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The Adventure of the Poisoned Lake
[comments:(1), views:(4824), rating:(9.0)]

Author: Shannon Appel
Homepage: http://www.erzo.org/~appel
System: Pendragon
Type: Scenario
Category: Fantasy
Requirements: A Pendragon adventure that can be run anytime.


This adventure was originally run as part of the Talgarth campaign, set in Wales in Phase One. In that adventure Llangorse Lake was poisoned and its lady slain. It has been modified so that it can be run anywhere, anytime.

[Copyright 1996, 2000, Shannon Appel]

Time: Anytime
Setting: The Crimson Lake, a nearby enchanted forest
Problem: A Black Knight has slain a lady and poisoned her lake
Characters: the lady, lake monster, an enchanted beaver
Secrets: a magical fountain contains purifying waters
Solutions: travel to the fountain, defeat the guardian, and purify the lake
Glory: 500 (or 100) for killing the lake monster, 100 for defeating a
magical beaver, 100 for purifying the Crimson Lake
INTRODUCTION

This adventure was originally run as part of the Talgarth campaign, set in Wales in Phase One. In that adventure Llangorse Lake was poisoned and its lady slain. It has been modified so that it can be run anywhere, anytime.

GAMEMASTER'S BACKGROUND

This adventure centers around an enchanted place named The Crimson Lake.

The Crimson Lake is a small lake no more than half-a-mile around. Despite its evocative name, it is usually murky blue-green. However, on certain nights, when the stars meet in secret conjunctions in the sky, the water turns crimson in color. This is said to mark an ancient misdeed. 5d20 Ambient, 4d20 Divination.

An ancient lady has always tended the lake. She has minor prophetic powers, and has used them wisely, bringing her a position of respect in the local peasant community.

Introducing the Players

This adventure will have the most impact if it is played in the player's homeland. Introduce the Crimson Lake as a nearby place of power.

Alternatively, if you do not have the latitude to introduce this new location to your player's home domain, it can be placed anywhere in Britain. Players will encounter the Lake while erranting, and can find the basic information listed in "Locales" by talking to the peasants.

In either case, the adventure opens for the player knights when Caidd, the young son of a local farmer breathlessly runs up to them. He'll explain in quick, short sobs that the Crimson Lake has turned black, and that the lady of the lake lies near death, and that help is desperately needed...

ENCOUNTER AT THE LAKE

Due to the warning of young Caidd (of some other method, perhaps even blind luck, if you prefer), the player knights will be drawn to the Crimson Lake. The scene they come upon is not a pleasant one.

The entire lake has turned a foul brownish-black color. The stench of rotting corpses hangs over it, like a cloud. Players who fail [Con] rolls as they approach will feel ill, and will be at -5 to all rolls until they leave the area of the lake.

Lying perhaps twenty feet from the edge of the Crimson Lake is its ancient lady. The ground around her is stained red with her blood. At first, it is not obvious whether she lives or not.

The Lady

As the players approach the Lady, they will see that she has been struck a mortal wound with a great sword. Feeble movements show that the barest spark of life still remains within her, which should amaze the players, for her wound looks quite deadly. In truth, the lady was struck down the previous day, and should have died at midnight; she has kept herself alive mainly by force of will, so that she can give warning and demand retribution before she dies.

When the players approach near to the Lady, she will move her cracked lips one final time, offering up a litany of horror and sin:

"Knights. Good knights. I knew you would come. The Other World calls loudly to me now, but I have held on to this one for a short time, so that I might give a last testimony of what has occured here.

"It was a knight, dressed entirely in black who came here. I could not see his face, for shadows clung to it like familiar lovers. Within him there was a burning ember of evil, and by that token I will recognise him ever more.

"The knight came here on a mission of destruction, and when I tried to interfere, he struck me down as if I were nothing. And then, he returned to his dark deed, and the lake, the poor lake, it began to boil with the same vileness that the knight possessed.

"I must ask you one favor before I depart. In the nearby woods, the woods that have been long ago enchanted by their proximity to my lake, there is a natural spring. Creudylad's water bubbles up from it. The water is clean and pure, and said to destroy any poison, turning it back upon itself. There are guardians over the spring, powerful protectors, but you can overcome them, I am sure. Promise to me that you will seek out Creudylad's Water and try to purify my lake. Swear it!"

