| Display a Printer Friendly Version The Adventure of the Dancing Tree [comments:(1),
views:(5017), rating:(8.0)] Author: Eric Rowe Homepage: http://www.wizards-attic.com System: Pendragon Type: Scenario Category: Fantasy Requirements: This short adventure can occur in any forest near Logres. The knights will hear the story of a hunter who one night came upon a glade in the woods wherein danced a small silvery ash tree. The local lord has asked for some knights to investigate this occurrence in his lands.
Introduction:
This short adventure can occur in any forest near Logres. The knights
will hear the story of a hunter who one night came upon a glade in the
woods wherein danced a small silvery ash tree. The local lord has
asked for some knights to investigate this occurrence in his lands.
The player's knights are those lucky enough to be chosen. Their task
is simply to discover the truth of this tale and investigate its cause
if such a tree exists. The lord considers himself an avid
horticulturist and will also ask for a few clippings to be taken from
the tree for him to plant back at the castle.
Background:
Several months ago, a young knight named Sir Terorfor was out
adventuring in the forest. He met a young woman named Viviene who was
out gathering mushrooms. Romance was natural between the youngsters,
but Sir Terorfor had no intention of bringing this unlanded woman back
as his wife. Broken hearted, she ran weeping back to her house in the
woods. Her mother, a Witch specialized in shapeshifting magics,
turned herself into an enormous bear and chased the young knight. Sir
Terorfor's squire escaped and reported Sir Terofor slain by the bear.
In truth, Sir Terorfor survived the attack. However, the witch cursed
him with the form of a tree. Every night he turns into a tree. If he
remains standing, his roots will dig into the earth and he will become
a tree forever. Thus, he dances. In the day he returns to human
form, but is exhausted. Each time he has tried to leave the glade, a
great bear has come and driven him back in to it.
Finding the glade:
With the hunter's tale of his discovery it is fairly easy to find the
glade of the Dancing Tree. A simple hunting role will allow it to be
found. Bringing the hunter himself along to help will give a +5 to
this roll. A critical success will allow discovery of Viviene at her
house. A fumble will result in the knights becoming lost in the
forest [For ideas here, see the 'Lost in the Woods' solo in Pendragon
3rd edition].
The Glade of the Dancing Tree:
It is best to have the knights arrive late in the evening, once Sir
Terorfor has already gained his foliage and begun his dance. An
awareness success will reveal a pile of nearly gone supplies of food
under a bush. Markings upon the material clearly reveal it to belong
to a knight. A Read Latin will confirm that it belongs to Sir
Terorfor, a knight who was recently killed by a bear. A critical
success on the awareness roll will also reveal that the knights are
being watched from the woods by an enormous bear. This is the witch.
If she is seen, she will run off for a while, but will return. If
players give chase, go to the section "The Witch."
As players study the tree, have them make Faerie Lore rolls. A
success will indicate to them that this is some sort of magical trick
and may be a Faerie happening that goes away during the day. A
Critical Lore roll will reveal that this is not Faerie work at all,
but rather a magical curse. This last fact will also be realised by
any magical druids or clergy with the knights who make a sight roll
(see 4th edition, coming soon to a game store near you.)
The adventure can actually end here. The knights may see the hunter
was telling the truth, take some clippings and head home. More
likely, they will look around some more or wait until morning. If
they wait, they will see the tree transform into a knight in armor,
missing his sword and shield. He will immedately collapse in
exhaustion. If there have already been some clippings taken, he will
also be in pain, clutching at his bleeding hand which now is a few
fingers less than most. Once given some time to recover (merciful
knights will also give him food and water) Sir Terorfor can tell his
tale. He will say that an evil witch cursed him and left a vicious
bear here to guard him until he turns into a tree forever. He will be
remiss about mentioning Viviene and their short relationship.
The most likely option at this time is for the players to attempt to
escort Sir Terorfor out of the forest. As they do so, they will come
across Viviene's house. Sir Terorfor will tell them that it is the
house of the witch and they should all flee (Reckless/Prudent). If
they do flee they will not meet Viviene and will eventually encounter
the bear. Go to "The Witch."
Viviene's House:
It is likely the players will at some time discover Viviene's house.
When they enter, they will see a beautiful young woman sitting in a
chair sewing. Leaning against a wall near her are the sword and
shield of Sir Terorfor (Heraldry). There are a couple of
possibilities.
The players might not yet have met Sir Terorfor. In this case, the
young women will tell the player knights that the arms belong to an
evil young man who betrayed her. They were brought to her by her
mother who chased him out of the forest. If asked how, she will
simply state that you should see her mother when she gets angry. She
will continue her tale of woe with how lonely it is here and how there
are no handsome men to talk with. If any of the knights show any
interest, she will focus her comments on them. While she loves her
mother, she would like to get out of the forest and live in a big
castle and wear long, lovely dresses.
On the other hand, Sir Terorfor might be along when the knights. In
this case, Viviene will believe he has returned for her and attempt to
run to him. Terorfor will cowardly hide behind a player knight. When
Viviene finds out that Sir Terorfor has not come for her, she will
burst into tears. After some time, she can be comforted, and will
probably take a liking to whomever does so. As mentioned before,
Viviene has always wanted to live in a castle. If asked about the
Witch, Viviene will say that her mother was just protecting her from
this mean man. She will only forgive him if another knight promises
to take her away, either to marry or to place on the staff of some
rich lady.
Viviene: SIZ 12 DEX 14 STR 10 CON 10 APP 28
Important skills/passions: Industry 17, Love (family) 16, Faerie Lore 16
Honest 18, Generous 16.
The Witch:
If the players are chasing the bear/witch in an attempt to kill it,
then this will just be a standard fight. Recall though that the bear
is a person and will use every advantage possible in a fight. In game
terms, the only way to corner her will be on foot and no more than two
men at a time will ever be able to reach her.
If the players chase the bear for questioning or run across the bear
while trying to escort Sir Terorfor out of the forest, other options
are available. The bear will growl a lot and seem to be talking to
the party. If a knight approaches cautiously and unarmed, the bear
will take a rune carved stick in its mouth and give to the knight. If
the knight takes it, he will suddenly understand the bear's speech.
The witch will then explain the story again from her side. The bottom
line is that she will not let Terorfor go unless her daughter forgives
him for his betrayal (If the daughter is already there, this will play
out very easily). The knights may choose to fight or (more sensibly)
return (escorted by the bear) to Viviene's house to attempt to get
Viviene's forgiveness to Sir Terorfor.
The Witch (in bear form):
SIZ 40 DEX 10 STR 35 CON 25
Move 10, Dam. 10d6x2, Heal Rate 6, Hit Points 65
Major wound 25, Unc. 16, Knockdown 40, Armor 15
Minus to Valor (-8), Glory to kill 150
Attacks: 2 paw swipes @ 18 each round.
The Return:
If the knights simply verify the story and then head home, they will
be startled (as will their lord) when they unwrap the clippings to
discover a few bloody human fingers. It is likely a return to the
forest will be due in this case.
If the knights return with Sir Terorfor and the the bear slain, they
will get standard glory awards for their deeds. If they return with
Viviene (and the bear alive) there should be a 25 glory bonus for the
knight responsible. This should be doubled once Viviene's 'situation'
is sorted out at the castle.
Eventually the witch will come to stay with the daughter and will get
along famously with the lord, for she also has a great interest in
horticulture. The knight who talked to her will be highly commended
by the lord and will receive another 15 glory for her kind words. If
Viviene has managed to marry a knight, they will receive no glory for
the marriage, but it could be very useful to have a powerful witch
friendly to the lord be your mother-in-law.
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