights get to eat
so regally". [Temperate. Failure or Fumble = the knights do indeed
follow Sir Courteau's example.]

Any knight that continues to eat sparingly will be singled out for
conversation by Sir Courteau. "Why do you still pick at your food,
sir? Is it not to your liking? If knights are supposed to be the
ruling elite, then they deserve the best of everything, surely". This
should allow a player knight to preach the Christian virtue of
Temperance. [Opposed Temperate versus Corteau's Indulgent Roll.
Player Success = Sir Courteau visibly convulses, looks down at his
food and eats no more. Critical = Sir Courteau exclaims that he will
fast for a week to purge his flesh and allow his servants to eat their
fill from his table.] If the player knight fails in the opposed roll
then nothing happens. For this act,whether successful or not, the
player knight receives a Temperate check.

During the course of the meal Sir Courteau will engage the player
knights in conversation. If questioned about the bridge fiend he will
simply say "Ah well! There are things beyond the ken and whit of
mortal man, for the path from damnation to salvation is a narrow one
indeed." (This is a very oblique allegorical reference to the
adventure itself, the path being the bridge and the road from
salvation to damnation being the player knights' attempts to exorcise
Sir Courteau).

Sir Corteau talks much of his past exploits, glorious feats and
victories in battle. He then turns to the player knights. "You are
knights of Arthur, what deeds have you done that have managed to bring
to you this castle?" He then leans back and awaits a reply. [Modest.
Success = they resist Sir Courteau's goadings.] Those who fail must
then roll their [Proud. Success = knight must attempt to outboast Sir
Courteau. Failure = the knight sits there in an embarrassed and
uncomfortable silence.] If one of the player knights wishes to take
Sir Courteau to task about his overbearing manner then he should make
an [Opposed Modest vs Corteau's Proud roll. Player Success = Sir
Courteau again convulses and then falls silent. Critical = Sir
Courteau admits his mistake and promises to take a vow of a week of
silence each year beginning from midsummer.] If Sir Courteau is
successful then nothing happens. The player knight concerned, whether
successful or not, receives a Modest check.

At no point during the meal does the lady speak. If any knight
addresses her directy she miles, flushes and looks down at her hands.
However, she still refuses to answer. If pressed she will look
imploringly at Sir Courteau, who remains impassive, but still remains
silent.

As soon as all have eaten fully, Sir Courteau makes to retire and
urges the player knights to do the same. "Please feel at home in my
castle", he says, "I extend to you my full hospitality. I ask only one
boon of you all while you stay here: do not visit the tower chamber
under any circumstances. Please do not breach my hospitality". With
that he, and the lady, retire.

Sir Courteau
6,173 Glory

STR: 14
CON: 20
SIZ: 17
DEX: 12
APP: 14

Damage: 5d6
H.P. 37
Unconscious: 9
Armour 14pts + 6pt shield

Attack: Sword @22

Lustful 5(15)
Vengeful 5(15)
Cruel 5(15)
Proud 5(15)
Indulgent 5(15)
Valorous 16

Those knights who failed either their Temperate or Modest checks
during the course of the meal awake back in the forest with those who
failed their Valorous checks previously.

The Tale Of Lady Kerie

Those knights who remain at the Castle of Light are woken in the night
by screams. [Awareness. Sucess = the screams are identified to be
coming from the tower chamber.] Those who listen intently can hear the
piteous cries of a woman's voice coming from the chamber. "Oh Lord,
free me from this unjust torture, let me die so that I should be held
in durance vile no longer." The sound of someone being thrashed can
then be heard.

The knights now find themselves in a moral dilemma. They have accepted
the hospitality of their host and yet are bound to come to the aid of
the lady. For those knights that wish to help the lady they must make
an opposed Honour vs Hospitality roll. [Honour success = they go to
aid the lady. Hospitality success = they feel that not insulting Sir
Courteau is more important; it's probably not a true lady anyway.]

If the knights investigate further, disregarding the wishes of Sir
Courteau, they find their way to the chamber unbarred. Those knights
that ignore the cries of Lady Kerie automatically lose 1 pt of Honour
for not coming to the aid of a lady in distress and, when they awake
in the morning find themselves back in the forest whence they had
originally come from. Those knights that ignore Sir Courteau's wishes
lose 1 pt of Hospitality. Those knights that go to Lady Kerie's aid,
but keep within the letter of Sir Couteau's wishes (by not actually
entering the tower room, for example) lose neither honour nor
hospitality.

Once the knights reach Lady Kerie's chamber all that can be heard is a
faint sobbing. The door, it transpires, is not locked. Upon entering
the player knights are confronted with a most distressing scene. There
lies, on a bed, a beautiful lady of obvious noble birth, with striking
hair of burnished copper, wearing a pure white silk chemise the back
of which has been ripped asunder. She is not the woman who accompanied
Sir Corteau at dinner. On the lady's back can be seen a series of ugly
red weals; she has obviously been lashed. Tending to her wounds is a
dwarf who carries a cat o' nine tails at his belt. Strangely enough,
it is the dwarf, not the lady who is sobbing.

