TEXT: Creag Hill
  Adventure Module
  
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  Foreword
  Brittannia Game Designs and the designers of C&S 5th 
  Edition celebrate diversity among gamers and in our 
  games. In this edition of the classic medieval fantasy game 
  we encourage you to break away from the bland white, 
  male Middle Ages of yesteryear and make your game as 
  rich and varied as the Middle Ages really were.
  If this does not reflect your vision of the Middle Ages, this 
  is not the game for you.
  Cover artwork by Andrew Hepworth coloiured by 
  Gordon Napier
  “Chivalry & Sorcery” is copyright Brittannia Game 
  Designs Ltd 2020.
  The authors assert the moral right to be identified as 
  the authors of this work. 
  “Chivalry & Sorcery” and “C&S” are registered 
  trademarks of Brittannia Game Designs Ltd. 
  All rights reserved under UK and international 
  copyright conventions. 
  All of the characters and places described in this 
  book are fictitious and any resemblance to actual 
  persons, living or dead, is purely co-incidental. All 
  rights reserved. No part of this publication may 
  be re-produced, stored in a retrieval system or 
  transmitted in any form or by any means, electronic 
  or otherwise without the prior permission of the 
  publishers and the copyright owner except for the 
  purpose of review. 
  A catalogue record is available from the British 
  Library:
  ISBN 1-902500-24-9
  E-mail: britgamedesigns@gmail.com
  Or visit the Website at
  http://www.britgamedesigns.com
  Welcome, to Creag Hill one of the new adventures 
  for Chivalry & Sorcery 5th Edition.
  This is the first of our historical adventures and was 
  written by Paul “Wiggy” Wade-Williams some years 
  ago for us, but 5th edition has breathed new life into 
  it.   We hope to bring other small adventures from 
  Pauls pen in the coming months. 
  So good reading and fun gaming …
  Steve Turner
  Brittannia Game Designs Ltd 
  March 2020
  Line Manager: Stephen A Turner
  Assistant Line Manager: David Blewitt
  Artwork & Cover: Gordon Napier & Andrew 
  Hepworth
  Chief Editor: Sue Turner
  Layout by: - A.R.Cowley 
  Director of Anderian Designs Ltd.
  ANDERIAN DESIGNS
  
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  Glorious Table of Contents
  The Legacy  
  of Creag Hill ~~~~~~~~~~~~~~~~~~ 6
  Gamemaster’s Notes ..................................................6
  Historical Note ..............................................................6
  The Scenario ~~~~~~~~~~~~~~~~~~ 6
  Introduction .................................................................6
  Alternative Introduction .............................................7
  What Really Happened to Sir Stephen? ...................7
  Sir Stephen’s Manor ....................................................8
  Conducting Interviews ..................................................8
  Lady Rowena ................................................................8
  Sir Stephen .................................................................10
  Social Status: 32 BIF: 50 .............................................................10
  Brother Justinius .........................................................10
  The Villagers ...............................................................10
  Creag Hill ....................................................................11
  The Hill by Night ..........................................................12
  The Roman Temple ....................................................13
  Description ..................................................................13
  The Temple’s Secret ...................................................14
  New Magical Materials ...............................................14
  New Spell ....................................................................15
  Blessings of Danu ........................................................... 
  15
  The Bandits’ Camp ....................................................15
  The Bandits .................................................................15
   The Main Road ..........................................................16
  The Feast ....................................................................17
  Appendix A ~~~~~~~~~~~~~~~~~~~18
  Appendix B 
  The Bestiary ~~~~~~~~~~~~~~~~~ 20
  
  6
  The Legacy  
  of Creag Hill
  Gamemaster’s Notes
  This adventure deals with the sudden mental illness 
  of a local knight, Sir Stephen, Lord of Briwtun 
  (Bruton), who rode out to a nearby hill to capture a 
  group of bandits, and the sudden disappearance of 
  the knights who accompanied him. An ancient and 
  malevolent faerie guardian stands sentinel over the 
  hill and still performs its appointed task after nearly 
  1500 years. The guardian presents a tough challenge 
  to any group of characters.
  Curing Sir Stephen of his madness is not the 
  immediate goal of this adventure; it is defeating the 
  bandits is. Trying to cure the illness that affects the 
  Lord of Briwtun may involve many trips to Creag 
  (Creech) Hill and even visits to druids.
  Although having a character with noble status can 
  make the character’s life easier it is not absolutely 
  necessary. If there is at least one such character 
  in the group then use the standard introduction 
  below. Otherwise, use the alternate notes on how to 
  introduce the characters to the plot.
  A small band of characters of Levels 1 - 4 should 
  be able to handle this adventure with a modicum 
  of effort. The adventure is set in Somerset during 
  the early part of the 13th century, but can easily be 
  transposed to any campaign world with little effort.
  Historical Note
  The black guardian of Creag Hill is a real legend 
  in Somerset, England. The temple no longer stands 
  on the hill, nor can its foundations be seen, but 
  archaeological work has revealed that the hill 
  was used up to and including Saxon times. Some 
  finds can be found in Bruton Museum and further 
  information about the legend can be found by 
  contacting https://www.brutonmuseum.org.uk/
  The Scenario
  Introduction
  Read or paraphrase the following:
  Note: If using your own campaign, use a suitable 
  NPC.
  Whilst resting at a friend’s manor house in rural 
  Somerset, the tranquillity of the characters’ evening 
  meal is disturbed by the constable for the market-town 
  of Briwtun, which lies just off the main highway 
  between London and Exeter. He is banging on the 
  manor’s door as if the Devil himself is hounding him.
  The porter of the manor answers the door and 
  enquiries about the constable’s business. From where 
  the characters are gathered in the Great Hall they can 
  hear approaching footsteps and the porter say, “You’d 
  better come in and speak to my Lord about this”.
  A few moments later the porter enters the Great Hall, 
  apologises for disturbing the Lord and his guests, 
  and introduces the constable of Briwtun, Glyn the 
  Stout. The constable is a large set individual and is 
  well over six feet in height, tall for people of this age. 
  His weathered face sports a neatly trimmed beard 
  and deep-set, steel blue eyes peer out from under his 
  long hair. He is dressed in dirty leather armour and 
  is visibly out of breath. He carries no weapon, having 
  left his spear at the front door.
  The constable bows politely, steadies himself mentally 
  and then begins to speak to the assembled characters.
  “My lords, I beg your pardon for disturbing you at 
  so late an hour,” he begins whilst still gasping for 
  breath. “I apologise if my speech is flustered, but I 
  have ridden hard without stopping for food nor sleep 
  from the town of Briwtun, for I know that the news I 
  bring will be of most import to your ears. My lord’s 
  wife, the fair Lady Rowena, did send me with news 
  and an urgent request.
  “Bandits have been plaguing the road just outside 
  of Briwtun and my lord, Sir Stephen of Briwtun, 
  believed them to be camped out on a hill just above 
  the town. He rode forth five days ago with his three 
  vassal knights to bring the bandits to justice. Nothing 
  was seen of them for two days, until a farmer came to 
  my house with a most worried look upon his face and 
  urged me to follow him.
  
