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Chaosium Digest Volume 13 Number 07

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Chaosium Digest Volume 13, Number 7 
Date: Wednesday, March 20, 1996
Number: 1 of 1

Contents:

The Adventure of the Childermas Game (Timothy Ferguson) PENDRAGON
The Talgarth Campaign (Shannon Appel) PENDRAGON

Editor's Note:

I finished up editing the _Nephilim Gamemaster's Companion_ last
night, so finally, here is this week's delayed Chaosium Digest. I've
got a couple of other things lined up, namely: an Elric! adventure, a
Call of Cthulhu artifact, and a Delta Green plot. Thanks much to those
contributors, and I promise they'll all be published in the near
future. In the meantime, keep those submissions rolling in!

See you in a few days.

Shannon

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

From: Timothy Ferguson <Timothy.Ferguson@jcu.edu.au>
Subject: The Adventure of the Childermas Game
System: Pendragon

This is a scenario for squires or other children, such as acolytes or
pages. It works best when the characters are the likely future PCs of
the Troupe. This can be accomplished most easily by having the players
switch from playing their knights to squires when they arrive at a
certain village on the evening of December 28.

Late that night, while the PCs are in the village and soundly asleep,
each of the temporary PCs (the squires) will hear a scratching sound
at the window. If they investigate, they will see, through the gloom,
a tiny claw sliding up and down the windowsill. With an Awareness
check, they will realise it is on a thin rod and being controlled from
someone below the windowsill. If the Awareness check fails, they must
make a Valorous check, or be too frightened to join in the adventure
at this time.

Outside the window, a group of children have gathered. One of them, a
pretty girl called Rosemary, who the players met earlier in the
evening, tells each PC that they are playing "Scratch Scratch", a game
where they gather some of the children in the village for a night of
pranks. If any of the other squires was too scared or lazy to come to
the window, Rosemary will ask the PCs to climb into the "chicken's"
room and fetch them for the game. Any such coward will be the one
weilding the The Chickenclaw until another village child is too scared
to come to the window.

Should a squire attempt to wake their knight, either they will fail,
or the knight will see nothing untoward and counsel the child to go
back to sleep. All of the knights and other adults are under a spell
which keeps them unconscious until the first rooster crows.

After collecting a band of two dozen children between the ages of 10
and 19, Rosemary asks for the Chickenclaw back, and proclaims that a
fire must be lit. Children sneak off in all directions, competing to
be the first person to find the sack of coal or kindling that has been
hidden in the village. This year, it is in the graveyard.

Squires in this section of the game need to state where they are
searching. If they choose the graveyard in their first two guesses,
they find the bag, so long as they can overcome their fear of the
place [Valour]. If they look elsewhere, they don't find it, but do
find that some thoughtful parents have left out plates of biscuits,
little cakes and other dainties. If they are Indulgent, they scoff the
lot, although Generosity would lead them toward saving some for their
fellow players.

Players who do not find the bag will be called back to the group by
the sight of the fire, burning near a menhir on a nearby hill. The
other children gather around, sharing the cakes and goodies they have
found. After all return, songs are sung, dances are danced, speeches
are made impersonating parents and childish jokes are told. Some
chatter will be about the knights, with a child impersonating the most
overused mannerism of the PCs. If a squire takes offence, there will
be a quick bout of fisticuffs, with each competitor using their DEX/2
as a skill. No serious injuries are done and if a PC becomes
overheated, Rosemary will break up the fight by telling the PC to calm
down. During these games, the Squires will be working off very low
scores in their rolls. If they fail, make the player vividly describe
the squire's failure, in as comedic a manner as they are able.

Some of these children are of marriageable age. They may flirt badly
with the squires, or skillfully in the case of the elder girls. Sexual
liasons are profoundly unlikely, however some exagerated play at
adulthood may be made, with the girls swanning about going "Woe is Me,
I have no champion!" and the boys strutting around declaring their
profound love for the wronged lady and challenging each other to
duels. The boys playfight with sticks, using their sword skills, to
determine the issue. A kiss (which is a great deal in Christian
countries) might be given the winner of such a show, as might a
hankerchief, as a favour. Rosemary will flirt with the boy of highest
appearance, or the squire of a PC who is a Romantic knight. The
difference here is that the Squire should be as old as Rosemary, old
enough to have a first Amor. The GM should choose his victim carefully
and tailor the bait to the fish to be caught.

The point is to create a boisterous atmosphere, where squires can make
courtly skill checks without being heavily penalized for failure. One
squire, the victim, is to be encouraged to fall in love with Rosemary.
It is possible to snare ALL of the PCs this way, if one is careful. In
such a case, one requires additional bait.

The other children will mostly follow the PCs lead after the fire,
doing acts of bravado if they are suggested. Climbing the Churchtower,
swimming the millrace and pinching the priest's donkey are all
suggested and require DEX, Swimming and Horsemanship rolls to win,
although failure creates no harm save a funny situation. Players
catching on that this is a chance to choose where they get experience
checks will give you more suggestions for games than you can handle,
usually.

