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Chaosium Digest Volume 10 Number 10

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 · 1 year ago

Chaosium Digest Volume 10, Number 10 
Date: Monday, June 5, 1995
Number: 1 of 1

Contents:

Wid the Giant (David Dunham) PENDRAGON PASS
The Youngest Daughter (Eric Rowe) PENDRAGON
Julian, Guardian of the Roman Wall (Shannon Appel) PENDRAGON
Announcement: Beaumains (Eric Rowe) PENDRAGON

Editor's Note:

As promised, this issue of the Digest has been inspired by the newest
Pendragon supplement, Beyond the Wall. Besides my scribblings, you'll
also find a peek into Pendragon Pass, penned by David Dunham, and a
supplement to The Adventure of the Treacherous Pict, written by the
author of the same, Eric Rowe.

Shannon

RPG RELEASES:

* Call of Cthulhu - _The Cairo Guidebook_ (Chaosium, 112 pg, $16.95)
is a brand new guide to Cairo of the 1920s, full of mythos and
mystery.

(FRENCH) MAGAZINE SIGHTINGS:

* Call of Cthulhu - "Le regard dans L'abime", a scenerio, Casus Belli
#87 [June, 1995]

* Elfquest - "Renoncement", a scenerio, Casus Belli #87 [June, 1995]

* Elric! - "Les Quatre Parchemins, Part 2", a 12 page scenerio, Tatou #23

* Pendragon - "Le Sorcier du Cheshire", a 12 page scenerio, Tatou #23

NEW ELECTRONIC RESOURCES:

* Beaumains Index
ftp://ftp.csua.berkeley.edu/pub/rpg-index/beaumains

An index to the first five issues of Beaumains, Gareth Jones'
Pendragon fanzine, is now available. Gareth's magazine has been going
strong for a few years now (see V2.11, V3.2 and V6.10 for info on
older issues), and is now available from some new distributors, here
in the States and elsewhere (as detailed in an article at the bottom
of this Digest).

* Chaosium Digest Archive
http://www.tierzucht.uni-kiel.de/~sma/chaosium/index.html

Stefan Aust's WWW page has recently been updated (it was previouslly
mentioned in V9.12). As before, it contains all the old Chaosium
Digests, a nifty sorted index, and links to other interesting stuff.
Stefan is still looking for more Web references to Elric, CoC and
other Chaosium games, to link in to his site. If you know of any, drop
him a line at sma@tierzucht.uni-kiel.de.

* Chaosium Catalog
ftp://ftp.csua.berkeley.edu/pub/chaosium/info/catalog

This is the newest update of Chaosium's catalog, containing all of the
new and upcoming releases.

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

From: dunham@hamachi.pensee.com (David Dunham)
Subject: Wid the Giant
System: Pendragon Pass

[After reading Beyond the Wall, I ran this short adventure in my East
Ralios campaign, using my PenDragon Pass variant rules. However, it
ought to be pretty easily adaptable to Arthurian Pendragon -- the
Hsunchen would be Picts, the Pralori are elk folk.]

While travelling through Aryatling lands, the adventurers learn that a
giant has been taking a toll on the cattle of the Aryatling clan.
Several Aryatling warriors have died facing him. Others claim he can
disappear, and is thus hard to track.

The adventurers should be able to ask around and find farmers who lost
cows to the giant, and from there, use Hunting to track the giant to
an ancient hill-fort, just outside Aryatling lands. His footprints are
twice the size of a man's. They'll see the tracks lead up to, and
around, the hill. However, no tracks lead up the hill. [Hunting.
Success = You find some drops of dried blood near the tracks. Critical
= The blood goes all the way around the hill, just like the tracks.]

