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Sunday, July 12, 2026

KAP SHDOWS OVER DEVONSHIRE ACT i PART 2 NAVAGATING THE GRIPEN MIRES draft

 

Act I, Part 2: Navigating the Gripmen Mires



The twisted, claw-like canopy of Wistman’s Wood finally breaks away, dropping the knights directly into the suffocating, waterlogged expanse of the Gripmen Mires. To reach the exposed Saxon Shore on the southeastern coastline of Devonshire, the company must cross a treacherous expanse of shifting earth, hidden deep-sink black mud, and swirling, freezing fog.

The blind Christian knights have no choice but to put their lives in the hands of the native pagan priestess, Gwynneth. She steps lightly over the deceptive ground, guiding them through the mists. Riding just behind her is Alan de Breton. To Sir Edgar and his sons, Alan is simply the hired mercenary keeping an eye on their guide, but in truth, Alan is quietly, fiercely guarding the woman he just bound his bloodline to in the shadows of the old woods.

The Hazard: Crossing the Gripmen Mires

The mires are an unpredictable maze of visual illusions. Green, lush grass marks deep, bottomless liquid mud, while the safe paths are jagged, narrow tracks of submerged granite stone.

  • Mechanical Challenge: Navigating the mires requires a successful Hunting or Folklore check from a leading knight to spot the safe pathways hidden beneath the water.

  • The Penalty for Failure: A failed roll means a knight’s horse slips into a Grip-hole (a deep bog trap). The knight must roll Horsemanship to throw themselves clear. Failure means the horse begins sinking, requiring a combined STRENGTH check of 30 from the party to haul the panicked animal out before it suffocates in the black mire.

  • The Atmosphere: Swirling, sulfurous yellow mists hang over the bog. Will-o'-the-wisps (faerie lights) blink in the distance, threatening to lure young squires like Virgil off the safe path. Any knight rolling a CONSTITUTION check fails if they succumb to the biting, freezing chill of the damp air, suffering a -2 modifier to their next physical action.

The Encounter: The Gripmen Shadow

As the knights clear the deepest bog pits and the tension reaches a breaking point, they realize they are being hunted. Out of the reeds and mist rushes a classic wilderness threat: The Bog Corpse (or a Marsh Troll). This ancient pagan guardian has been awakened by the blood spilled far to the east, rising from the muck to claim new souls.

  • The Tactic: The creature uses the liquid mud to its absolute advantage. It cannot be easily tracked and attempts to grapple a knight, dragging them off their mount and into the freezing black water to drown them.

  • Combat Condition: Knights fighting on horseback in the mire suffer a brutal -5 penalty to their Skill rolls unless they maneuver strictly on the narrow stone ridges.

THE NEW MAP OF DEVENSHIRE 439 AD



The Transition: Approaching the Saxon Shore

Once the creature is defeated, or desperately bypassed in the fog, the oppressive atmosphere begins to change. The heavy, sulfurous stench of the bog fades, replaced by the sharp, crisp smell of salt water and burning pine.

The high elevation of the mires slowly slopes downward toward the rocky cliffs of the Devonshire coast. Through the dense, rolling sea fog, a terrifying sound echoes up the cliffside: the rhythmic, hollow thud-thud-thud of heavy wood hitting wet sand.

The Closing Scene: The Saxon Landing Party

As the knights crest the final ridge overlooking a hidden, rocky cove, the freezing fog momentarily parts to reveal a sight that chills the blood of every man present.

Three long, serpentine Saxon Keels (warships) have breached the shoreline. Dozens of Saxon warriors, their round wooden shields painted in stark whites and blood reds, are wading through the freezing surf. This is not a mere raiding party looking for plunder. This is a vanguard.

Directly in front of the knights, an elite Saxon Landing Party has already climbed the cliff path to secure the high ground, their axes drawn.

Plaintext
[ Knights' Position ] ──► Cresting the ridge, horses exhausted
         │
         ▼
[ The Cliff Path ]    ──► Blocked by Elite Saxon Vanguard
         │
         ▼
[ The Rocky Cove ]    ──► Three Saxon Keels, dozens of warriors landing

To be contcouinued next week in Act I, Part 3: The Battle of the Saxon Shore...

CAN 4 KNIGHTS HOLD THIER OWN WITH A PAGAN PRESTESS/ENCHANTRESS/DRUID/DPRCEROUS INTOE.

Product Identity and Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The unique campaign elements of My Pendragon RPG Campaign of Shadows Over Devonshire, the Grimpen Mire, and Wistman's Wood adaptations. New unique characters of Sir Edgar, his sons Miles and Virgil, Alan de Breton the Pagan Hunter, and the new pagan priestess, sorceress, and enchantress Gwynneth. Unique magical items found during this campaign.

King Arthur Pendragon is a trademark of its respective owners. The statistics, lore, and game mechanics provided herein are designated as unofficial fan material for personal campaign use. Copyright © 2026 Arthur Earl C. Hedges Jr. All rights reserved.



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