The dwarf turns, startled, when the player knights enter. "My master
forbids any entrance to this chamber" says the dwarf. "He shall be
sorely wroth when he finds that you have disobeyed his request". If
the knights advance on this dwarf he backs away saying: "Have mercy my
lords, have mercy and listen to my tale before you act recklessly".
Any knight who, at this point, strikes the Dwarf receives a Cruel
check and, as he strikes the blow, finds himself standing in the
forest with those others who have failed in the adventure so far.

The dwarf relates his tale: "My name is Humilis and this is the fair
Lady Kerie. She is the wife of Sir Courteau and her tale is a most sad
one. I have been in the service of Lady Kerie since she was a
babe-in-arms. When she first met and married Sir Courteau, he was a
good Christian knight, exemplary in all the Christian virtues. I was
blissfully happy for them both but then, a few months ago, Sir
Courteau disappeared while out hunting and was not seen for several
days. This vexed Lady Kerie and she was sore distressed. She was
nearly at her wit's end and often swooned. I used to comfort her at
night by talking to her, playing chess with her and held her when she
cried to help ease her tortured mind.

"Suddenly, however, after seven days, Sir Courteau arrived late one
night and walked into this chamber while I was tending to Lady Kerie.
He flew into a rage when he saw me holding his wife and beat me nigh
unto death. He then turned on his wife and beat her also, calling her
'adulteress' and 'whore'. When I recovered, he ordered that I should
lash Lady Kerie thrice every night on pain of death for the both of
us, while he enjoys the pleasure of a different serving girl each
night. In this way does he punish us both for a crime neither of us
committed. I beg you, kind sirs, plead our case to my Lord and show
him the error of his ways for it is an unjust punishment. This knight
is not the Sir Courteau that I once knew."

If the player knights agree, Humilis will hand them over a magic salve
to heal them of any wounds they may obviously be carrying (Heals 1D6
general hit points). It is, he explains, the penultimate salve he has
left, for he has used many on Lady Kerie herself to ease her
punishment, unbeknownst to Sir Courteau.

(If, in the unlikely chance that no knight makes an Awareness check during
the night, Humilis will actively seek out the player knights to tell them
the tale of Lady Kerie's foul treatment.)

Lady Kerie

STR: 8
CON: 13
SIZ: 10
DEX: 19
APP: 22

H.P. 23
Unconscious: 7

Attack: Dagger @5

Chirurgery @ 16
Industry @ 14
First Aid @19

CHASTE: 8

The Wrath Of Sir Courteau

The next morning Sir Courteau will greet the player knights in the
main hall. He appears to be totally unaware that the player knights
have either visited the tower chamber or talked with Humilis (a result
of the demon that possesses him ensorcelling Sir Courteau every
night). He is with a different lady than that of yesterday [Intrigue.
Success = she seems to be a serving girl dressed in courtly finery.]

If challenged about his treatment of Lady Kerie, Sir Corteau flies
into a rage. "Damn your eyes, sir!", he exclaims, "My personal
concerns are none of yours! You have gone against my wishes and all
the dictates of Hospitality. For that I shall have my vengeance. Gird
yourself for battle sir, I shall meet you in the courtyard in one
hour". With that, he thrusts aside the lady and storms off to his
chamber to don his armour.

Sir Courteau and the chosen player knight will have to fight on foot,
there being no horses in the castle. Lady Kerie and Humilis also come
to watch the challenge, Lady Kerie leaning heavily on the dwarf's
shoulder. Sir Courteau will fight to the death rather than to first
blood, seeking to Inspire himself with his Vengeful trait. Sir
Courteau shows no mercy to a fallen adversary and if he kills a knight
will promptly challenge the next. However, if he feels that he is
going to be defeated or is close to unconsciousness, Sir Courteau will
beg for mercy. If the player knight allows him to live the character
should receive a Merciful check. As Sir Courteau lies there he then
exclaims to the knight concerned, "You should have dispatched me, I
shall always forswear a grudge against you and your kin for this!". At
this point Sir Courteau and the knight should make an [opposed
Merciful versus Corteau's Vengeful roll. Player Success = Sir Courteau
once again convulses and then apologises fully. Critical = Sir
Courteau pledges his allegiance to the knight, begs his forgiveness
and praises his Mercy]. If Sir Courteau wins the roll, then he will
develop a Hate (knight) Passion which may or may not haunt the player
knight in later life, depending on the success of this adventure.