  7
  Actually, Sir Stephen is a generous man, treats his 
  peasants fairly and rules his lands wisely. Whilst 
  not exceptionally wealthy, he maintains a modest 
  manor and has three vassal knights in his permanent 
  service, each with their own manor on Sir Stephen’s 
  lands. Aiding him could certainly do no harm to the 
  characters’ reputations.
  The town of Briwtun should be around two days 
  gentle ride from the characters’ current location 
  and Glyn the Stout asks to travel back with the 
  characters; to guide them as much as secure 
  protection from bandits and wild beasts. The hill 
  that the constable refers to is known locally as Creag 
  Hill and it is indeed haunted.
  Alternative Introduction
  If none of the characters are knights or nobles, they 
  have little reason to be dining in a lord’s manor 
  house. However, since all characters have a feudal 
  lord, whether they support him or not, getting them 
  there should be fairly easy.
  They may be carrying a message for him and have 
  been invited to stay, or they may have been sent 
  to aid the lord in repaying a debt. Whatever the 
  reason, it needs to be for friendly reasons and one 
  that allows the characters to stay overnight. The 
  reason itself should not require an adventure, or 
  the characters are unlikely to enter this adventure 
  (unless this is their last night before they leave for 
  home).
  What Really Happened to Sir 
  Stephen?
  Sir Stephen and his three vassal knights left his 
  manor house late in the afternoon, planning to 
  surprise the bandits when they returned to their 
  camp after a day’s villainy. However, the bandit 
  camp was not on the hill as Sir Stephen had 
  presumed. Seeing the remains of the old temple 
  that stands on the summit of Creag Hill, Sir Stephen 
  decided that whilst he and his men were here they 
  would explore the place anyway. These were his 
  lands, but he had never had reason to visit the hill. 
  Chances are, he reasoned, the bandits may have 
  been here recently and left signs of their camp.
  “When we got to the spot where the farmer was 
  digging his crops I saw poor Sir Stephen lying there 
  in the filth and muck laughing like a madman. His 
  armour was all dirty but I could see that he was not 
  wounded at all. He had lost his sword and shield, and 
  I could see no sign of his horse. There was neither sign 
  of the other knights, nor their horses either. We took 
  Sir Stephen back to his manor house and called for the 
  village priest, Brother Justinius, to come and tend to 
  him. My mistress then charged me to travel here and 
  bring you this news. Other lords have been asked to 
  help, but all have declined.
  “Begging your lords’ pardon for speaking so foolishly, 
  but there is an old legend amongst the farmers who 
  live near the hill that an evil monster dwells on the 
  top. Lord Stephen, being a good Christian man, 
  never paid it much attention. Some say that the same 
  night Sir Stephen left the manor, the beast was seen 
  performing its strange dance atop the hill. The Lady 
  Rowena beseeches you Sirs in the name of merciful 
  God, please come and aid us in finding out what 
  happened to my master, and what has become of his 
  knights.”
  Skills Check
  Skill Used: Regional/National History & Legend lore p185
   
  or Local History & Legend if brought up within 20 miles
  Achieving: Good relations with Lady Rowena
  How long: 3 min
  TSC% Mods
   
  Character has lived in local area for some time: +25% or
  Success Crit: 
  01 - 08 The character knows that Sir Stephen is a loyal support of the 
  king and has fought at his side before.
  09 - 10 The character knows that Sir Stephen is a loyal supporter of 
  the king and has fought with him on the Crusades. He also has an 
  unbetrothed daughter
  Failure Crit:
  01-09 The character has never heard of Sir Stephen.
  10 The character mistakenly believes that Sir Stephen only follows the 
  king in word and not spirit and has plotted against him in the past. 
  Consequences:
  Misjudgement of Sir Stephen’s relationship to the King could severely 
  taint any further interactions, especially from loyal Knightly or Noble 
  characters.
  The characters may know something of Sir 
  Stephen. Have each character make a Regional 
  History & Legend lore skill roll (substitute “Local” 
  if the character lives within 20 miles of Briwtun - 
  Gamemaster’s discretion if this is not being played 
  in Somerset).
  
