Escape The Night: Medieval Madness

**Escape The Night: Medieval Madness** also known as **Medieval Madness** is the first season of Jonnchadh Production's series Escape The Night which began airing in 2021 after Donnchadh was inspired by James to simulate a series of his own. Medieval Madness is set during the mid to late 1470's in a medieval castle with the contestants taking on the roles of jobs and titles found during the period.

## Contestants

 **The Watchman**

 **The Milkmaid**

 **The Nobleman**

 **The Blacksmith**

 **The Prince**

 **The Archer**

 **The Empress**

 **The Princess**

 **The Peasant**

 **The Maigira**

## Contestant Progress

**Key**

     The contestant was voted into an elimination challenge and was eliminated from the competition.
     The contestant was voted into an elimination challenge and won.
     The contestant was immune from the elimination challenge.
     The contestant was voted into a sacrificial elimination.
     The contestant was eliminated in a twist.
     The contestant was revived after being eliminated from the competition.
     The contestant escaped the night and won.
## How They Died

* Bea Miller - She was murdered by a spell the Warlock cast upon her following her loss in the final death challenge.
* Oliver Kenzington - After losing the final death challenge, he was torn to shreds in the blood pool by the Werewolf.
* Amanda Swaine -
* Max Price - He was stabbed in the stomach by the Dark Knight for losing the final death challenge.
* Inaya Phan - She was beheaded at the guillotine by the Ice Queen after being drawn as the sacrificial vote.
* Laurel Harding - The Jester stabbed Laurel multiple times in a rampage after she failed to win his Manor of Mischief.
* Kristopher Ray - The Jester came into the lounge, grabbed Kristopher by his hair and slit his throat after Laurel failed to save both of them.
* Max Price - After being revived, he was eaten alive by the gargoyles in their nest after he came last in the gauntlet challenge.

## Episodes

### **Episode #1 - Wicked Old Warlock (Part 1)**

One by one, ten eclectic, different individuals arrive at a wooded clearing during the late hours of the night after receiving an invite, to a themed Medieval party, a party like no other. Once all have arrived, the ten strangers introduce themselves and discuss their intrigue in the invitation they all received for an experience like no other with a prize like no other. Oliver notes the comedic value of them standing in costume, in the middle of nowhere during the middle of the night causing the group to laugh and ease up, allowing for conversation to flow easily. Time passes, leaving the group to come to an agreement that they have been set up by their unknown host and feel it is probably best they leave. However, before any of them can leave, a portal opens on a nearby cobblestone ruin. Shocked at how realistic and unexplainable it is they all agree to enter it knowing it must be for them.

Leaving the portal the group are gob smacked to see they are in a castle courtyard, seeing tall cobblestone walls around them they feel trapped already. Bea, speaks up and points out that they seem to be in the exact same location they were before entering the portal and that the ruins they previously saw are now the walls of the courtyard that surrounds them, much to the disbelief of the entire group who can’t seem to wrap their heads around the portal and now the concept of time travelling. After approaching the castle entrance it becomes apparent that something very strange is occurring as a purple haze acting as a barrier stops the group entering. Hannah notices on the elaborate fountain behind them is an engraving. She reads it aloud, "To turn the castle defences off, two gold coins must be found within the courtyard and place in their home on the pillars either side of the entrance."

The group split up within the confinements of the courtyard with Andolo easily finding the first coin in the fountain much to the pleasure of everyone else. Laurel is seen to lay on the edge of the fountain, telling the group she likes to "moonbathe" which is her version of sunbathing. Her lack of care to help the group and do as they are told upsets everyone, finding it selfish, rude and unhelpful, putting an instant target on her back. Not too long after Kristopher exclaims that he found the second coin hidden in a tree trunk also pleasing the group. The two eagle eyed men place the coins in their slots on either pillar causing the purple haze to disappear quickly, the ground beneath them to shake and also the portal to close. A loud, booming voice echoes around telling the group they have set off the castle's defence system and that they will all die tonight because of their actions. A knight in all black amour appears from thin air swinging a sword as he rides horseback. Suddenly a woman, in royal garments, a pale face and jet back hair comes from the castle and directs the group inside. Not knowing what else to do, the group trust the woman with the girls screaming as they run inside, the boys following suit.