The giant's name is Wid. He wears only a loincloth, made of two bull
hides, since it's too hard to get clothes to fit. If he travels 3
times widdershins around the hill-fort, while sprinkling blood, he
travels to a place and time where the fort is intact, with a huge
central hall where he fits without stooping, and where he has an old
man and old woman as his retainers. [Custom (Pralori). Success = his
tattoo marks him as having Crow as a personal totem. Custom (other
Hsunchen). Success = they are Pralori.] They are his parents.
[Recognize. Success = there is a family resemblance between the giant
and the old humans.] They had asked a Crow spirit that their son grow
up big and strong, but forgot to make offerings one hard winter. In
retaliation, Crow gave him more they'd asked. Wid is now very large
and almost always hungry and cranky.

It might be possible to learn about Crow's curse from Wid's parents
(knowing something of hsunchen customs would probably help). A large
offering to Crow (he is Greedy) might cause him to cancel the curse.
The Aryatling might be induced to help contribute towards this
offering, since it would save them trouble.

If Wid is killed, his father will become inspired by Love Family and
attack the killer(s). His mother will say something like, "Well he's
dead then," and attempt to treacherously poison them as part of a
feast. If either are attacked, they may use their Pralori magic to
turn into elk and flee.

It's quite possible that the adventurers won't figure out how to get
into the hill-fort. As they camp out in the vicinity and wait for the
giant, they'll be bothered by ghosts or spirits associated with the
area. I had them encounter totem spirits (from Beyond the Wall), a
dangerous thing if you're not prepared by a shaman.

WID THE PRALORI GIANT

SIZ 32 Move 6
DEX 7 Damage 11d6
STR 35 Hit Points 60
CON 28 Unconscious 15
POW 13 Armor 20
APP 4

Attacks: Club 14, two Stomps 10, Grapple 13

Modifier to Valorous: -3, to Prudent: +3

Significant Skills: Awareness 12, Hunting 15
Traits: Love Family 16
Magic: Crow - Farsight. Pralor - Transform Head.

Status to kill: 350
Status for removing the curse: 500

David Dunham Pensee Corporation dunham@nw.pensee.com
Voice/Fax 206 783 7404 http://www.pensee.com/dunham/
"I say we should listen to the customers and give them what they want."
"What they want is better products for free." --Scott Adams

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

From: Eric Rowe <rowe@CSUA.Berkeley.EDU>
Subject: The Youngest Daughter
System: Pendragon

The Youngest Daughter: Additional Material for The Treacherous Pict

Lady Elenore is the youngest daughter of Sir Bagdemagus. Like her
sister before her, Lady Elenore was sent at the age of 14 south to
Logres to learn the proper ways of a lady. Her year is now up and it
has worked much better for her in taming her wild ways than it did for
Lady Mellisant; Lady Elenore is very much the proper young lady.

Her return opens numerous possibilities for player knights in Gorre.
Perhaps several are staying in the area after a successful campaign
againt the Picts, or possibly the player knights have failed to
impress Sir Bagdemagus and aid is still needed by Strangorre. In this
case, rescuing Lady Elenore would be a +5 in the measuring how much
aid Gorre sends. And, Lady Elenore is indeed in need of rescue.

Lady Elenore and her companions were traveling on the well-used and
usually safe main road northwards to Gaiholm when they were ambushed.
A strange knight and a small giant burst out into the road, slaying
all her companions and kidnapping her. When Elenore does not arrive in
Gaiholm, Sir Bagdemagus asks the visiting player knights to check on
her safety.

The player knights must travel south on the road until they reach the
section closest to Birrens, the abandoned Roman Fort. There, they find
several locals completing a few fresh roadside graves. Upon
questioning they reveal the results of the slaughter they are cleaning
up after. Easily followed tracks leave the road and take the player
knights directly to Birrens.

Birrens has been long abandoned and has suffered the result of such a
fate. Over the last few decades the Otherword has slowly crept over
the ruins and accepted them into its realm. A strange faerie being was
attracted by strange emanations from the site. After spending too much
time frolicking about the ruins his mind was warped even further than
normal. The faerie now believes itself to be a powerful Roman noble,
stranded in this hostile land, and with only his faithful squire
Eibrab (a Giant) to aid him.