  8
  As night began to fall and, having found nothing 
  of interest, the knights were preparing to leave for 
  the comfort of their manors when the guardian of 
  the hill appeared and attacked the group. Driven 
  insane by the beast, Sir Stephen ran off into the 
  night, dropping his weapons and leaving his horse. 
  The other knights managed to flee from the creature 
  with their wits barely intact but were ambushed by 
  the bandits on their way back to Briwtun. In their 
  panicked state the knights were easily despatched.
  Sir Stephen, by now a gibbering wreck, wandered 
  aimlessly around the edge of the hill for a day and a 
  night before collapsing in the farmer’s field where he 
  was later found.
  Sir Stephen’s Manor
  The journey to Briwtun should be fairly uneventful, 
  unless the Gamemaster wishes to prepare an 
  encounter or two in advance.
  On arriving at the manor house, the characters are 
  met by Maurice, Sir Stephen’s butler, who greets 
  them, has their horses lead to the stables, and 
  welcomes them inside for food. He does not yet 
  know who the characters are or why they are at 
  the manor, but he is following standard custom by 
  offering the characters hospitality. He is polite but 
  a little reserved with his information. Any character 
  who has the special ability Sense Auras, will notice 
  that the butler seems suspicious of the characters, 
  but not overly so. Only when he is told that the 
  characters are at the manor in answer to the request 
  for aid send by Lady Rowena does he relax and 
  speak more freely. 
  Read or paraphrase the following:
  Conducting Interviews
  Whilst at the manor the characters have chance to 
  speak with some of the occupants, in the hope of 
  gaining useful information, both any they meet prior 
  to being greeted by Lady Rowena, or afterwards.  
  Major personalities include the following but feel 
  free to include any others you think will enhance the 
  players’ enjoyment of the adventure. 
  Note: Stats for all of the following major NPC’s can 
  be found in Appendix A – NPC Stats.
  Lady Rowena
  Maurice informs Sir Stephen’s wife, the attractive 
  Lady Rowena, of the characters’ arrival. Lady 
  Rowena is a tall, slender woman of strong Celtic 
  blood whose clothing accentuates her perfect figure. 
  Her red hair is kept neatly up in a bun. As a young 
  woman she had many suitors and enjoyed flirting 
  with attractive young knights, but now she is 
  devoted to her family.
  Read or paraphrase the following:
  When you arrive at the manor house of Sir Stephen 
  and Lady Rowena, their butler, Maurice, meets you 
  at the entrance. He politely arranges for your horses 
  to be taken care of but seems a little reserved in his 
  greeting. Glyn then approaches him and quietly 
  whispers in his ear. Maurice smiles and looks 
  greatly relieved. As he takes your travelling cloaks 
  he says, “I shall inform my mistress of your arrival 
  whilst you freshen up. I am sure that she will be 
  with you shortly. Unfortunately,” he adds, “my 
  lord is still bed-ridden and cannot come down to 
  welcome you personally although I am sure that in 
  his heart he thanks you. If you wish, hot water and 
  clean clothes can be made available to you”.
  She greets the characters in the Great Hall whilst 
  they dine. “Brave men of the realm, I thank you most 
  kindly for offering your services so quickly. It is 
  reassuring to know that in moments of need there are 
  fellows who would so speedily aid a lady in distress. 
  As you are no doubt aware, my husband suffers from 
  an unknown malady and his vassal knights have 
  disappeared. You are most welcome to stay at the 
  manor house whilst you make your enquiries into my 
  husband’s sudden ill health and the disappearance of 
  our loyal retainers. I insist that during this time you 
  eat at my Lord’s table, which, alas, is deserted except 
  for myself. It would be my Lord’s wish.” 
  The manor is clean although it does not speak of 
  immense wealth. The rooms at the manor are spartan 
  in their furnishings but are comfortable and the food 
  and wine is of good quality.
  Lady Rowena has no idea what happened to her 
  husband whilst he was hunting the bandits. If 
  questioned she merely answers, “When my husband 
  left here with his knights he was in good spirits and 
  anticipated being home before nightfall.”
  
  9
  Characters who wish to learn more should make a 
  Charm or Hearing Rumours skill roll, depending on 
  whether they openly ask the staff or merely listen to 
  conversations.
  Skills Check
  Skill Used: Courtly Manners p195, or Diplomacy & Politics p163
  Achieving: Good relations with Lady Rowena
  How long: 3 min
  TSC% Mods
   
  Character has children: +10% or
  Success Crit: 
  01 - 10 The character knows that openly asking about a host’s daughter 
  is bad etiquette, unless you know the host well.
  Failure Crit:
  01-09 The character does not know enough regarding etiquette to 
  understand, if asking about the daughter is wrong or not and has to 
  make up his own mind.
  10 The character makes a complete fool of himself by asking if he can 
  see Lady Rowena’s daughter.  
  Consequences:
  Any future dealings with Lady Rowena will need to be through a trusted 
  third party. Inquiring characters are informed icily that her daughter is 
  currently at Sarum (Salisbury). Wiser characters find out information 
  about the young lady by subtler questioning of the manor staff. 
  Skills Check
  Skill Used: Charm p161or Hearing Rumours p208
  How long: 15 min
  Achieving: Finding the scuttlebutt
  TSC% Mods
   
  None
  Success Crit: 
  01 - 08 The character learns that the girl is called Madeline and is 
  currently staying in Sarum with friends.
  09 - 10 The character discovers that Lady Rowena’s daughter, Madeline, 
  is staying with the Earl of Sarum, Sir Stephen’s cousin, and that Lady 
  Rowena is extremely protective of her.
  Failure Crit:
  01-09 The character simply learns that the daughter is not at home..
  10 The character completely misunderstands anything he hears and 
  believes that her mother is holding the girl captive in one of the towers of 
  the manor house. 
  If the characters know or have learnt of Lady 
  Rowena’s daughter and mention her in 
  conversation, Lady Rowena is immediately put her 
  on her guard and she begins to doubt the veracity of 
  the characters’ claims to be here to aid her husband. 
  After all, there is no reason for the characters to 
  bring her daughter into a conversation, especially 
  since they are strangers to Briwtun. Have the 
  characters make Courtly Manners or Diplomacy & 
  Politics rolls (their choice) before they ask such a 
  question.
  