Once inside, they follow the woman down a cold, stone hallway to a cosier, lush lounge, with red, plush seats and mahogany tables. John lays out a plan for the group to figure out what’s going on and why they have been brought to this castle. Before an interrogation begins the woman names herself as Elizabeth, the wife of the recently deceased king who owned the castle they currently are in. As John questions Elizabeth, Amanda yelps due to an arrow that was shot into the room, narrowly missing her head, shaken, she turns and grabs the book with the arrow in it, yanks it out and opens the book. Gasping, she reads to the rest of the group what is written inside;
“If you are reading this I’m afraid to tell you that you are more than likely going to spend the rest of your life inside the walls of this castle, I have been cursed by a scorned witch who has set up traps, guardians and deathly twists that can only be defeated by trials decided through a voting ritual. You will receive a crystal ball for each death challenge you complete. Gathering all crystal balls will break the spell. Once the protection spell is broken then you possess the ability to leave however you only have until sunrise to do so or else once the sun rises you will turn to ash.”
The guests turn to Elizabeth in disbelief of what they are hearing however Elizabeth confirms to the shocked faces that this is in fact true and there’s nothing that she can do except guide them through tasks and challenges as she is trapped in the castle permanently. Chaos ensues as they begin shouting at Elizabeth and each other in fear, causing the group to immediately start turning on one another. Laurel announces that she refuses to help “these people” and will stick to helping herself which Bea finds questionable deciding to call Laurel out on what “these people” means, thinking she’s referring to the five ethnic players which Laurel calls out as ludicrous, laughing the accusation off, furthering irritating Bea. Her persistence to question Laurel is seen as performative by some of the group who deem Bea to be over sensitive. Before the bickering can continue, John silences them and tells everyone to stop, wanting to keep unity.

Elizabeth guides the group to the dining hall where the guests all take a seat around the long dining table, goblets in front of them. Elizabeth lets out a sob as Merlin’s voice echoes through the room, he instructs the group that if they want to collect his crystal ball, they must firstly drink from the goblets in front of them, cursing two players and placing a vote against each unfortunate, doing so will reveal a map to follow. Although hesitant, Elizabeth reinforces the idea that if they don’t drink from the goblets they will turn to dust when the sun rises, making their hesitance redundant. Eventually all but Laurel come around to the drinking from the goblets, she claims that she isn’t going to put herself at risk for players like Bea who treat her unfairly. Laurel’s selfish nature in the moment causes stir at the table as the others just want to get on with it. Amanda speaks across the table to Laurel, showing compassion and understanding, offering some advice on the situation in hopes that she could convince Laurel to agree to the task. After pondering for a few minutes, Laurel agrees and all at once, the group drink from their cups. After a few seconds Hannah and John begin spluttering and cough their drink back up, realising they are the cursed ones they feel their stomachs drop, hoping the vote against them won’t paint a target on their backs for the first elimination.
A thick, heavy, folded up map drops from the ceiling and crashes down onto the dining table causing dust to scatter around the room. John picks the map up, opens it and sees that Merlin’s lair is outside in the castle gardens. The determined players follow John through an unexplored area of the castle to a door which he opens, revealing the amazing gardens. While following the trail, the same knight from earlier, in all black armour storms the group causing them to run in different directions. However the knight is able to swoop in and pull Laurel onto his horse before taking her and riding away. The other contestants stand gobsmacked at how quickly one of them was captured, even with the numbers on their side, realising that escaping from the castle will not be a mission easy to achieve.