The player knights arrive to find Elenore on friendly terms with the
Faerie knight. She is teaching him some of the finer points of court
manner. Marcus, as the Knight calls himself now, introduces himself
and his squire. His conversation rambles, often mentioning obscure
references to the glories of Rome that either no longer exist or never
did.

If the players knights ask for Lady Elenore to be returned, he
refuses, stating that she is training him to be a proper husband. It
is clear that he is mad for even a faerie. Lady Elenore is much more
forgiving and trustworthy. She believes that if she can teach the
knight enough about proper behavior, he will release her of his own
free will. She attempts to convince the players of this to the best of
her ability. Of course, as the players should realize, Marcus has no
intention of ever releasing her. They must free here by force. Marcus
accepts proper challenges if any of the player knights so wish, but he
and his squire are open to a general melee as well.

Elenore becomes furious at the player knights for not allowing her a
chance to teach the knight (if they don't). Unless they handle her
well and convince her their actions were appropriate she retains her
anger against them. Upon returning to Gaiholm she lets all who listen
know of the unchivalrous behavior (in her eyes) of these knights. This
does not affect the deeply grateful Badgemagus or his wife Heledd.

MARCUS THE FAERIE KNIGHT

SIZ 20 Move 4 Major Wound 20
DEX 20 Damage 7d6 Unconscious 10
STR 20 Heal Rate 4 Knock Down 20
CON 20 Hit Points 40 Armor 15 (+shield)
APP 20

Attacks: Sword 23, Lance 21, Great Spear 21, Dagger 10, Horsemanship
15, Battle 15

Modifier to Valorous: -5

Significant Traits: Valorous 16
Significant Passions: Loyalty(Roman Emperor) 20
Significant Skills: Awareness 15, Courtesy 15, First Aid 15, Hunting 15
Faerie Charger: 7d6, Move 10

Glory to Kill 200

EIBRAB THE SMALL GIANT

SIZ 25 Move 4 Major Wound 25
DEX 8 Damage 8d6 Unconscious 13
STR 20 Heal Rate 5 Knock Down 25
CON 25 Hit Points 50 Armor 15
APP 5

Attacks: Club 13, Grapple 15*
*Does 3d6 damage and restrains victims with STR<20

Modifier to Valorous: 0

Glory to Kill: 100

LADY ELENORE

Glory 120

SIZ 11 Move 2 Major Wound 13
DEX 15 Damage 3d6 Unconscious 6
STR 9 Heal Rate 2 Knock Down 11
CON 13 Hit Points 24 Armor none
APP 19 Age 15

Attacks: Dagger 3, Horsemanship 8

Significant Traits: Chaste 12, Energetic 13, Forgiving 16
Significant Passions: Love(Family) 15, Hospitality 12
Significant Skills: Chirurgery 6, Courtesy 10, First Aid 10, Flirting 6
Woman's Gift: Natural Healer

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

From: Shannon Appel <appel@erzo.Berkeley.EDU>
Subject: Julian, Guardian of the Roman Wall
System: Pendragon

I have found one of the best Arthurian sources of the twentieth
century to be Hal Foster's Prince Valiant, a weekly comic strip which
has, for fifty years, beautifully pictured an ancient Britain in full
color. A good portion of Prince Valiant is currently in print in a
series of collected volumes put out by Fantagraphics Books. I have
used the seventh of these volumes, The Roman Wall, as a source for
this article.

The Roman, Julian, was originally conceived of by Hal Foster 52 years
ago, but he should fit in quite well to any Beyond the Wall campaign.

JULIAN, GUARDIAN OF HADRIAN'S WALL
Current Glory 1900

SIZ 18 Move 3 Major Wound 15
DEX 13 Dam 5d6 Unconscious 7
STR 13 Heal 3 Knock Down 18
CON 15 HP 28 Armor 14 (+shield) +3 chivalry bonus
APP 11

Combat Skills: Spear 16, Sword 19

Significant Traits: Energetic 20, Generous 14, Just 15, Valorous 19
Significant Passions: Hospitality 18, Loyalty (Roman Emperor) 25
Significant Skills: Awareness 21, First Aid 15

In 412, the Romans abandoned Hadrian's Wall, when their attention
returned to their Empire, which was crumbling about them. When the
Romans marched away from the Wall, they left one of their number
behind, a centurian named Julian. He had been nearly slain by Pictish
warriors on the very day that the order came to abandon the wall.
Before the legions marched away, Julian's officer spoke to him and
said: "Farewell, Brave Julian. We must leave the Wall in your care
until we return."