  10
  Sir Stephen
  Social Status: 32 BIF: 50
  Sir Stephen currently rests in his bed and is still 
  insane. He continually speaks of the “dark one” and 
  the “horned beast”. His personal servants believe that 
  spirits possesses him. During his mad ramblings he 
  laughs continuously, shouts at the top of his lungs 
  and is frequently seized by fits. He is of no use to the 
  characters if they attempt to ask him questions about 
  his ordeal.
  Brother Justinius
  The local Christian priest, Brother Justinius, has 
  taken it upon himself to tend Sir Stephen around 
  the clock and can be found at his bedside at almost 
  every hour of the day. What little sleep he grabs is 
  at Sir Stephen’s bedside and his meals are taken up 
  to him. Only trips to the latrine cause him to leave 
  Sir Stephen’s side for any length of time. Brother 
  Justinius is a little overweight and has the tell-tale 
  bags under his eyes that go with a lack of sleep.
  If questioned about Sir Stephen’s health he 
  emphatically tells the characters that “poor Sir 
  Stephen is possessed by the Devil himself!” If asked 
  about the legend of the creature on Creag Hill he 
  dismisses it as “peasant superstition and too much 
  strong drink.” No matter how hard he is questioned, 
  he does not venture any other opinion about Creag 
  Hill or its supposed inhabitant. He cannot be 
  persuaded to leave Sir Stephen’s side under any 
  circumstances.
  The Villagers
  The characters may wish to approach the inhabitants 
  of Briwtun to discover more tales of Creag Hill. It is 
  not common practise for nobles to question peasants 
  in matters such as these, but lower status characters 
  may have some luck. After all, few others are likely 
  to know the hill, or its legends, as well as the folk 
  that live near it.
  The peasants, are extremely courteous and give the 
  nobility no reason to be offended with them, treat 
  nobles very well. However, they are also fairly aloof. 
  Common folk receive a more friendly welcome. The 
  locals, made up mainly of farmers and herdsmen, 
  are always pleased to hear news of other places.
  
  11
  Characters who question the peasants about legends 
  concerning the hill may attempt an appropriate 
  social skill, such as Charm. Intimidating a lord’s 
  peasants is not considered good practise and any 
  strong-arm tactics get reported to Lady Rowena who 
  will make her displeasure known. Characters who 
  wish to use their own skills should use Regional 
  History & Legend (or Local if they live within 20 
  miles) skill, but suffer a penalty of -20% as the 
  stories are not that well known outside of Briwtun 
  and its environs.
  If talking to the locals, noble characters suffer a 
  penalty of -1 to their Crit Die, whereas pagans 
  or those openly displaying pagan signs (such 
  as Witches or Druids) receive a +1 bonus. Both 
  modifiers apply whether the roll is successful or not.
  Creag Hill
  Creag Hill is a long wooded hill situated 
  approximately two miles north west of the market 
  town of Briwtun, which is in east Somerset. The hill 
  is one of the tallest in Somerset and can be seen from 
  Glastanbeorg (Glastonbury) Tor and Cadaerborgh 
  (Cadbury) Castle.
  The hill, according to local history and superstition, 
  is haunted by a maniacal, large black figure that is 
  often seen bounding around the hilltop at night. The 
  locals do not venture onto the hill after sunset, save 
  for the direst of circumstances. On the summit of the 
  hill stand the remains of an old Roman temple.
  The hilltop is some 215 feet higher than the 
  surrounding landscape and is only twelve feet wide 
  at the top, where it is relatively flat. An overgrown 
  but passable trail leads up the hill and passes along 
  the entire length of the summit. From the summit, 
  the hill slopes away steeply to each side before it 
  begins to level out into farmland. The north side is 
  considerably steeper than the south side, although 
  a little-used track winds down it. The hill is only 
  lightly wooded, but the amount of ground ivy, 
  nettles and other such vegetation, the ground cover 
  is extremely thick, over two fee high in places, 
  making travel difficult. 
  During the autumn and winter, rain makes the 
  ground very slippery, and it is easy to lose one’s 
  footing. Horses have great difficulty climbing the hill 
  by any route other than one of the two trails (Animal 
  Riding rolls suffer a penalty of -30% and with Crit 
  Die 01 the horse breaks a leg). In the winter months, 
  a light mist seems to hang over the top of the hill, 
  adding to the peculiar atmosphere.
  Skills Check
  Skill Used: Charm p161 or Regional/National History & Legend lore 
  p185
  Achieving: Finding the scuttlebutt 
  How long: 1 hour
  TSC% Mods
   
  Distance : -20%
   
  Noble: -1 to Crit Die
   
  Pagan: +1 to Crit Die
  Success Crit: 
  01 - 08 The character is told that a monster lives on the hill, but it only 
  comes out at night.
  09 - 10 The character is told that a nocturnal faerie guardian resides on 
  the hill and that there is an old temple there as well, in which stands a 
  statue whose blood can cure the sick.
  Failure Crit:
  01-09 The character only learns that a monster guards the hill. 
  10 The character offends some local lads and the situation needs to 
  be defused before a scuffle breaks out. If the character is making a 
  Regional History & Legend (or Local) skill roll, he remembers that a 
  dragon lives on the hill. 
  Consequences:
  Possible fist fight breaks out
  
  12
  Characters who make a successful Alertness: Sight 
  roll may notice that whilst birds can be seen nestling 
  in the trees and occasionally walking along the 
  ground foraging for food, there is no sign of any 
  actual ground animal life, such as badgers, voles or 
  rabbits.
  Note: If a character has the skill Tracking Prey, he 
  may add his PSF% in this skill as a bonus to his 
  Alertness: Sight skill roll.
  Upon the hilltop there once stood a temple to the 
  Celtic stag god, Cernunnos. When the Romans 
  invaded Britain in the 1st century AD they took over 
  the site, built their own temple on top of the existing 
  one and continued to worship Cernunnos, although 
  in the changed form of the Romanized stag-headed 
  god, Silvanus.
  Given that the Romans only vacated the British Isles 
  comparatively recently, it is perhaps not surprising 
  that the temple is virtually intact. The elements have 
  done some minor damage to the outer walls of the 
  building and ivy now covers much of the stonework, 
  but, all things considered, it has faired very well.
  The Hill by Night
  At night, the hill is a much more daunting place. The 
  undergrowth seems thicker and the trees appear to 
  bunch together, making passage seem even more 
  difficult than it already is in the daylight. The air 
  temperature is also noticeably colder than elsewhere 
  in the area, sometimes by several degrees. The 
  characters certainly notice how their breath seems 
  suddenly frosty when they are on the hill.
  Skills Check
  Skill Used: Faerie Lore p214
  Achieving: Identification of the Guardian
  How long: Instant
  TSC% Mods
   
  Character has Elven Blood +30%
  Success Crit: 
  01 - 08 The character recognises the creature as an UnSeelie faerie 
  guardian.
  09 - 10 The character knows that whilst the creature, an UnSeelie faerie 
  guardian, is unlikely to cause physical harm it will have dark powers at 
  its disposal.
  Failure Crit:
  01-09 The character has no idea what the creature is.
  10 The character mistakenly believes the creature to be a banshee.
  Consequences:
  Applying the wrong information could give away advantages to the 
  guardian.
  
