While
some of the party may decide to search for the missing child, the rest of the
party can continue with their archaeological ministrations. At this stage,
there are two targets for them to focus upon – the Watcher and the Devil’s
Knowe. The first is largely a matter of grilling the Reverend along the lines
of “what the Hell was he thinking?” Obviously, as an archaeological aficionado,
he should have known better than to just dive into digging at a known site of
Neolithic interest, and his arguments along the lines of “but it was just a
small site” should hold no water with the archaeological purists in the party
(even the argument that it was on Church land so technically it is Church property, holds no water). That being
said, it is a relatively small site,
so we’ll deal with it first.
The
Cist beneath the Watcher
The
Reverend reveals that, after digging at the base of the standing stone, he
found a small stone box made of ancient slabs, about a metre square. He has
photographs back at the rectory along with detailed measurements on a sketch
drawing. Within, he found a skeleton and several stone artefacts – a broken
Neolithic mace, several flint knives and a handful of small beads made of
amber. He can show the party where the cist lies if they are inclined towards
digging up the site again (not a good idea, archaeologically) and can show them
all of his notes, drawings, photos and finds. In terms of best-practice, it
behoves the party to go over the Reverend’s findings before reaching for the
shovels, but let the players do as they like.
From
perusing the Reverend’s notes, it’s clear that what he has done lacks a certain
methodological approach, but could have been much worse. Of primary concern is
the fact that – as he reveals – he was afraid that his digging might have
caused the standing stone to become unsteady: to combat this, he dragged
several wheelbarrow’s worth of gravel moraine to the Watcher and piled it about
its base. Such infilling by material not naturally located in situ is a clear contamination of the site and deserves censure.
Going
through the Reverend’s notes takes about four hours and, after this, the party
members so doing are free to make Spot
Hidden Rolls: those who make the rolls notice that the feet of the
(headless) skeleton in the cist have strange, backward-pointing spurs, as if
the feet of the individual had a weird rear toe, or claw, like a bird. The
image is not completely clear, and some might argue that what they’re seeing
are either the bones of another skeleton, lying below the revealed one, or are
partial skeletal remains added to the grave along with its main occupant. Archaeology Rolls, or Idea Rolls stemming from a character’s
previous reading, reveal that partial burials are a regular feature of Orcadian
Neolithic exhumations. The final answer can only be revealed by once again
digging-up the body.
Once
again, the party gets to decide if this step is necessary or not.
The
Dig Continues...
Two
things are of concern in addressing the Devil’s Knowe: the accelerant that was
used to cause the fire has seeped into the peat covering the mound and may well
have drained through to the interior of the cist; this means that the contents
may have been affected by the fire. Secondly, peat being flammable, anything of
interest within the soil covering might well have been affected, or even destroyed.
In most archaeological digs, the material removed from a dig – dirt, soil and
other types of “fill” – is sieved before being discarded. This generally
involves the material being immersed in water and then strained through mesh
pans to catch any small items or material held with the fill. An Idea Roll by any party member with
suitable skills will indicate that this is the way to go here. The party should
divide themselves into teams with some members clearing the site, others
approaching the opening of the cist, and the rest sieving the fill to locate
any overlooked finds. The Reverend, who has chosen to accompany the party to
the dig (his help no longer welcomed by the villagers), will help in this
latter task.
Those
characters addressing the opening of the mound will see that the presumed cist
is covered by three parallel slabs of Orcadian stone. Gaps between these stones
are plugged with heavy clay which is soon removed to reveal that there is a
space within. The stones need to be cleared off before they can be removed and,
if the party is doing its job properly, this should take the better part of a
day to accomplish.
The
party members sieving the fill will soon discover something interesting: within
the peat are many small seeds, dried and withered, of a dark brown – almost black
– colour. Also, soon after they begin, the water in the tub that they are using
develops a yellowish scum on its surface – a powdery substance within the soil
floats up from within the fill. Those making an Idea Roll, or with skills in Botany,
will notice a resemblance to pollen which often collects in spring puddles in a
similar fashion. The presence of the hawthorn bushes nearby may be a convenient explanation for this detritus; however, the players may wish to take samples of these substances for later identification. If
no players choose to do so, the Reverend, when he sees the seeds, will take one
and bite into it, to see if he can tell what it is. He reports that it is
bitter, but an unfamiliar type of grain.
Those
who have decided to clear the site of its hawthorn covering will have a heavy
day of slogging work, and will take 1D2 points of damage from thorns before the
day is over. If any of them have Occult skills
of significance, have them make Idea
Rolls while they work: If successful they may recall that hawthorn is often
used in magical traditions as a ward against evil. They can act upon this
morsel as they see fit. Otherwise, their day is fairly routine until the
following:
Strange
Encounter...
Those
characters who have decided to go in search of the missing child, Elsie, are in
for a bizarre meeting. (That being said, if no-one in the group has made this choice,
then the party has a bizarre meeting at either the Watcher, or the ‘Knowe,
whichever site they have decided to investigate.)
The
encounter happens when the party (or its subset) are near the Watcher, or the ‘Knowe,
preferably towards evening when the weather is starting to take a turn for the
worse. At the Devil’s Knowe, the most likely ones to be involved in this
encounter are those clearing the site outside the mound. The party members need
to make a Listen Roll; those
successful hear a strange “clop-clop” sound, like the footsteps of a horse.
Investigating, the players will have to make a Spot Hidden Roll on the Resistance Table versus a Hide Skill of 55%. If unsuccessful, the
party members will hear the sound a few times further, fading into the
distance; if successful, they will spot a shadow lurking, either in nearby
underbrush, or just within sight in the mist and rain. If they approach, they
will see the following creature:
Once
it realises that it has been seen, the creature snaps its teeth together at the
viewer(s) – “clop-clop!” – and sprints off into the foul weather. The witnesses
must make a SAN Roll – 0/1D6. Pursuit will be ineffectual: the creature – much like
a rabbit – seems especially designed for running uphill, and will quickly leave
any human followers behind. If any dogs are present, they will strenuously
avoid attempting pursuit, whining and cringing away from the being.
Let
the party mull this over...
To
Be Continued...
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