Miraculously, Julian recovered from his wounds, and he took his final
orders to heart. A lone figure, he tirelessly walked the length of
Hadrian's Wall, protecting it to the best of his ability, and has
continued to do so for over a hundred years.

Or so the legends go.

In truth, Julian did keep his vigil as long as he was able, but also,
he married, and had a family. When he became too old to patrol, he
passed on this duty to his eldest son, Julian. And so the tradition
has continued.

Although Julian has never claimed that he is not the first of his name
to guard Hadrian's Wall, he does not openly deny it either, and thus
the locals of the area now hold him in awe. Many superstitious tales
are told about Julian, especially among the wild picts of the North.
It is likely that Julian could hold off an army of Picts with his
presence alone, for they all fear The Immortal Man.

When the player knights meet Julian, they will discover that he is
honorable, cultured and refined. He is also stern and grim, set in his
tradition of loyalty. Julian wishes for the glorious days of old, but
for now is willing to carry out the ancient task laid upon his family
generations ago.

Adventure Ideas:

* Player knights are asked to investigate tales of a ghost that haunts
Hadrian's Wall. They should meet peasants who tell of Julian's history
before finally confronting the Roman themselves. If Julian determines
that the players are honorable and trustworthy, he will reveal his
story to them. At this time, the players will face the dilemma of
whether to keep Julian's secret, and seemingly fail in their mission,
or reveal all.

* Julian knows the lands of the North well, and often senses movements
among the Picts before any of the other peoples in the area. When he
foresees an impending Pict invasion, he travels to Camelot, determined
to warn the knights of the South before it is too late. How will the
grim Roman fit into the beautiful pomp of Camelot? Will he be able to
convince the knights there of the very real danger he has seen?

* Julian yearns to see the wonders of Rome, which he has heard of only
in tales, passed down through his family for years. He would make a
pilgrimage to that ancient capitol if only he could be sure that
others would fulfill his hereditary task while he was gone.

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

From: Eric Rowe <rowe@CSUA.Berkeley.EDU>
Subject: Announcement: Beaumains
System: Pendragon

Beaumains: The Arthurian Magazine for Gamers

Beaumains is a fanzine that concentrates on Pendragon and the world of
Arthurian Britain. It is published in England by Gareth Jones and has
been announced in the Digest previously. It is now distributed in
North America as well.

Beaumains #5 is currently available. This issue features an early
adventure against the Saxons, information on minstrels (and how to use
them as player characters), character generation for earlier
campaigns, and the "How To" guide to Battles, as well as other regular
features.

Beaumains #6 is almost finished.

To order or subscribe contact...

North America:

Eric Rowe
1635 Julia St. #3
Berkeley, CA 94703

Subscription information: $4 per issue. Checks payable to Eric Rowe.

Sweden:

Jussi Hyvonen
Ektorpsvagen 9
I S-131 45 Nacka
Sweden

Luxembourg:

T. Jones
37 Rue D'Ernzen
L-7635 Ernzen
Grand Duchy of Luxembourg

UK and Everywhere else:

Gareth Jones
69 Atherley Road
Southampton, S015 5DT

Subscriptions 2.00 sterling per issue. Add 1/3 in EC, 1/2 elsewhere.
Cheques payable to Beaumains.

Back issues may be available for issues 2, 3 and 4. Contact your
distributor if you are interested.

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

The Chaosium Digest is an unofficial discussion forum for Chaosium's
Games. To submit an article, subscribe or unsubscribe, mail to:
appel@erzo.berkeley.edu. The old digests are archived on
ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be
retrieved via FTP.

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