### **Episode #2 - Wicked Old Warlock (Part 2)**

Following Laurel’s kidnapping, Elizabeth gathers the contestants near the back entrance to the castle and carefully instructs them that they must break into groups of three; a group of brains, a group of bravery and a group of perseverance. Bea immediately names herself and Hannah as the two who have persevered the most in their lives, as black women in western society while Andolo points himself out to be very clever as he found the first gold coin. The group push John to lead the team of bravery however he suggest that Kristopher should have a chance to shine. In a confessional John opens up about his fondness of Kristopher as he reminds him of his close friend from home. He  wants Kristopher to be there until the end and thinks he needs a hero moment to secure safety in the first vote. Inaya is also pushed to be on the bravery team; however she pushes back on the idea, arguing to the others that she is not very strong or brave and would only be a detriment, which infuriates the players who collectively think that her cowardly ways are only going to bring them down in future, voicing this to her. After much considering who would be best in what group and who would work well together, they eventually decide that the group of brains are Andolo, Amanda and Max, the group of bravery are Inaya, Oliver and Kristopher leaving John, Bea and Hannah as the group of perseverance. Elizabeth further instructs that those of bravery must set out to free Laurel while those of brains return to the lounge and those of perseverance must continue following the map’s trail. With these instructions they break off into their trios to complete their tasks, hoping to avoid losing any more members of their party.

The group of brains enter the lounge to find a note laying on the voting booth table reading an extremely hard maths question. Two more similarly worded maths questions are found in the room, leaving the three brains scrambling to think of the solutions and how the answers could help them. After some time Amanda is able to solve her problem, using the same formula she constructed to help Max. At the same time Andolo is able to solve his problem and joins the other two to help solve Max’s math problem. With some help Max figures out the solution and after the three celebrate they realise that they don’t know what to do next. Max suggests to the other two that maybe it is best they look around the room and look for a lock or number code which they agree to. Amanda looks over the massive bookshelf, narrowing her eyes on the spine of every book. Eventually she stops on a book that has a spine labelled ‘XYZ’ noting the similarity the letters have to the maths problems they solved. She pulls the book, causing a painting to drop across the room revealing numbers scaling from 0 to 9 which Andolo and Max immediately fly over to. The boys are quick in realising that they must punch in their solutions and after a few combinations of their answers, they successfully reveal a wall of seven spherical indents which they gather the crystal balls must be placed in.

Elsewhere John, Bea and Hannah follow the map to Merlin’s lair where they find the warlock himself, he laughs at the trio, calling them fools if they ever thought he would so easily hand over the crystal ball and that if they wished to seek it, they must give him the blood of a human as he needs it for his potion of immortality. Bea speaks up asking the warlock if he has a preference for “white blood”. Merlin ignores her and continues and his tirade about how the king robbed him of his freedom keeping him in the castle. Bea speaks again noting that it wasn’t the king but an Ice Witch who caused it which he refutes. Bea finds his ignorance jarring noting under her breath “Typical white man can’t admit when he’s wrong.” Merlin laughs facetiously before casting a spell towards Bea and Hannah, calling them nothing more than cheap harlets. Feeling protective of his group, John stands in front of the girls and tells Merlin that they need some insurance if he wants one of their lives. Merlin offers his spell book which John takes quickly from the warlock before pushing the girls to leave. Meanwhile Inaya, Oliver and Kristopher make their way around the castle to enter the dining hall through the outdoor entrance, where they see the Dark Knight guarding Laurel who is tied to a chair. Wanting to make up for being a coward earlier, Inaya volunteers to distract the knight while the boys secretly enter the dining hall and free Laurel. Taking a deep breath, Inaya steps forward and bangs on the panelled door, getting the attention of the knight who charges at her, chasing her outside she dashes around the garden in her intriquite diyi. Meanwhile Oliver and Kristopher sneak into the dining hall and untie the ropes around Laurel, freeing her. Quickly after, Inaya comes through the outdoor entrance, locking it behind her while panting.