  13
  Anyone remaining on or near the hill for more 
  than a few minutes hears footsteps behind them, 
  although no one can be seen. Distant, cackling 
  laughter can also be heard on moonless nights.
  During the hours of darkness the guardian prowls 
  the hilltop, looking for those who would trespass 
  upon the site that it has been bound to protect. 
  Adventuring characters are considered as fair 
  game to the guardian in the same way as unarmed 
  peasants are.
  The guardian gives anybody trespassing thirty 
  minutes to be gone from the hill before it 
  materialises and begins to torment them. It gives 
  no warning to trespassers that they are on a 
  time restriction, neither does it warn them of its 
  impending arrival. Once started, only the coming 
  of dawn or the trespassers leaving the hill stops it 
  tormenting them further. In the latter case this is not 
  always enough, as the creature delights in the terror 
  it causes.
  Upon seeing the guardian, the characters may 
  recognise it from general legends and superstitions. 
  Have each make a Faerie Lore roll.
  The Roman Temple
  Description
  The temple itself is divided into two sections. The 
  outer most section was open to the public and 
  allowed them somewhere to pray in peace and to 
  discuss matters that troubled them with the priests. 
  The inner area, known as the sanctum, which houses 
  a statue of the god, was open only to the priests who 
  attended the temple. Members of the public were 
  forbidden from entering the sanctum on penalty of 
  flogging.
  The inner walls and floor of the temple sanctum 
  are covered in mosaics depicting mundane scenes. 
  Although weathering and plant growth have 
  damaged some of the mosaics, they are still clearly 
  discernible. Each mosaic had a specific meaning, 
  mostly for propaganda purposes, to the priests 
  who designed them. Although the mosaics have no 
  relevance to the adventure, they are included as a 
  red herring.
  The north wall mosaic depicts a legion of Roman 
  legionnaires travelling down a paved road. This 
  signified the strength of Rome and its armies and 
  also showed that the Roman army could quickly 
  reach anywhere it wanted.
  
  14
  The east wall mosaic shows a band of Romans 
  hunting a wild boar and was designed to show that 
  the Romans were lovers of sport as well as fighting. 
  In some respects it also shows the Roman’s mastery 
  of nature.
  The southern wall mosaic shows a collection of non-
  Romans offering gifts to a Roman lord, signifying 
  that the local people adored their Roman overlords. 
  This was not always true but this was of little 
  concern to the priests who designed it.
  The west wall mosaic shows a group of priests 
  dressed completely in white and holding hands 
  to form a ring whilst a naked man stands in the 
  middle. This is actually a representation of an old 
  Roman healing rite once performed at the temple.
  The floor of the temple is covered in an ornate 
  mosaic floor, but it is cracked and beginning to 
  crumble where plants have forced their way through 
  the ground. 
  A slightly damaged stone statue of the horned god 
  Silvanus stands in the centre of the inner sanctum, 
  his arms spread wide, facing the rising sun. The face 
  of the statue is carved so the god seems to be glaring 
  at those who would dare to enter his sanctum.
  Pagan-oriented or well learned characters 
  (Gamemaster’s call) that see the statue may 
  recognise it. 
  The Temple’s Secret
  This secret is known to the locals and is cause for 
  great celebration twice a year. Each spring, on 
  the High Holy Day of Silvanus, (July 13 western 
  or July 30 eastern) blood drips from the statue’s 
  chest, where the heart would be in a normal man. 
  On mid-winter’s day the statue cries tears of 
  water. No logical explanation can be found for this 
  phenomenon. 
  The current locals know of this miraculous event, 
  and some even come to watch it unfold over the 
  course of the day, although they keep it a secret in 
  case the Christian priests ever hear of it and destroy 
  the statue. It is said that the blood and water can 
  be used to heal sick animals and plants, as well 
  as humans. Enough blood or water flows to fill a 
  typical one-pint drinking flagon. The blood or water 
  has to be prepared (MR reduced to Enchanted) 
  before it can be used and both contain powerful 
  magicks, but only appear once per year.
  Aside from its uses in other potions and spells, each 
  has two very specific powers. If the blood is used 
  in a healing potion, it increases the caster’s ML by 
  +2 (for the effects of the potion only). If the water 
  is used in a potion containing the Plant Magick 
  spells Demeter’s Touch or Blessings of Danu, any 
  crops sprinkled with it are exceptionally healthy the 
  following harvest (usual spell effect plus a bonus of 
  +10% to PSF% in Field Crops, Fruit Crops, Vegetable 
  Crops or Viniculture rolls and a bonus of +1 to the 
  Crit Die). 
  Of course, using bodily fluids from a pagan god is 
  an ungodly act and Christian characters may balk at 
  physically having to drink or use potions etc. which 
  contain these. Christian characters must test their 
  Piety if they wish to use any of the liquids.
  If the characters somehow discover the healing 
  powers of the blood or tears, they may use either 
  to cure Sir Stephen of his madness. Once again, 
  Christians may refuse to allow a good follower of 
  the faith to be healed by such pagan methods so 
  some form of persuasion or guile might be needed.
  New Magical Materials
  Blood of Cernunnos: Earth, MRF 5, ½ pint: Healing; 
  Purification; Exorcism
  Tears of Cernunnos: Earth, MRF 5, ½ pint: Plant Growth; 
  Plants; Fertility
  Skills Check
  Skill Used: Theology p230
  Achieving: Identification of Statue
  How long: Instant
  TSC% Mods
   
  Christian: -30%
  Success Crit: 
  01 - 09 The character recognises it as a Romano-Celtic god, but cannot 
  remember which one..
  10 The character recognises the statue as a Roman representation of 
  the Celtic god, Cernunnos, the god of wild nature.
  Failure Crit:
  01-09 The character does not recognise the god.
  10 The character mistakes it for the Roman god, Jupiter, who is often 
  depicted as wearing horns. 
  
