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Chaosium Digest Volume 03 Number 04
Chaosium Digest Volume 3, Number 4 [v.1.01]
Date: Sunday, August 8, 1993
Number: 1 of 1
Contents:
The Adventure of the Peasant Hero (Eric Rowe) PENDRAGON
The Black Stone (Shannon Appel) CALL OF CTHULHU
A Melnibonean Grimoire (Shannon Appel) ELRIC!
Editor's Note:
Below are the results of the survey I conducted the other week
concerning what games people actually played. I was quite surprised
by the numbers for Stormbringer/Elric! and Ringworld. They were both
much higher than I had expected. For the big games, I expect that the
numbers are pretty sound. Stats for RuneQuest and the board games are
probably all too low (since their names weren't all mentioned
individually in the survey).
55 responses (out of 188 current subscribers)
GAME NUMBER PERCENT
===================== ====== =======
Call of Cthulhu 49 89%
Stormbringer/Elric! 32 58%
Pendragon 19 35%
Runequest 16 29%
Ringworld 8 15%
Hawkmoon 6 11%
Elfquest 4 7%
Arkham Horror 3 5%
Creatures & Cultists 3 5%
Dragon Pass 2 4%
Superworld 2 4%
Magic World 1 2%
Thanks to all who responded.
Shannon
--------------------
From: Eric Rowe <rowe@soda.berkeley.edu>
Subject: The Adventure of the Peasant Hero
System: Pendragon
This is a short adventure wherein the Players are not the major
characters. While this is not uncommon in Pendragon due to the
presence of worthies like Gawaine and Lancelot, in this adventure the
hero is a mere peasant. How will the players react to this strange
turn of events? Will they be offended or supportive? This is your
chance to find out.
Background:
Every 50 years the town of Durusfen is visited by an enormous serpent
which destroys most of the town and eats many of its unfortunate
inhabitants. Local legend states that some day a hero wielding a
magic sword will save the town forever by slaying the beast.
According to the legends, the hero shall be recognised by his sword
and his humility. In addition, he shall occasionally be known by the
name Three-scar.
Rumor:
The player's lord has become disturbed by recent rumors. It seems
that one of the towns on the outskirts of his lands has found itself a
new leader. He fears a peasant uprising and needs some knights to go
sort out the problem. Intrigue successes will reveal a revolt is
unlikely, but that something strange is going on. A critical will
give all the information up to this date.
The Peasant:
Mark is a simple farmer. However, recently events have occurred which
have changed this forever. It all began when his plow struck
something metal. He dug it out and discovered a beautiful sword.
Mark then took it to the village to show around, but found everyone
barricaded inside their homes, hiding from a ferocious bear. The bear
found Mark, but he was able to slay it with his new sword. His only
wound was a slight scratch of three claws across his face. The local
villagers, aware that the time of the serpent was drawing near, quicky
decided that Mark was the chosen hero. They have been feasting and
celebrating since that discovery and letting the fields sit untended.
The Sword:
Acutus Gladius was forged in the Faerie realm to combat a plague of
serpents. It was taken into this realm by an ancient sorceress who
foresaw its great need.
The wielder of the sword gets a +10 to their valorous when facing
serpents. However, the sword's true power lays in the wielder's
modesty and humility. For every two points of modesty above 10, one
is added to the damage of the sword and to the wielder's sword skill.
When facing serpents, the increase in damage is 1d6 for every two
points of modesty above ten. For those who are pround and attempt to
wield Acutus Gladius, the punishment is severe. For every point below
10 that their modesty is, they take 1d6 damage each time they wield
it.
In the Village:
There are several things demanding the attention of players once they
arrive in the village. Awareness rolls will give them the state of
the fields. However, if they the knights try and discuss this with
the peasants, they will find that the peasants will not respond to the
knights as authority. They only respond to Mark, who they will direct
the knights to. The player knights must also learn more about when
the serpent is supposed to return (according to the old woman of the
village, it is tomorrow). Lastly, they must deal with Mark. When
they finally meet him, he will look tremendously relieved and thank
the knights for coming. If asked, he will tell the peasants to return
to the fields. In all matters he will be totally humble.
Then, there is the matter of the serpent. Mark's basic position is
that the village believes that he is the chosen hero, so he must fight
the serpent, but he thinks it will slay him. He has no armor or horse
so his death does seem quite likely. The players will probably go in
one of two directions, supportive or proud. Supportive players will
offer to aid him in many possible ways. They can loan or give him
armor and steed and the more valorous among them can offer to help
fight as well. Proud player knights will have more trouble. This is
mainly because Acutus Gladius will not function for them. They will
probably insist that they deal with the great beast themselves.
The Serpent:
The great dragon will arrive on schedule the next day. However, this
is no ordinary serpent; it is easily twice the size of most adult
dragons. It will land in the village and approach the church first.