With that, having expended her last bit of strength, the Lady will slump to the ground. If one of the players swears an oath within the next minute, she will die with a smile on her face (give that player a [Generous] or [Merciful] check, as appropriate). If no promises are made, she departs for her eternal rest wearning a sad frown.

The Monster

It is likely that at some point, either before or after speaking with the Lady, one of the players will aproach within ten feet of the lake. At this point, the tentacles of a horrific monster burst forth. It is the vileness of the lake personified, and it will fight to the death.

Evil Lake Monster

A monstrous octopoid creature, intent solely upon death and destruction.

SIZ 40 Move 2 Major Wound 80
DEX 10 Dam * Unconscious 0
STR 40 Heal ** Knock Down 40 CON 40 HP 80 Armor 4

* The Evil Lake Monster has three different forms of attack (see below).
** The Evil Lake Monster heals all of its HP at midnight.

Combat Skills:

Each round, the Evil Lake Monster gets 1D6+2 attacks (minus one per person it is currently suffocating), split randomly among the following types:

RANDOM ATTACK (D6)

1-2: Grapple 10, oppose DEX:DEX to drag player into water when attacked; oppose DEX:DEX each round to break free. Starting with the round after the initial attack, the victim is suffocating (see Pendragon pg. 185)

3-4: Pummel 10, Damage 8D6

5-6: Spash Noxious Water 10, [Con] or be -10 to fighting for 1D6 rounds.

Other Skills: Hide in Brownish-Black Lakes 39

Modifier to Valorous: -5

Glory to Kill: 500 (in combat) / 100 (by cleansing lake)

If the player knights manage to avoid the Evil Lake Monster on their initial visit to the Lake, they will surely encounter it when trying to purify the lake (see RETURN TO THE LAKE, below).

Onwards

At this point player knights will probably be preparing to sojourn into the nearby enchanted woods to search out Credylad's Spring. However, they could go searching for the black knight, or embark upon some other mission. Depending on their precise decision, checks in [Honor], [Pious], [Forgiving] or [Vengeful] may be appropriate.

THE QUEST FOR CREUDYLAD'S SPRING

The Lady's information concerning Creudylad's Spring was not very explicit. However, knights learned in the ways of Fay may know more about it.

[Faerie Lore. Success = The character has heard of the spring, and has a vague idea of where it is (Hunting roll is at -5). Critical = The character has heard of the spring, and has a very good idea of where it is (normal Hunting roll). He also has heard some tales of the Maiden Creudylad, an ancient Pagan Goddess. See Pendragon pg. 218.]

If the players are not learned in Faerie Lore, they will need to seek out someone who is. This may require an adventure in itself.

Once the players have managed to get a general indication of the spring's location, they will need go forth into the enchanted woods, and Hunt for it.

Into the Enchanted Woods

The players must decide who will [Hunt] for their group.

[Hunting (-5). Success = After a hard day's hunt, you come upon the Spring. Failure = You spend a day fruitlessly searching.]

Alternatively, the players may decide to stumble wildly into the woods, hoping to find the spring by luck. They are dark and dense, but after 2D6 days, the players will be succesful.

For each full day the players search for the magical spring, roll once on the Enchanted Woods Encounter Table.

ENCHANTED WOODS ENCOUNTER TABLE

1-5 No encounter.

6-10 Cross trail of game, Pendragon pg. 339-341 (Roll 1d6. 1: Bear, 2: Boar, 3: Bull, 4: Red Deer, 5: Fallow Deer, 6: Roe Deer).

11 Mischievous creature from the Other Side steals a random item from a random knight.

12 Boar of unnatural intelligence (Pendragon pg. 339-340) tries to stalk players, and seeks to draw away stragglers.

13 Panther (Pendragon pg. 342) observes players. [Awareness] to spot it. It only is aggressive if attacked.

14 Random knight's horse becomes dendrophobic (afraid of trees) due to a maleovolent faerie's curse.

15 Yale (Pendragon pg. 343).

16 Scared peasant from a nearby land is lost in the woods, and seeks aid [Trusting/Suspicious].

17 Traitorous peasant from a nearby land pretends to be lost in the woods, and asks for aid [Trusting/Suspicious]. If given the chance, he may kill knights, or make off with loot (use Bandit, Pendragon pg. 330).

