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Chaosium Digest Volume 03 Number 02

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Chaosium digest
 · 1 year ago

Chaosium Digest Volume 3, Number 2 
Date: Sunday, July 25, 1993
Number: 1 of 1

Contents:

Two Sages for Call of Cthulhu (Kimbo Beattie) CALL OF CTHULHU
A Patron of the Balance (Shannon Appel) ELRIC!
Tea with the Black Dragon (Eric Rowe) PENDRAGON
Notes on Beaumains #2 (David Gadbois) PENDRAGON

Editor's Notes:

In this issue, you'll find a collection of NPCs. They are patrons and
sages, the type of people who can be used to help introduce
adventures. Hopefully, you'll find them useful. If you have any
interesting NPCs from your own campaigns, feel free to send them in
for a future issue of the Digest.

Scott Plumer (splumer%WESTLRC@ibm4381.onet.edu) is working on a Call
of Cthulhu scenerio for publication. He needs at least one non-biased
group to playtest it for him. If you're interested, drop him a line.
He can send the adventure by fax, FTP or email.

Shannon

--------------------

From: kimbo@netcom.com (Kimbo Beattie)
Subject: Two Sages for Call of Cthulhu
System: Call of Cthulhu

A concept that didn't survive the 1st edition of the CoC rules was
that of the NPC Sage. The sage, or patron, was a "father figure" that
the investigators could use for some forms of help. In addition, he
could also be the source of some adventures. This Sage might be a
retired investigator, perhaps, or just a knowledgeable person who
would be useful to the investigators because he could provide
otherwise unobtainable information. Perhaps the Sage had a good
understanding of the occult, or could speak many langages. Perhaps he
knew just a little of the Mythos. In any case, I've always been
intrigued by the idea of this kind of NPC. For one thing, it gives
the GM a useful way of passing information onto the characters when
they have turned up a dead end or missed important clues.
Furthermore, the patron could also be used as the adventure hook,
perhaps sending the investigators off on a seemingly innocent errand,
which of course leads to something much different than expected.

Perhaps what has most intrigued me about this concept is the two
character concepts I have come up with. Because I've never had the
chance to get a regular game of CoC going, I've never used these NPCs
in play. I pass along the following thumbnail sketches in the hopes
that perhaps in some game, somewhere, these characters (or at least
the idea at their base) will see the light of a game. Any comments on
the character ideas would be welcome. These are sketches, not fully
developed characters. Nothing more than the basic ideas, really.

The first Patron/Sage NPC is an elderly gentleman. Perhaps the
investigators first meet him after hearing that he is the local expert
on some obscure fact of lore or piece of history. When the
investigators visit the gentleman's home, they will see a portable
generator set up beside it. Once inside, they will notice that every
room in the house has at least two lamps and that all the lamps are
always on. Candles are also scattered throughout the house. Many are
lit no matter what time of the day or night the investigators come to
visit. When the local utility company visits, indicating that the
power "has to be turned off for a few hours, but will be back on
before dusk," the NPC will be sent into a frenzy. He will immediately
go out and fire up his generator and then light extra candles in every
room of the house. Afterwards, he will sit at the window, watching
the utility company crew, constantly checking his watch and the
progess of the sun as it sinks in the sky. The NPC is obviously
deathly afraid of the dark. Why? I never found out.

The second Patron/Sage NPC eventually ends up putting the characters
into something of an ethical dilemma. They will meet him when they
are invited to his home one evening, after having solved a mystery of
some sort. The Patron turns out to be very helpful in terms of
knowledge and advice. He can even provide financial aid, should the
investigators feel the pinch. The Patron never accompanies the
investigators on their various adventures, but they will learn over
time that he is a staunch enemy of the Mythos and everything it stands
for.