  15
  New Spell
  Blessings of Danu 
  Magick Resistance: ..........................................................MR 7
  Fatigue Cost: ...................................................................13 FP
  Casting Time:..................................................... Ritual (3 days)
  Range: .................................................................. 7 acres x ML
  Duration: .....................................................................1 season
  Known by many names, this spell affects the growth rate and 
  yield of plants. Plants yield triple their normal crops and are 
  resistant to drought and disease. The spell can be cast on a 
  particular group of plants only once per season. 
  The Bandits’ Camp
  As can be seen on the Gamemaster’s map, the 
  bandits’ camp actually lies some five miles to the 
  north of Creag Hill and is situated just off the trail. 
  By following the trail from Creag Hill the characters 
  can easily discover the camp.
  The camp is actually little more than three makeshift 
  shelters constructed from leaves and branches, 
  and a small fire-pit with several cooking pots near 
  it. Under a tarpaulin in the largest shelter is the 
  bandits’ acquired booty. They plan to sell most of 
  it in Dorsetshire, where they know it will fetch a 
  good price. They had originally planned to leave 
  for Dorsetshire after killing Sir Stephen’s knights, 
  but after coming up with the plan to impersonate 
  the knights, they now plan to stay in the area until 
  things become too dangerous for them. The booty 
  is worth a total of 142 Crowns and any characters 
  taking it for personal gain are technically stealing.
  If the booty is searched, the characters will find no 
  sign of any weapons, armour or shields that could 
  belong to Sir Stephen’s missing knights. The reason 
  for this is that the bandits are using it as part of 
  their plan. They are posing as knights guarding the 
  road to Briwtun and are then robbing travellers and 
  merchants who pass that way.
  The Bandits
  How Many!?
  During the day there are no bandits at the camp; 
  they are all out robbing innocent travellers. As 
  evening settles in they return to the area to check 
  the snare traps they have set. They cook and eat any 
  game they have caught, whilst inspecting the booty 
  gained that day. This takes about two hours and two 
  bandits are on watch at all times.
  
  16
  During the night the bandits take watch in pairs, 
  swapping every three hours. If they see or hear 
  anything they instantly shout to warn their 
  colleagues. After killing three knights they know 
  that they are hunted men and take no chances.
  The dead knights’ stolen horses (light warhorses) 
  are tethered to a tree on the edge of camp and whilst 
  the bandits obviously keep an eye on them, they are 
  not especially protected or watched. Anyone trying 
  to free the horses quietly needs to calm them as they 
  are jittery. A successful Animal Training, Drover or 
  Calm & Attract Animals skill roll is required; both of 
  which will be at a penalty of –10%.
   The Main Road
  If the characters travel along the main road to 
  Briwtun for any reason they come across a party of 
  three “knights” sat on their horses by the side of the 
  road. Each has his “squire” with him. The knights 
  have not erected any pavilions and it is obvious to 
  the characters that they are not planning to stay for 
  any length of time. These “knights” are actually the 
  bandits who ambushed and killed Sir Stephen’s 
  knights.
  As the characters approach, the bandits turn to face 
  them, displaying the heraldry on their shields. Have 
  the characters make Heraldry rolls.
  Once the two groups are close enough to see each 
  other’s faces clearly, the characters see that the 
  “knights” are somewhat dirty and unshaven. If the 
  characters ask the “knights” any questions referring 
  to Sir Stephen or their service with him they attack 
  immediately. They realise they have been rumbled 
  and know that being caught now would mean a 
  painful death. 
  However, if the characters ask what the “knights” 
  are doing on the road they merely say that they are 
  “guarding the road from bandits”. Likewise, asking 
  where they come from elicits only the vague answer 
  of “around here”. The bandits try to be as vague as 
  possible, guessing (wrongly) that the characters are 
  merely passing through the area and are being polite 
  to fellow travellers.
  Skills Check
  Skill Used: Animal Training p152 or Drover p150 or a Calm & Attract 
  Animals p196
  Achieving: Free the horses in a quite and calm manner
  How long: 1 min
  TSC% Mods
   
  Animals are already uneasy -10%
  Success Crit: 
  01 - 10 The animals remain quiet whilst approached.
  Failure Crit:
  01-09 The horses whinny at the character’s approach. Allow the bandit 
  sentries to make an Alertness: Sound roll to notice this..
  10 The horses go berserk and try to bolt. The guards automatically hear 
  this and come to investigate, after waking their comrades.
  Consequences:
  The horses give away the characters presence, possibly even injuring 
  the characters if they go bereserk.
  Skills Check
  Skill Used: Heraldry p195
  Achieving: Correct interaction with NPC’s based on knowledge of their 
  heraldic achievement displayed.
  How long: Instant
  TSC% Mods
   
  Familiarity: +10%
  Success Crit: 
  01 - 10 The character spots that the knights’ shields bear the crest of Sir 
  Stephen.
  Failure Crit:
  01-09 The character does not recognise the device, but it looks familiar..
  10 The character believes the shields bear the crest of one of the 
  character’s (or his Lord’s) allies.
  Consequences:
  If the characters successfully recognise the device they realise that since 
  Sir Stephen only has three knights in his service, these must be the ones 
  that rode onto the hill with him.
  