Seeing the beast will require valorous rolls at -5. Approaching the
beast requires another roll at -10, due to the terrible stench and
getting within range of it requires a roll at -20. This is a good
time for supportive players to offer any additional aid. Mark is
prudent enough to accept it. Proud players will not be able to
approach it, but Mark will offer to take the sword and slay it. There
are no stats provided for the serpent because Mark is the only one
capable of defeating it. His fight with it should be incredible, with
gouts of flame and blood spurting all over. In the end, Mark will
slay the serpent, but will be mortally wounded in so doing. His last
request will be to be buried on his farm with the sword.
Rewards?:
The lord should be pleased with the outcome of the incedent. Glory
awards should be based upon role-playing and how the knightss tell the
story when they return to their lord. Nothing is stopping the knights
from claiming the kill as their own (unless of course you use the
concept of bad glory). Do they bury the sword? Anything else that
comes up should be covered with standard glory awards.
--------------------
From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: The Black Stone
System: Call of Cthulhu
The Black Stone is an item that Robert E. Howard writes about in
several of his short stories, including the modern day tale "The Black
Stone", a pseudo-Conan the Barbarian story called "People of the Dark"
and "Worms of the Earth", A Bran Mac Morn short. The stories,
especially the first, are all very evocative. I've written down here
some ideas for using the Black Stone in CoC. A lot of this article is
just synopses of the stories, which really speak for themselves.
Currently, all three stories are in print in the book _Cthulhu : The
Mythos and Kindred Horrors_ (Baen, 1987).
A DESCRIPTION OF THE BLACK STONE
Howard speaks of two different black stones. Though their locations
are far removed, their descriptions seem very similar. The black
stone towers over a man, standing nearly sixteen feet tall. It is
octagonal in shape. Across, it is approximately one and a half feet
wide. Strange symbols spiral around the column, from top to bottom.
To an untrained eye, they might appear to be hieroglyphics, but in
truth they are written in no script known to modern man.
The first of the two black stones is in the mountains of Hungary, near
the small town of Stregoicavar. The second of the black stones lies
below the Earth, in a place called Dagon's Cave, somewhere in Britain.
Whether the two stones might somehow be the same, or whether there
might be more scattered across the world are unknown.
In "Worms of the Earth", a small black stone is described, an artifact
of dwellers beneath the earth. This stone too is carved with crytic
letters, and it seems likely that it is a piece of one of the larger
monoliths.
PURPOSE OF THE BLACK STONE
The original purpose of the Black Stones is unknown. In recorded
history, they have been used as scenes of sacrifice and summonings.
Perhaps the Stones form places of power where the dimensional walls
are weak. Alternatively, they might be much more sinister devices.
Could they be storing the pain and sufferings of aeons for some dark
purpose?
CREATURES OF THE BLACK STONE
The Black Stones seem to have particular affinities with reptilian
creatures. Serpent men once worshipped at the English Black Stone,
while in "Worms of the Earth" their degenerate descendents hold a
fragment sacred. At the Hungarian Black Stone, the worshippers
summoned a bloated toad-like creature. On Midsummer's Night, it is
said that the awful creature may still be seen.
The name Dagon too seems to be closely associated with the Stones.
Thus, it seems likely that the Deep Ones once worshipped at the Black
Monoliths as well. Perhaps more stones are hidden below the dark
waves.
SOURCES ON THE BLACK STONE
The players may first hear of the Black Stone from any number of
books. Von Junzt's Nameless Cults mentions the Hungarian Stone
briefly, as does Dostmann's Remnants of Lost Empires. The latter even
tells of the village, Stregoicavar, near which the Hungarian Stone is
located. Finally, Justin Geoffrey's "The People of the Monolith" is a
poem about the Hungarian Stone, although it gives no hints as to the
true location.
It is likely that the British Stone, and perhaps others as well, are
told of in books, poems and stories, although Howard gives no hints as
to which ones should be perused.
STORY IDEAS FOR THE BLACK STONE
* In dreams, the Hungarian Black Stone is seen set like a spire on a
huge black castle. Perhaps this is literal and a vast fortress does
indeed stretch below it. In any case, it is clear that greater
horrors lie below both black stones. When some creature escapes from
the depths, the investigators could be forced to investigate the
caverns below. What terrors might they find?
* There are two known Black Stones, one in Hungary, one in Britain.
Perhaps there are others, forming some great symbol across the face of
the Earth. A global campaign might be begun as the investigators
travel from one stone to another, trying to halt the steps of a
cataclysmic ritual.
* When a small black stone falls into the hands of an investigator, he
could find himself the target of a Deep One or Serpent Man trying to
recover it. Alternatively, the investigators might investigate the
murder of someone unfortunate enough to have been recently in
possession of a black stone.
* Drawn by the ancient legends, new bands of cultists could come to
any of the black stones. Perhaps they are harmless, or,
alternatively, they might unleash something ancient which they are
unable to control.
* The investigators might find the key to deciphering the strange
writings of the monoliths. What do they say? Is it a riddle, a
prophecy, a curse? Who wrote the ancient words?
--------------------
From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: A Melnibonean Grimoire
System: Elric!
"This is a fresh age...in more than one way. The time of subtle
sorcery is on the wane. Men are finding new means of harnessing
natural power."