Eventually, clues will build up and even the most obtuse investigators
will finally catch on to their patron's secret. Why do they only meet
with their Patron after dark? During the day, he is always "away on
business." Finding a business office will only reveal that their
Patron is "away from the office." From time to time a body is found,
in a nearby area, with death often due to "massive blood loss." But,
people die everyday in the city, right? Eventually, the investigators
will realize that their patron is a vampire (perhaps accepting the
truth only after searching the house during the day and finding the
coffin). What will the characters do? Here is a NPC that has never
harmed them or anyone they know. He has been ever helpful in their
fight to save the world and seems to stand for everything they stand
for. But, he feeds on other human beings. What the characters
forgive him his evil "for the greater good," and turn a blind eye to
his feeding habits? Or, will they end the vampire's existence and
thus destroy a powerful source of knowledge and help. Of course, if
the latter choice is taken, the very next adventure should find reason
for the players to miss their ex-Patron, and thus render their
decision all the more poignant.

So there you have it. A couple of NPCs that I think could add a
interesting twist to any Call of Cthulhu game.

--Kimbo
--

--------------------

From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: A Patron of the Balance
System: Elric!

The following NPC is meant to be a patron for a group of characters in
the Elric! game. He is an Agent of the the Balance, servant of the
Gray Lords, and thus should only be used if the characters already
show a leaning in that direction.

Jormen Clearthought

Once, Jormen was a solitary hermit, meditating upon the perfect
harmony of the balance. In his mind, good and evil, and law and
chaos, were all in perfect accord, and thus Jormen became an Agent of
the Balance. As time passed, Jormen once more began to look upon the
world of the Young Kingdoms. He saw strife and disorder. Chaos was
ascendant. So, Jormen once more entered the world.

In the world, Jormen has done what he can to bring the world closer to
harmony. It is a long, perhaps endless task. Unfortunately, as
Jormen has set about his task, he has fallen far from the perfect
balance he once knew. More and more often, he uses the worst tools of
both law and chaos. In doing so, he strives to advance balance, but
instead disrupts it more.

When the players first meet Jormen, he will be seeking adventurers to
help him in some task for the balance. For a time, he will seem very
stable, doing only those things which bring about harmony. However,
as time passes, Jormen's excesses will become obvious. Eventually,
the means that Jormen uses will become their own ends. Jormen will
begin to set the players to tasks which increase the power of either
Law or Chaos, saying that this will ultimately do good, for it will
give him the power to bring greater Harmony to the Young Kingdoms. In
the end, Jormen will fall to one of the extremes, and the players will
need to decide what to do with their once Patron. Will they follow
him down his new path or instead pursue the Balance that he spoke of?

Chaos 59, Balance 89, Law 62

STR 11 CON 13 SIZ 10 INT 16 POW 18
DEX 13 APP 10 HP 12

Damage Bonus: none

Weapons:
Quarterstaff 103%, damage 1d8

Armor: none

Spells: Jormen should have a large number of spells, including some of
the rare spells known by those races favored by Chaos (See "A
Melnibonean Grimoire" in V3.4). As time progresses, Jormen will
become less and less reluctant to use even the greatest spells, which
might cause massive disruption to the world.

Skills: Bargain 63%, Common Tongue 91%, Evaluate 49%, Fast Talk 78%,
Insight 47%, Mabden 13%, Meditate 187%, Melnibonean 21%, Million
Spheres 03%, Natural World 61%, Oratory 93%, Unknown Kingdoms 17%,
Young Kingdoms 43%

Story Ideas for Jormen's Agents:

* An entire campaign may be based upon the search for the embodiment
of the balance in the Young Kingdoms. Like Von Bek's Grail or Dorian
Hawkmoon's Runestaff, legends and myths should be told of this item,
and the search for it should be a long and epic one.

* When emissaries of the Purple Towns begin to spread the holy word of
Goldar to some of the less civilized Southern lands, Jormen will try
to halt this indoctrination. Perhaps the players will try to turn of
the Southern natives against the priests of Goldar. Alternatively,
they might take a much more direct, aggressive tactic. This story
idea would probably work well for servants of Chaos as well. (SEA
KINGS OF THE PURPLE TOWNS provides more information on Goldar and the
Purple Towns.)