18 1-4 Wakened Trees attack players:

WAKENED TREE

Armor 10 HP 30*

Combat Skills: Limb Thrash (x2) 10, Damage 4d6**

* Not susceptible to major wounds; fights until 0 HP.
** Can not Critical.

19 A horse tainted by the faerie magic of the woods approaches the players peacefully, but then tries to eat one (Use Charger stats, page 339, but add the attack "Bite with Sharp Teeth 15, Damage 6d6").

20 Demonic Dog searches for prey (use Lion stats, Pendragon pg. 342 -- it is a coal black dog, with burning red eyes). [Religion (Christianity). Success = this dog was clearly born in Hell.]

Glory: varies by encounter

The Glade of the Spring

Eventually, after a bit of searching, players will come upon the Glade of the Spring. No matter what the season beyond the glade, inside everything is always blooming with new life. As the player knights enter the glade, perhaps looking warily about, they will be greeted by a low squeaky voice:

"Excuse me! Excuse me! You aren't supposed to be here. No sir. Sorry, no visitors allowed. Away! Away!"

The possessor of this voice is (quite amazingly) a beaver. To be precise, it is a small (2' tall) bipedal beaver, dressed in velvet foppish finery.

The beaver, a nameless fellow, is the guardian of the glade. He will explain quite clearly and concisely that no one is allowed in the Glade of the Spring except for the priests of Creudylad (which the PCs clearly aren't; none have been seen in years) and that they'll have to leave. If they don't, he threatens that there will be a "terrible gnashing of teeth"

During this initial dialogue, you should do your best to make the players fear the cute Beaver. Play up his two most dangerous attributes. First, he moves lightning quick, so fast that the eye can't even follow him. Whenever a player blinks, the nameless Beaver is elsewhere. Second, his teeth are quite deadly. Have him demonstrate by chopping a big limb off a tree with one bite, and point out that could have been an arm or leg.

The Beaver really doesn't like hurting people, and thus he'll try and convince the players to leave. If pressed, he'll sigh and say that a player can win proper admittance to the grove by passing the Three Tests: Wit, Whim, and Will.

If at any time a player forces the Beaver to gnash his teeth, either by trying to get the water of the spring unbidden or by failing one of the three tests, the Beaver will launch a blindingly-fast attack, leaving the players no room for reaction. The poor victim instantly takes a Major Wound, and doubtless falls to the ground.

The Tests of Wit, Whim, Will

Only one knight may attempt the Tests of Wit, Whim and Will at a time, and the beaver will brook absolutely no interference from others. If the contestant fails, there will be a "terrible gnashing of teeth". But, if the players insist, the Beaver will reluctantly move forward.

The Test of Wit is simply a Riddle. If the player answers correctly, he wins. Otherwise, teeth gnash.

RANDOM RIDDLE TABLE

1. When young, I am sweet in the sun. When middle-aged, I make you gay. When old, I am valued more than ever. [wine]

2. If you break me I do not stop working, If you touch me I may be snared, If you lose me Nothing will matter. [heart]

3. My life can be measured in hours, I serve by being devoured. Thin, I am quick Fat, I am slow Wind is my foe. [candle]

4. Half-way up the hill, I see thee at last Lying beneath me with thy sounds and sights -- A city in the twilight, dim and vast, With smoking roofs, soft bells, and gleaming lights. [the past]

5. I am, in truth, a yellow fork From tables in the sky By inadvertent fingers dropped The awful cutlery. Of mansions never quite disclosed And never quite concealed The apparatus of the dark To ignorance revealed. [lightning]

6. I drive men mad For love of me, Easily beaten, Never free. [gold]

The Test of Whim is exactly that, a test of the Beaver's whim. He states it as such: "Give me a proper name". The Beaver will accept any proper Cymric name, but if he is offered something else (eg, a Roman Name, a Christian name, etc): gnash, gnash.