The Final Insult and Denouement

At this point Lady Kerie rushes forward to aid Sir Courteau, tend to
his wounds and help him to his feet. As she attempts to get close, Sir
Courteau lashes out viciously at her, pushing her away from him.

"I'll need no help from you harlot. I have already been sorely tested
by you, so do not try to mock me further unless you want to regret
your actions. Should I want a woman to tend to my hurt, then I'll take
one of the serving girls."

Events will take a turn for the worse unless the player knights
intercede. When one of the knights intervenes, Sir Courteau will
strike blindly at him. If the player knight does not react, there is a
long, steely silence. If the knight concerned strikes back at Sir
Courteau in anger, he finds himself standing in the forest camp. If,
however, the player knight turns the other cheek, or preaches to Sir
Courteau about the importance of forgiveness as a Christian virtue, an
opposed Cruel/Forgiving roll should then be made between Sir Courteau
and the knight concerned. [opposed Forgiving versus Corteau's Cruel
roll. Success = Sir Courteau will once again convulse, all the anger
will leave him and he will stand there, crestfallen. Critical = Sir
Courteau will beg forgiveness for his behaviour and request a penance
as a measure of atonement.] If Sir Courteau is successful then he just
stands there, staring at the knight. The player knight should receive
a Forgiving check for his actions, whether the opposed roll is
successful or not.

By this time Lady Kerie, furious with her public humiliation and full
of shame because of the way the noble player knights are showing Sir
Courteau how a knight should properly behave, decides that one of them
would make a more suitable husband than her present one. As they stand
there in the courtyard she will walk up to the knight who, in the eyes
of the GM, has upheld the Christian virtues the best during the course
of the adventure.

"Please, take me away from here", she pleads, "you have seen what I
must put up with daily. You are a good Christian knight, just as Sir
Courteau was, I'm sure we can be happy together. I come from a noble
and wealthy family, you would not want for manors or wealth." She
looks up at the knight expectantly, her green eyes still piercing
bright despite of the tears. [Chaste. Failure = he agrees or, if the
knight simply agrees anyway, he again finds himself standing in the
campsight in the woods. Success = the knight espouses the Christian
virtue of sanctity of marriage or simply says "no"].

At this point an instant transformation overcomes Sir Courteau. He
falls to the floor, gurgling and thrashing about wildly. He then lies
still and an evil vapour pours from his mouth, eyes and ears. It
coalesces into the hazy outline of a demon which bellows once like a
tortured soul and then dissipates to the four winds. As the last
traces vanish, Sir Courteau stands, looks around in a befuddled state
and then rushes to hold his wife. He then turns to the player knights.

"God be with you good sirs for now my curse has been broken. I was
once a knight who served the Grail and thought myself safe from
temptation, but while out hunting I was confronted by a demon which
posessed me and turned me towards the ways of the anti-Christ. In such
a state would I have remained but for your help for every time you
showed me the truth of the Christian way the demon's grip on my soul
was weakened and, with your final act the demon's hold over me was
broken. I, my wife, and my family shall forever be in your debt kind
sirs. I have little that I can offer you in reward other than my
service, except for the last of Humilis' salves. Please accept it with
our thanks".

Sir Courteau insists that the player knights stay another night while
he thanks them and prays for their success in future endeavours. He
tells the knights that they should seek out King Arthur, if they are
not already knights of his, as they are knights befitting of the
Pendragon king. He also instructs his bard to compose a lay concerning
the virtues of these fine knights to be sent to the court at Camelot.
Eventually, Sir Courteau suggests that they all retire for the night
and that he will speak to them further in the morning. When the player
knights awake, they find themselves in the campsight in the woods
fully healed and full of the joy of God. Of the light or indeed of the
castle itself, there is no sign.

Aftermath

The knights' fame precedes them and by the time they reach Camelot
they are all spoken of in hushed and revered tones, Arthur himself
having been read "The Lay of the Knights of the Bright Castle". Sir
Courteau and Lady Kerie will be at court, Sir Courteau prepared to
fulfill his vow of allegience. If the knights are not already men of
King Arthur, he grants them a manor and friendship of the court. If
they are, then he will allow each knight to ask him for one favour (Of
course truly Modest and Temperate knights will decline the offer, or
ask for something trivial).

Moreover, although the knights will not know it, they will
automatically succeed their next roll on any of the Christian virtues
against which they received a check during the adventure.

Each character receives glory equal to the value of their Christian
trait(s) ticked, plus 100 additional glory for successfully completing
the adventure. For those that decline King Arthur's offer, as means of
a final test, they gain an extra 100 Glory.

--------------------

The Chaosium Digest is an unofficial electronic 'zine about Chaosium's
Games. In no way should it be considered representative of the views
or beliefs of Chaosium Inc. To submit an article, subscribe or
unsubscribe, mail to: appel@erzo.org. The old digests are archived on
ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be
retrieved via FTP.

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