-Stormbringer I,2
In the Young Kingdoms, Chaos is willing to pass the gift of magic on
to any who ask. It is a corrupting influence, the tool of Chaos, but
still, mortals of the Young Kingdoms are willing to accept it, for it
makes them strong. However, even Chaos is somewhat discerning. The
greatest spells are saved for the beloved of Chaos. What follows are
some of the known spells of the Melniboneans. These are not spells
that should be easily available to adventures. Rather, they are
magics which might be known by foes or patrons. Alternatively, they
could be discovered in an ancient grimoire, the goal of a long quest.
[All of these spells are drawn directly from the Elric books where
they were used by Elric or another Melnibonean. I've done my best to
make the spells fit the Elric! system while maintaining their original
affects.]
SPELLS:
Demon's Awakening (4) [Spells of Being]
"His head still bent, he stretched out his right hand and touched the
pulsating stone, stretched out his left hand and rested it upon
Myshella's navel, and he began a chant in an ancient tongue that had
been spoken before true men had ever walked the Earth."
-The Vanishing Tower I, 7
Range is touch. Chaotic. Awakens a person from any type of magical
sleep (see The Runesleep below). However, in order for this spell to
have its affect, a rare Nanorian is needed. These magical gems form
the hearts of some of the greater demons of Chaos (see the rumors on
page 102 of ELRIC!). After the spell is completed, the sleeper will
awaken in 1d8 hours.
Grome's Call to the Dead (5) [Spells of the Elements]
"A low moan was coming from the lips of the living dead. Suddenly, a
whole area of the surrounding hillside split into cracks, and yawning
crannies appeared in the surface... With a frightful, multi-voiced
scream, the dead Lords were swallowed by the earth."
-The Weird of the White Wolf II, 3
Range is sight. Chaotic. Causes the Earth to open up and swallow the
dead which are walking the Earth. Bound up with ancient agreements
with Grome, this spell is one of the less reliable of the Melnibone
spells. A LUCK roll is required for it to work at all. Even if the
roll is successful, 1d8 combat rounds will pass before the earth
responds. When the earth does finally open up to swallow the dead,
the results can be quite cataclysmic. Nearby dwellings may be
destroyed, and unfortunates who stand too close to the dead might be
dragged to their doom. Dead beings of great power may be able to
resist the effects of this spell, for Grome is both wary and indolent.
Hell's Fortress (1-4) [Spells of War]
"But the door resisted as it should not have resisted. `Sealed by
sorcery and I've no means of unsealing it,' said the albino."
-The Sailor on the Seas of Fate II, 6
Range is touch. Chaotic. Adds ten times that many hit points of
protection to walls, doors and other similar structure. Each cast of
the spell affects an area no larger than ten feet by ten feet.
Lassa's Zephyr (1) [Spells of the Elements]
"Gradually, from the grains of the dunes, a spiral of sand began to
move upwards, whistling as it spun faster and faster."
-The Fortress of the Pearl I, 3
Range is touch. Chaotic. A very minor variant of Wings of Lassa
(Elric, pg. 83). Similar minor spells are taught to the sorcerers of
Melnibone from the youngest age. Creates a small whirlwind of air,
just a few feet tall, that may meander about a small area. Usually
harmless, although in sand, snow or loose soil, it can be blinding.
The Runesleep (4) [Spells of Being]
"She was lying upon a couch and she was naked. There were runes
painted on her flesh and the runes were, in themselves, obscene. Her
eyelids were heavy and she did not at first recognise them... The
body was oddly cold."
-Elric of Melnibone II, 8
Range is touch. Chaotic. Before the spell may be incanted, certain
runes must be drawn upon the flesh of the victim. If these runes are
not drawn perfectly, the spell will utterly faily. When the spell is
complete, the sorcerer expends 4 magic points. If a POW:POW then
succeeds, the victim falls into an eternal sleep. The caster must
expend one point of POW at this time. Only the caster himself, or
certain spells may break this sleep. The most powerful of people
(those with POWs beyond the range of humans) may escape the runesleep
for a short time, but even they will eventually succumb.
The Pan Tangians too know of this spell (TVT I, 5). As the
Melniboneans slowly descend into obscurity, it is the Pan Tangians who
are becoming the new race of Chaos.
Spark of Life (4) [Spells of the Unseen World]
"Slowly, with jerky movements, the creature raised itself stiffly
upright and pointed a clawed finger... its glazed eyes staring as if
beyond."
-Stormbringer I,1
Range is touch. Chaotic. Spark of Life is a summoning. It causes
the spirit of a dead creature to reanimate its corpse. A number of
magic points equal to the magic points of the spirit being summoned
must be expended (in addition to the original four). The spirit of
the dead could be bound, just as a demon or elemental, although doing
such would be very dangerous.
When the summoning is complete, the resulting revenant is slow and
clumsy, but it does remember its past life. It may answer questions,
but these answers are never direct. They are often riddles,
prophecies or even new questions. Practitioners of the dark arts who
use this spell should be warned, for the lords of the nether realms
are usually not pleased with having the souls of their subjects
disturbed.
--------------------
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