As false dawn begins, the fire will burn down and the children will
begin to wander off, to go back to their homes. Rosemary will allow
her "Brave Champion" to escort her home and will tell him that he will
not see her in the morning, as she is sleeping in. She will have, by
this stage, made sure he has her favour. She will promise him that so
long as he keeps it, she will see him again, no matter what and tries
to get him to promise never to discard it. She will kiss him at her
gate, then walk away inside.

Squires should try to get home before their knight awakes. When they
do, they will find out that they are leaving again this morning.
Squires who mention last night's goings on allow their masters to make
a Folk Lore roll. If the knights critically suceed, they already know
what has happened, as described below.

Later that morning, the old priest comes to collect his donkey, which
has been left wandering about. He offers a brief prayer for the
knights' journey and asks if their horses have been meddled with. The
knights can check, but they will find them untouched, but terrified
and in a cold sweat. Asked to explain, the priest will tell the
knights that last night was the 28th of December, Childermas, the
Christian Feast of Dead Children and that some years the village is
haunted by the spirits of children who have passed on in the previous
year. They play practical jokes, he says.

Anyone who has an Armor for a dead girl will find it difficult to form
an Armor for a living one. If any PC keeps a promise not to throw away
his favour, ever, then the promise will be kept. Many adventures and
months of Real Time play later, as the PC lies on his deathbed, he
will hear a scratching sound, coming from his window.

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

From: Shannon Appel <appel@erzo.org>
Subject: The Talgarth Campaign
System: Pendragon

This article forms the basis of a Pendragon Campaign set in Wales in
495. However, it should also be helpful to those Pendragon gamemasters
already running their own Pendragon campaign. Simply use it to form an
interesting land of barbarians that PC knights might visit and
adventure within.

Shannon
--

THE TALGARTH CAMPAIGN

This campaign centers around the Talgarth tribe, one of five commotes
of the Cambrian land of Brycheiniog. At the start of the campaign, the
year is 495, and Uther is crusading in the South against the Saxons.
It is assumed that the players will be playing a small band of friends
centered around the sons of Cadfael.

Note: This background is intended to be compatible with that in
_Savage Mountains_, but it is set up 35 years earlier. Things change.

BRYCHEINIOG

Ruler: Brychan Brecheinyavc of the Cantref Mawr
Capitol: Mawr
Culture: Cymric/Christian
Vassal of: No One.
Army: 10 knights, 500 warriors.
Commotes: Cantref Mawr (ruling), Ewias, Hay, Selyf, Talgarth

History

At the start of the fifth century, the rugged land now called
Brycheiniog was home to many warring Cymric bro. They had little
cohesion, and were barely able to eke out a survival in the rugged
land. Then, the Irish raids into Cambria begun. The Irish settled the
Western coast of Cambria first, driving out the natives. By the time
they had arrived at the interior, their numbers were less, and thus
after conquering the lands, they were willing to settle as rulers of
the Cymric people.

The Irish chief Anlac filius Coronac won his final victory in
Brycheiniog in 435. Afterwards, he gave the land to his first son,
Brychan Brecheinyavc, claiming the Western land of Ystrad Tywi for his
own. Though Brychan was barely more than a boy at the time, he and his
men were accepted by the Mawr Commote.

Brychan has ruled over the five commotes of Brycheiniog wisely, and
they have prospered greatly. Many of his Irish warriors have married
into Cymric families, and so the two people have become one. Though he
is greatly aged, having outlived both of his sons, Brychan still rules
wisely. His sole grandson, Bruatur, is prepared to become ruler when
Brychan passes away.

Economics

Herding is the most common life style for Brycheiniog. Cows, sheep and
goats are all common. The Brycheiniog occasionally raid outside their
kingdom in order to supplement their herds.

Technology

The hilly terrain of Brycheiniog has prevent cavalry from ever
becoming a viable military technique. Certainly, warriors are
occasionally seen upon Cambrian ponies, but they usually know better
than to try and ride them into battle. Although a few mercenary
knights have come to Brycheiniog from the more civilized lands to the
East, they are the exception.

Spears are the preferred weapon of the Brycheiniog warriors, though
swords, daggers and even shields are also known. Leather (3 pt) is the
most common armor, though Leather (4 pt) and Cuirbolli (6 pt) are
occasionally seen. Chainmail (10 pt) is very rare, and usually only
possessed by chiefs and mercenary knights.

External Relations

BULITH: Though the Bulith and the Brycheiniog occasionally raid each
other's herds, for the most part their relationship is a cordial one.

ELAFEL: Never touched by the raiding Irish, the Cymric people of
Elafel particularly dislike the rulers of Brycheiniog, who they still
call The Invaders. They are too disorganized to do any damage to the
Kingdom, but the lands near the Elafel border are considered
dangerous.

ERGYNG: King Peibau cares little for outsiders. He has never offered
either friendship or war to Brycheiniog, and appears simply to want to
be left alone. For the most part, Brycheiniog has respected this wish.

ESCAVALON: Though a Roman Kingdom, Escavalon has very good relations
with Brycheiniog. They frequently trade up the Usk River.