  17
  The Feast
  Once the bandits have been successfully dealt with 
  (either killed or handed over to the town constable 
  to await trial by higher authority), the characters 
  can report the fate of Sir Stephen’s retainers to his 
  wife. Considering Lady Rowena’s current state the 
  characters should attempt to break their news with 
  some modicum of tact. 
  Skills Check
  Skill Used: Diplomacy & Politics p152
  Achieving: The soft disclosure of news
  How long: 1 min
  TSC% Mods
   
  Familiarity: +10%
  Success Crit: 
  01 - 09 The character breaks the news gently and without upsetting Lady 
  Rowena too much.
  01 - 09 The character breaks the news with considerable aplomb and 
  although Lady Rowena is upset, she thanks the group bravely and 
  attempts to continue with her duties.
  Failure Crit:
  01-09 The character delivers the news bluntly and Lady Rowena 
  becomes distraught.
  10 Showing as much tact as a falling tree, the character reduces Lady 
  Rowena to tears with his tale and causes her to depart from the feast 
  immediately. 
  Consequences:
  Lady Rowena is upset by the news, regardless of how well the knights 
  broke it to her, but has suspected the worst all along. To honour the 
  characters’ endeavours, Lady Rowena has a modest feast prepared for 
  them. The only other attendees are the families of the deceased vassal 
  knights.
  During her husband’s illness Lady Rowena is officially in charge of 
  the manor and its welfare. During the feast she stands and offers the 
  characters a reward
  Should Sir Stephen have been cured of his malady 
  then he makes a similar offer.
  Each character that accepts receives a position 
  appropriate to his background skill. Nobles who 
  accept receive a small, unfortified manor house 
  with an accompanying farm. The manors were 
  used by Sir Stephen’s deceased knights but were 
  not hereditary lands; instead reverting to Sir 
  Stephen upon the knights’ demise. The characters 
  should not feel as if they have to accept the offer - 
  this is merely an additional reward for a party of 
  characters who are looking for a home-base from 
  which to adventure. Gamemasters who do not wish 
  to present positions to the characters or in parties 
  where there are no knights may instead offer them 
  100 Crowns each in goods as their reward.
  If the characters turn down the offer of service, for 
  any reason, each of them is thanked warmly for 
  their help and given 100 Crowns worth of goods 
  as a reward. An additional 100 Crowns worth of 
  goods are given if Sir Stephen was cured during the 
  adventure. 
   The characters have also made useful allies in Sir 
  Stephen and Lady Rowena and may stand a chance 
  of successfully courting their daughter, although 
  that is another story.
  If the characters cure Sir Stephen and accept the 
  offer of employment, their first task is to travel to 
  Sarum and escort Sir Stephen’s daughter Madeline 
  back to Briwtun, but that is yet another story.
  “Sirs! You have despatched the bandits that have 
  been troubling these parts and for that I thank-you. 
  Alas my husband’s retainers have been most 
  cruelly slain by the brigands and our lands 
  are defenceless. Kind sirs, would you accept a 
  permanent position in my husband’s household 
  as his retainers?” 
  
  18
  Honour: 9
  Lady Rowena of Briwtun
  6th Level Human Female Noble
  Vocation: Noblewoman  
  Social Status: 30 BIF: 47 Height: 5’4” Wt: 95 lb
  Hair: Red Eyes: Blue Complexion: Fair
  BOD: 29   FAT: 22
  BAP: 13 
  STR 
  10 (58%) INT 
  15 (76%) 
  APP 
  20 (90%)
  CON 
  09 (54%) WIS 
  16 (79%) 
  BV 
  16 (79%)
  DEX 
  13 (70%) DISC 
  13 (70%) 
  SPR 
  14 (73%)
  AGL  
  11 (62%) 
  FER  
  15 (76%) 
  CHA 
  17 (82%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  18% 
  25%
  Alertness-Sound  
  7% 
  9%
  Stamina  
   
  6% 
  46%
  Dodge  
   
  3% 
  53%
  Will Power 
   
  5% 
  45%
  Language(Own) 
   
  0% 
  61%
  Faith 
   
   
  0% 
  20%
  Brawling  
   
  0% 
  50%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Local Geography  
  24% 
  84%
  Animal Riding (horse) 
  18% 
  78%
  Diplomacy & Politics 
  21% 
  71%
  Read Write Latin  
  15% 
  65%
  Sewing & Knitting  
  21% 
  54%
  Courtly Dancing 
   
  18% 
  59%
  Courtly Manners  
  21% 
  60%
  First Aid  
   
  9% 
  59%
  Heraldry  
   
  12% 
  52%
  Local History & Legend 
  6% 
  66%
  Armour
  Heavy Clothing  (6 / 5 / 4 / 5 / 5)
  Weapons
  Dagger 3 PSF% 43 TSC% 
  Damage 4P
  Personality
  Lady Rowena is the beautiful wife of Sir Stephen, the 
  ruler of Briwtun. She is elegant, witty, charming and totally 
  devoted to her husband and his welfare. Underneath her 
  composed and pleasant exterior lurks a fiery temper that 
  has made battle-hardened knights flee her presence. 
  Knights who try to take advantage of her in any manner will 
  soon regret it!
  She and Sir Stephen have been married for fifteen years 
  and have but a single daughter, Madeline, who was born 
  the year after their wedding. Since then they have had 
  no luck in their attempts to produce more offspring. Lady 
  Rowena is extremely protective of her daughter and 
  potential suitors have to perform a variety of tasks to prove 
  that they are worthy enough to marry the girl. Madeline is 
  currently at Sarum, staying with relatives. Her mother sent 
  her there so she would not see her father in his current 
  state.
  Appendix A
  
  19
  Honour: 21 (25)
  The Bandits - (6)
  2nd Level Human Male Fighters
  Vocation: Warrior  
  Social Status:  Height: 5’7” Wt: 170 lb
  BOD: 39   FAT: 26
  BAP: 11 
  STR 
  12 (66%) INT 
  08 (50%) 
  APP 
  10 (58%)
  CON 
  13 (70%) WIS 
  10 (58%) 
  BV 
  10 (58%)
  DEX 
  11 (62%) 
  DISC 
  13 (70%) 
  SPR 
  10 (58%)
  AGL  
  12 (66%) FER  
  10 (58%) 
  CHA 
  10 (58%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  6% 
  13%
  Alertness-Sound  
  6% 
  13%
  Stamina  
   
  3% 
  43%
  Dodge  
   
  0% 
  50%
  Will Power 
   
  0% 
  40%
  Language(Own) 
   
  0% 
  60%
  Faith 
   
   
  0% 
  20%
  Brawling  
   
  0% 
  40%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Local Geography  
  0% 
  60%
  Animal Riding (horse) 
  18% 
  58%
  Spears  
   