The final Test, of Will, is both the simplest and the hardest. The Beaver says:

"You have Wit! You understand Whim! You may take the water if you Will! But, but, but, be warned! If you take the water, there will come a day when your first-born son is called upon to pay a very heavy price! Choose! Will or Won't!"

Checks in [Loyalty (Lord)] (if the Crimson Lake is within the lands of the PC's lord) or [Honor] (if the PC swore to try and purify the lake) may be appropriate if the PC takes the water anyways. A check in [Love (Family)] may be appropriate if the water is left behind. The Beaver will not gnash if a player knight turns back at the Test of Will but he will announce that the PC has lost the contests, and must step back.

Multiple players may try these tests, one at a time. A random riddle should be used for each Tests of Wit. The Beaver will require a new name for each Test of Whim.

Eventually, the PCs will either win the spring's water, or be forced to return home and heal.

Glory: 100 for winning the Test of Wit, Whim and Will. 20 each for just winning some of the Tests.

Not Out of the Woods Yet

After leaving the Spring, the player knights will be ready to leave the woods. Unfortunately, the dark woods are a confusing place.

[Hunting. Success = You make it out of the woods. Failure = You are lost for the day.]

Continue rolling on the Enchanted Woods Encounter Table each day the players are lost.

RETURN TO THE LAKE

Once at the lake, it is simplicity itself to pour the magical spring water into the lake. A miraculous transformation will occur, and the lake will be purified in a matter of moments.

However, if the Lake Monster has not yet been slain, it will have to be dealt with. The water can not be poured into the lake while the Monster lives unless a player is willing to take grave chances. Warn that it is nearly suicidal to run straight into the monster's grasp, but allow the player the option if he wishes. A player rushing towards the lake must oppose his [Dex] to any and all Lake Monster attacks that round. If he achieves a Partial Success or less, he is hit; if he achieves a Total Success, he avoids that attack.

Of course, the player may not be too offended if he is dragged into the lake. No doubt, the purifying spring water will disperse as the player drowns.

Once the spring water hits the lake, the Lake Monster will automatically begin taking 10 points of Damage a round, no armor.

Glory: 100 for each player who helped purify the lake.

FUTURE STORY IDEAS

Further adventures may come out of this one.

* The Black Knight - The question still remains: who was the black knight, and why did he poison the lake? This plot can be best dealt with if it is left to linger in the background of other adventures: the black knight may become responsible for many of the woes of Britain in the weeks to come. Finally, when the players catch up with him, they will face a deadly battle. The black knight is a former lord who has been possessed by the evil of a demonic sword. Not only will the players have to face the moral quandry of striking down a peer of the land, but if they decide to they shall have to face his demonic power.

* The Beaver's Promise - 15 to 30 years down the road, the first-born son of the player who won the Test of Will will be called upon to fulfill his father's promise. The last priest of Creudylad will request he discover an ancient artifact of the goddess, to help revitalize her nearly dead religion. Not only will the quest be a very dangerous one, but if this first-born son is a Christian, he will have to weigh his [Honor] against his [Pious].

RELATED ADVENTURES

Although this adventure has been made generic, so it can be run anywhere in Britain, it was originally part of the Talgarth campaign. Several other adventures from this campaign have been written.

* The Talgarth Campaign - A description of a land in Wales, used as the basis of a campaign set in 495. The original location for this adventure.

* The Adventure of Uther's Burial - Talgarth warriors go to London to pay their last respects to Uther. Set in the year 495. Available at this site.

* The Adventure of the Worshiping Picts - Talgarth warriors defend a magician as he travels to a circle of stones. Set in the year 496. Available at this site.

* The Adventure of the Deceitful Faerie - Talgarth warriors help Brychan resolve a peculiar problem near the magical lake of Llyn Cwm Llwch. Expanded and reprinted without the Talgarth context in _Tales of Magic and Miracles_ by Green Knight Publications. The original version of this adventure can be found at the Chaosium Digest archive.

* The Adventure of the Golden Rose - Talgarth warriors seek in the Forest of Dean for an artifact of romance. Expanded and reprinted without the Talgarth context in _Tales of Chivalry and Romance_ by Green Knight Publications. The original version of this adventure can be found at the Chaosium Digest archive.



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