The groups all reconvene in the lounge where the efforts of the brains team are appreciated by the others who couldn’t comprehend how they solved the intricate maths details. Elizabeth tells the group that the voting ceremony will begin soon, giving them some time to decide who they are voting. Inaya speaks up, telling the group that she does not mind if they want to vote her but Kristopher stops her, telling the group Inaya distracted the knight and was the reason they were able to save Laurel which Oliver backs up. John, Andolo and Bea sit together in the corner of the room discussing the vote. Bea wastes no time naming Laurel as her vote saying “We have a better chance of escaping with her gone.”
John agrees with this sentiment noting how Laurel is constantly at risk or halting them from proceeding with their tasks.
With whispers of Laurel’s name echoing around, outsider Max pulls in Oliver and Kristopher along with Laurel with the idea of voting Bea who he finds to be aggressive and argumentative. Oliver is completely on board with this feeling that her attitude is worse than Laurel’s incompetency while Kristopher is happy a split vote between Laurel and Bea would mean he’s safe moving into the next episode.

Elizabeth announces that the voting ceremony is about to begin and calls everyone to sit in the main seating area, facing the voting booth she is standing in front of. She calls forward each person one by one to choose a tarot card of one of their fellow guests. Andolo, Bea, Inaya and John all vote for Laurel ultimately feeling as though she hasn’t pulled her weight while Kristopher, Laurel, Oliver and Max all vote Bea for her temperament. Liking both Bea and Laurel, Amanda decides to vote for either John or Hannah as they already have a vote each, in the end she votes for Hannah not knowing what she has done for the group except be cursed. Wanting to stir the pot and save her friend from being voted in, Hannah votes for Max due to his lack of social outreach to her.
The atmosphere is extremely tense as Elizabeth shuffles the cards, slowly pulling the first card on the deck. She flips the card around revealing ‘The Maigira’, causing half the room to gasp in shock at Bea being drawn. Elizabeth flips around the next card showing ‘The Archer’ causing no one to react as they all expected the result. She then leads an angered Bea holding Merlin’s spell book and a defeated Laurel out of the lounge, and back out to the gardens where they follow the trail to Merlin’s lair. Elizabeth instructs the two girls to enter and proceed with caution which they both oblige.

The two women enter his lair and follow a path to a potions room, with jars of peculiar items, books upon books and two cauldrons on fire either side of the room. They are greeted by Merlin who tells  the girls that they each must create three potions successfully, the first to do so will earn his crystal ball while the other will suffer a horrible fate. He then tells them to turn to page 45 of his spell book where they will find the ingredients to their first potion. Bea takes an early lead in locating the first of her items while Laurel struggles; however after returning to her cauldron Bea has a difficult time reading Merlin’s writing, giving Laurel time to catch up and overtake Bea. She is quick to make her first potion which she hands to Merlin in exchange for the ingredients and details of the next potion. Laurel wastes no time in quickly locating the ingredients much to the worry of Bea who is still struggling with the instructions of the first potion. With no slipups Laurel makes her way onto the final potion which proves to be harder than the last two. After some time Bea is able to complete the first potion and begin her second, almost finishing it but it is too late as Laurel is able to complete her last potion, obtaining the first crystal ball. Laurel looks sadly at Bea who is begging with Merlin to let her live but he has no time for mercy as he sharply shoots a spell at her chest causing her to drop to the floor and die. Laurel lets out a cry before running out of his lair in the worry he changes his mind.

In the lounge the entire group are sure that Bea will return except for Max and Oliver who are adamant that Laurel is the better competitor and believe she has what it takes to come back. The two boys are proven correct when Laurel arrives back in with Elizabeth, tears in her eyes. She puts the crystal ball in its place before turning to the group and explaining what happened which they all are tentative to hear as it sinks in the first of many of them are dead.