  21% 
  61%
  Slashing Swords  
  18% 
  48%
  Wear Light Armour  
  comp
  Armour
  Leather  (6 / 5 / 4 / 5 / 5)
  Weapons
  2H Inf. Spear 21 PSF% 61 TSC% 
  Damage 13P Crit Die +1, Bash 9+
  Longsword 18 PSF% 48 TSC%
  Damage 11S Crit Die +1, Bash 7+
  Two different categories of bandit currently make up the 
  members of this band; those using low quality armour and 
  weapons, and those who have donned the armour and 
  weapons of Sir Stephen’s vanquished knights and who 
  now pose as servants of the King.
  False Knights
  Armour
  Maille Hauberk  (9 / 9 / 8 / 9 / 7)
  No Helm
  Weapons
  Cavalry Lance 0 PSF% 10 TSC% 
  Damage 16P Crit Die +1, Bash 9+
  Longsword 18 PSF% 48 TSC%
  Damage 11S Crit Die +1, Bash 7+
  
  20
  Appendix B 
  The Bestiary
  The creature who guards Creag Hill is described 
  by those few unfortunates who have got close to it 
  as a black humanoid without any distinguishable 
  features. A few talk of it having horns, but none 
  would swear by it.
  However, what is quite clear is that the creature 
  is very agile and can sometimes be seen leaping 
  and bounding around the hilltop, as if performing 
  some strange dance. It also possesses great stamina, 
  exceptional speed and never seems to become 
  fatigued. The creature has neither the ability, nor 
  the desire, to speak to mortals. The creature is 
  exceptionally cruel, does not care whom it victimises 
  and knows no mercy.
  The creature is dispelled by sunlight. At first dawn, 
  the creature suddenly vanishes and all those 
  currently affected by its powers return to normal. 
  However, those who are suffering long-term 
  effects must still wait until the powers’ effect ends 
  naturally. 
  The creature is an ancient and powerful UnSeelie, 
  bound here by the Celtic druids who once 
  worshipped here to guard the hill. When the 
  Romans came it tormented them, even though they 
  worshipped an aspect of Cernunnos, and the priests 
  would only visit the site during the day, preferring 
  to live in the nearby settlement at Briwtun during 
  the hours of darkness rather than staying in the 
  temple grounds.
  The creature is unlikely to be harmed by the 
  characters as it can only be harmed by iron weapons 
  or by weapons specifically designed to harm faeries. 
  It does not attempt to avoid any of the blows. Should 
  the creature be reduced to zero Body Points or lower 
  it is temporarily dispelled, returning completely 
  healed on the night of the next full moon.
  
  21
  Honour: 40
  The Guardian of Creag Hill
  Height: 6’2” Wt: 200 lb
  BOD: 50   FAT: 50
  BAP: 23 Jump: 10’
   
   
   
  DT 
  8
  BMR 
  10 
   
  SPRINT 27
  Base Skills 
   
  PSF% 
  TSC%
  Stamina  
   
  27% 
  67%
  Dodge  
   
  21% 
  61%
  Will Power 
   
  24% 
  64%
  Language(Own) 
   
  0% 
  60%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Folk Dancing 
   
  40% 
  90%
  Faerie Lore 
   
  70% 
  110%
  Armour
  Natural Hide  (3 / 4 / 3 / 3 / 3)
  Special Powers:
  The creature has several special powers that do not translate 
  well as standard spells. Each power cannot fail to work, but some 
  can be resisted. For this reason, each resisted power has a PSF 
  value).
  Transfixing the Mortal Body (55 PSF): 
  This power allows the creature to root a mortal to the spot, 
  making it impossible to move. The victim receives a Willpower 
  test to break free, but if that roll fails the victim is stuck to the spot 
  until sunrise, or until the creature cancels the effect. The victim 
  may use his arms, however, although any combat receives a 
  -20% PSF penalty due to the limited balance. If the resistance roll 
  is a Failure on a Crit Die of 10 the victim is completely paralysed. 
  All those within 18 feet (5 metres) of the creature are affected. 
  The creature may use its other powers whilst this power is active.
  Unholy Scream of the Ancient Soul (60 PSF):
  Everyone within 50 feet (15 metres) of the creature who 
  hears it scream, and covering one’s ears does not help, 
  must make a Willpower roll or flee until out of sight and at 
  least a mile from the creature. If the roll is a Failure with a 
  Crit Die of 10, the victim goes indefinitely insane.
  While fleeing, the victim does almost anything to get away. 
  If prevented from fleeing, the victim may cower in terror, roll 
  up in a ball, or, in very rare circumstances, he might enter 
  a berserk state. Characters who are berserk when initially 
  encountering this power are unaffected by it.
  A favourite trick of the creature is to chase individuals who 
  are fleeing, so forcing them to keep running until they drop 
  from exhaustion. The creature can keep up with any human 
  or animal, regardless of its ground speed, if it succeeds in 
  a Stamina roll.
  Maniacal Laughter of the Insane Spirit: 
  The laughter of the creature deafens mortals and disturbs 
  their ability to concentrate on tasks. There is no resistance 
  to this; all skills suffer a -13% PSF penalty while the beast 
  laughs. In addition, all those who hear the sound, and 
  covering one’s ears does not help, must make appropriate 
  Language skill checks to be able to make out what others 
  are saying to them, the laughter drowning out all other 
  sounds. This power lasts until the creature stops laughing.
  Incorporeal to Nature’s Body: 
  The creature can freely pass through, and is passed 
  through by, wood and earth (includes all metals except 
  cold iron), including items made of these substances. Such 
  items pass straight through the creature as if it does not 
  exist. The creature takes great delight in watching mortals’ 
  reactions as they try desperately to harm it.
  
  22
  
  23
  
  24
  Creag Hill
  Adventure Supplement
  Set in Somerset in the Year of our Lord 1184 is an 
  Adventure of investigation for characters of 1st - 4th 
  Level of mixed vocations.
  In this investigation of the madness of Sir Stephen, the 
  heroes are asked to investigate the strange affliction
  of a trusted lord. What follows will pitch them against 
  brigands and a creature of legend which has haunted the 
  land for centuries.
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery 5e/Chivalry & Sorcery 5e Creag Hill.pdf