* Jorman learns prophecies of a person destined to bring about great
disruption in the Young Kingdoms. The players will be assigned to
find this person and destroy him. Perhaps the task is an attainable
one. Alternatively, the person might be one of the major characters
of the Elric saga. The adventure might be particularly interesting if
the person whom Jorman seeks to kill is currently an innocent. A
child for example. This story idea would probably work well for
servants of Law as well.

* As Jorman grows more confused, he may ask the characters to steal
certain items either of law or chaos. The characters will probably
realize that the balance would be better served if these items were
destroyed, but Jorman will be adamant in his goals.

* Eventually, after Jorman has fallen, the players may be forced into
a final battle with him. By then, he should have turned fully to his
new religion, an example of how easy it is to move from the path of
Harmony.

Shannon

--------------------

From: Eric Rowe <rowe@soda.berkeley.edu>
Subject: Tea with the Black Dragon
System: Pendragon

Here is a NPC for Pendragon campaigns. He can be used to aid player
knights with information, as an antagonistic enemy or even just to
liven up a standard adventure. [Some things are added for use with
the 4th edition magic rules, which should be out soon.]

***

There is a small, dark cave that can be noticed by the keen of eye who
visit the Abbey of Bolton, about 10 miles north of Leeds. It is near
the apex of Sheffield Pike, a small peak emerging from the Dunnersdale
forest. Clergy from the abbey believe the peak to be the residence of
the old man named Garreck who visits occasionally to ask for food or
clothing in return for small handicrafts he has made. It is also
rumored to be the home of the great Black Wyrm that has been known to
menace Castle Elslack as well as occasional travellers near Leeds.

The area about Sheffield Pike does indeed smell of Dragon. Aware
knights will spot the stool of the beast as well as the damage done by
his claws to some of the local trees. Once the players near the cave,
however, the Dragon signs vanish. This is due to their removal by
Garreck, the reclusive druid who lives there. Visitors to the cave
will arrive to a friendly greeting by Garreck. He will pretend to be
slightly annoyed because he keeps getting disturbed by visitors, but
will actually scarcely be able to hide his joy at having people over.
Garreck will always invite people to have tea with him in his humble
abode, especially powerful knights with stories of high adventure.

Inside the cave, there are several small tables and shelves covered
with small odds and ends. Garreck will sweep much of this to the
floor to allow the knights a seat at the largest table. He will then
serve rather bad tea. Knights who make a CON roll can stomach the
drink, others must spit it out. Those who manage to hold down the tea
will face an expectant Garreck who looks concerned and eager about the
quality of his tea. Knights that are Deceitful and compliment him
will earn his deep friendship, which can be quite handy, for Garreck
is the Black Wyrm.

Early in the reign of Uther Pendragon, Garreck was a young druid who
grew despondent at the growing strife and politics within the order of
druids. He set off to find a sacred place of his own, where he could
continue to work with the shapeshifting magics he specialized in. At
last he found Sheffield Pike, with its 4d20 Ambient magic and 6d20
Shapeshift magic. [Ignore this until 4th ed. comes out] Here, he made
his Sacred Space and settled down. Over the years, Garreck's memory
has faded even faster than his body. Most of the time, he forgets
that he is a druid, and even more often forgets that his favorite
spell turns him into the mighty Black Wyrm. He does remember that the
abbey is a friendly place to visit and that some of the farmers living
nearby are his friends. In the past, Garreck has always protected
them in his Dragon form, and they often help support him in lean
times.

On occasion, while chatting, Garreck will remember some interesting
fact that often leads to adventure, for numerous knights have come
looking for the Black Wyrm and they have told him many stories. If
the knights are looking for the Black Wyrm, Garreck will have no idea
where to look, but he believes it to be harmless. Depending on
gamemaster need, Garreck can also be aware of his magical ability if
it furthers the story. Either way, he knows that the Black Wyrm has
never killed anyone. Rumors to the contrary are just that, rumors,
spread by frightened and superstitious observers of the creature.

