Sunday, 23 April 2017

The Devil's Knowe - Part 3


Now that the party has found the 'Knowe they need to get to work. This is as simple as making a few Archaeology Rolls.

Before embarking on a dig, the site needs to be mapped and laid out. This involves a bunch of measuring with survey equipment (or low-tech analogues) and marking out the location with a series of metre-by-metre squares with white string and pegs.  This may also require that some heavy foliage removal takes place, if bushes, grass or trees obscure the area. In this instance, the party is here only to ascertain that the damage done by the vandals won't permanently mar the location so a large work area is not required - they can simply map the part of the site where the damage has occurred, unless there is some other compelling reason to spread a wider net. Other initial tests that can be done are soil and water samples, identification of local plant life, and a check to see that no local fauna have been digging into the mound.

As a result of all this initial work, the party should be allowed to make some Idea Rolls if they've done their reading back at the rectory. David Fraser posits a list of seven factors that decide where the Neolithic Orcadians would choose a site to build a tomb or other construction. It runs as follows:

Factor I: a location some distance from the shore, near the top of a hill but with the slope blocking an all-around view of the horizon; building stone should be nearby and accessible and the site should be on or very close to land considered suitable for agriculture.

Factor II: a location on good farming land of the time, with podzolic soils developed on glacial till and with extensive views of the land within 5 kilometres.

Factor III: away from peat.

Factor IV: a location in a high position with a distant panorama.

Factor V: a location close to rich, established pasturage, i.e. near farmland.

Factor VI: a location away from gleyic soil complexes, i.e. land not used agriculturally.

Factor VII: a location with no extensive areas of restricted visibility.

Factor I locations are clearly the ideal set-up for a Neolithic building, but such spaces are not always available. Hence, the desirability of a site drops down the list until, if a Factor VII site is all that is available, that is where construction takes place. (Obviously, it was all 'location, location!' for the Stone Age Orcadians.)

Those party members who make their Idea Rolls will realise that the site for the Devil's Knowe isn't even as good as a Factor VII location. It's at the bottom of a small valley with no views possible; soil samples will reveal that the complexes here are gleyic - that is, heavy clay with no drainage; the mound is covered in peat; and it is distantly removed from any known settlements or good sources of stone. It looks as if the Orcadians deliberately chose the worst possible place to build. As the party continues to investigate, other strange features will begin to emerge...

Game Called due to Rain...

Before the party gets too far further into the examination, roll dice and declare that a huge rainstorm has blown in and renders any further activity untenable. The party should pack up and head home. In later forays, the group may wish to bring tents and establish a headquarters near the site, but for now, they have no recourse but the get in out of the weather.

The Keeper should keep in mind that the Orcadian weather is their best friend for drawing out the investigation. Any time that the party needs a break, or the tension needs to be ratcheted down a notch or two, the Keeper can roll dice and declare inclement weather in order to stage a time-out. As well, if the party ever really needs to have good weather in order to accomplish something, have them roll a Luck Roll (for individual actions) or an averaged group (or group subset) Luck Roll to see if exactly the wrong sort of weather rolls in. Have fun with this, fellow Keepers!

At this stage however, the party needs to return to the rectory, trailing back over the hill the way they came. As they head up the slope from the 'Knowe, have them all make Spot Hidden Rolls: those that are successful will see a small figure, indistinct through the rain, waiting near the standing stone at the hill's summit. They will gain the impression of wild hair and the unsteady wobbling gait of a small child before the figure moves off out of sight. Could this be the missing child that everyone is talking about? When the party arrives at the standing stone, there is no sign that the figure was ever there. The party can talk to the Reverend about this, or not, as they see fit.

Home again, home again...


When the party arrives back at the rectory, they find that the place is crowded with other people taking refuge from the rain. Maeve and several other women are busy making soup and tea in the kitchen while the rumbling voices of men emanate from the study. Inside the front door are stacks of gumboots and galoshes and the coatrack is heavily laden with mackintoshes. Throughout the building is a heavy scent of warm soup and damp wool.

Within the study, the Reverend and several other men pore over several topographical maps spread out across the desk. It's clear that they're talking about the search for the missing child - a girl named Elsie. As the party enters, the Reverend introduces them to the local men, particularly the default town leader, Liam Reid. He is a tall and imposing Scot with long red hair and a beard. He stares frostily down at the party and asks them how things are progressing at the 'Knowe. He lets them answer and then notes casually that if the thing fell to pieces, the world would be all the better for it. There is a rumble of assent from the other villagers.

Seeing the lay of the land therefore, in regard to the ancient monument, the players can respond as they see fit. The villagers regard the 'Knowe as evil and something not to be toyed with and little can be said to sway their opinion: it's clear they they disapprove of the party's presence in this matter. If the characters can reassure the menfolk that they only intend to survey the damage and restore the status quo, they will gain a modicum of acceptance from them.

At some point during this discussion, the party can mention that they saw a small figure up near the standing stone on the top of the hill at the far end of the glebe. This will cause some excitement and a re-shuffling of the maps. Some disbelief that so small a bairn could have made it such a distance will be expressed. In this exchange, the party will learn that the standing stone that they have seen is called the Watcher; if they discuss the possibility of examining it as part of their overview, they will meet some stern resistance.

"The Watcher," says Liam, "is the sentinel that holds vigil o'er Devil's Knowe. Bad enough that ye be messin' wi' the 'Knowe, but ye'd best nae mess wi' the Watcher!"

The summons to soup ends the discussion, leaving the party with plenty to mull over...

To Be Continued...

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