Statistics:

Garreck:

SIZ 12 Move 2 Major Wound 8
DEX 8 Damage 4d6 Unconscious 5
STR 9 Heal Rate 2
CON 8 Hit Points 20 [Magic Limit 74]
APP 7 Age 62 [Insight(Awen) 8,500]

Notable Skills: Industry 16, Faerie Lore 18, Folk Lore 16 [Shapeshift 19,
Geomantic Lore 16, Celestial Lore 17, Sight 21]

Notable Traits: Generous 16, Honest 18, Proud 16

Possessions: Talisman useable once to instantly turn into Black Wyrm.


Black Wyrm:

SIZ 30 Move 10 Major Wound 30
DEX 25 Damage 10d6 Unconscious 15
STR 32 Heal Rate 8 Knock Down 30
CON 30 Hit Points 60 Armor 18

Modifier to Valor: -10 Valor/ +10 Prudent

Attacks: Bite @20 + tail swipe @10 (tail can swing at all people on one
side of the Wyrm)
or 2 Claws@17

Note: Will only attack to defend itself and even then will try not to kill.


Story Ideas:

Introduction: Rumors of the Black Wyrm reach the ears of player
knights who go to seek it and meet Garreck.

Menace on the road: Players come upon people being menaced by the
Black Wyrm. In actuality, Garreck is just asking for directions
because he has gotten lost again.

The Castle's Expedition: A large group of knights from Castle Elslack
decide once and for all to hunt down and slay the Black Wrym. Players
learn Garreck's secret. Will they help him? and how?

Mystery at the Abbey: Abbey Bolton has had things go missing lately.
Garreck is a suspect, but is innocent. Perhaps he knows something
though.

An Old Friend: Another druid comes to the area to try to bring Garreck
back into the fold of the order. Garreck asks his new friends for
help. Can they help him? What are the politics involved?

--------------------

From: David Gadbois <gadbois@cs.utexas.edu>
Subject: Notes on Beaumains #2
System: Pendragon

A fellow in the UK sent me a copy of issue two of his Pendragon
fanzine, "Beaumains, the Arthurian Magazine for Gamers." It is in a
forty page black-and-white booklet with a nice layout and some really
cheesy art.

The contents are:

Pendragon -- The Next Edition. By Greg Stafford. Description and
rationale for the next Pendragon edition. Major news is that there
will be a magic system. [There are some comments on the Pendragon
Magic System in V2.3 -sda]

The Early Adventures of Lancelot du Lac. By Chris Lampard. Info from
Malory.

The Adventure of the White Hart. By Andrew Behan. Adventure into the
Otherworld.

More About Heraldry. By S. Tucker.

Greg Stafford Speaks. Interview by Gareth Jones.

A Chronology of the Knights of King Arthur's Britain. By Chris
Lampard and Tom Rogan.

Reviews. By Ed Everett. The Spectre King, GURPS Middles Ages.

Divers Dabblings. Various contributors. Rule-oriented stuff.

Alternative Arthurs. By Ed Everett.

Letter column.

Overall, the zine looks like a must for the Pendragon diehard. For
info, contact:

Gareth Jones
69 Atherley Road
Shirley
Southhampton
SO1 5DT
England

Since I distribute Tales of the Reaching Moon on this side of the
pond, Jones asked me if I would be willing to distribute his zine over
here as well. I really do not have the time or the Pendragon
enthusiasm to do a really good job of it. If you are interested in
taking on the task, please contact Jones. Be warned, dealing with a
big subscription list and distributors can be a lot of work. I will
be happy to give anyone who picks up the distribution for Beaumains
some hard-earned advice on what to do and what not to do.

--David Gadbois

--------------------

The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu

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