YSTRAD TYWI: After being settled by Brychen's father, Ystrad Tywi was
subjected to additional Irish raids. Though Brychen tried to lend aid,
the cause was a lost one, and the land soon fell. King Daig map Hall
of Ystrad Tywi bears no animosity towards Brychen, but the feeling is
not a mutual one. Unfortunately, Ystrad Tywi's number of warriors is
greater than Brycheiniog's, and thus Brychen can only plot futiley.

Important Locations

Cerrig Duon: The largest stone circle in Cambrian lies between
Brycheiniog and Ystrad Tywi, in a contested land. The most hearty come
here seeking the Old gods.

Mawr: The largest Maenor in Brycheiniog is the home to Brychen, the
aging King of the land. He rarely travels, and thus petitioners are
forced to come here to see him.

NPCs of Note

Bruatur: Brychen's grandson, and the heir apparent.

Brychen: the aging ruler of Brycheiniog.

TALGARTH

Ruler: Cadfael
Capitol: Brecon
Culture: Cymric/Christian
Vassal of: Brychen of Brycheiniog
Army: 2 knights, 100 warriors.

History

When chief Anlac came to Cambria, he brought with him many warriors.
After victory had been won, the greatest of these were given mighty
grants. The warrior Echen fought best of all, and so he was given the
first choice of lands. He asked for the fertile banks of the Usk
river, and even though Anlac had coveted them for himself, he kept his
promise. Thus did Echen's family become the Lords of Talgarth.

Like many of his warriors, Echen took a Cymric wife, and so his son
Edern was born to the native ways of the land a year after the
conquest. In 456, Edern's first son was born, and that was Aravn. He
was destined to be the third Chief of Talgarth, and so when Edern's
second son, Cadfael came of age, he travelled to the old land of Eire
to seek his own fortune. When Cadfael returned from Ireland with his
new wife in 478, he learned that disaster had struck in his absence.
Edern and his eldest son had led a cattle raid into the land of
Elafel, and they had met with unexpected resistance. The raiders had
fled in disarray, and neither Edern nor Aravan had since returned.
Edern's body was eventually recovered, and on that day Cadfael was
named Chief of the Talgarth

Cadfael and his wife Maeve have ruled well. One day, their first son,
Hayarn, will follow in their footsteps.

Economics

Although Talgarth still keeps many cattle, sheep and goats, these
herds is not as important to the land as they were a generation ago.
Fishing provides Talgarth with much of its food. Cadfael has always
been found of hunting, and has raised dogs since he was a boy. Since
he became chief, this has turned into a regular industry, and now
Talgarth hunting dogs are prized all across Cambria.

Important Locations

Brecon: The largest maenor in Talgarth, and the home of Cadfael's
family.

Llangorse Lake: A magical lake whose waters appear multicolored in
certain lights. It is considered a source of omen and prophecy.

NPCs of Note

Lord Cadfael: Though Edern's second son never expected to be Chief of
Talgarth, he had adapted well. Cadfael is married to Maeve, who he
rescued from dire straights during his time adventuring in Ireland.
The symbol of Cadfael's house is a Hound Couchant.

Lady Maeve: In Cambria, Maeve has found a new life, much better than
the one she lived in Ireland. There, she married Brion O' Shea, an
elderly widower who already had two sons of his own. Though she gave
Brion three more sons, she was never truly accepted by the family.
When Brion passed away, his elder sons took control of the family from
Maeve. Maeve was saved from an unhappy life by Cadfael. Though she
regretted leaving her three children by Brion, she had little choice,
and thus she came to Cambria.

Hayarn: The first son of Cadfael and Maeve, heir to Talgarth.

Aeddan: The second son of Cadfael and Maeve, just a year younger than
his brother. His bright red hair has always made him Maeve's favorite.
On his fifteenth birthday, Aeddan received a bronze sword from Maeve's
brother, Conall, an ancient heirloom of their family.

The Lady of the Lake: A elderly seer who lives at Llangorse Lake. She
claims to be able to read the future in the waves.

OTHER NPCS OF NOTE IN PHASE ONE

Sir Balan, Forest Sauvage (age 21 in 503)
Sir Balin le Sauvage, Forest Sauvage (age 21 in 503)
Sir Brastias, Tintagel (age 34 in 495)
Sir Darnantes "The Brown Knight of the Woods", Listencisse (age 21 in 505)
King Lak, Estregalis (age 33 in 495)
King Lot, Orkney (age 25 in 495)
Sir Marhaus, Leinster (age 21 in 502)
Merlin, Wanderer (age 41 in 495)
King Pellinore, The Isles (age 21 in 496)

CHARACTER GENERATION

The standard Pendragon character generation system should be modified
as follows, to allow for Cambrian characters in 495.

1. Region. Select "Cambria" unless you specifically wish to play an
outlander.

2. Lands. Homeland is automatically "Talgarth" unless you specifically
wish to play an outlander. Roll on the Talgarth Culture Table.

Talgarth Culture Table

d20 Culture Class Table

01-18 Cymric/Christian #2
19 Irish/Christian #2
20 Cymric/Pagan #2

All Talgarth characters have sworn allegiance to Cadfael. Mark down
experience due to Father's Class, as per Pendragon pg. 51-52, and
son number as per Pendragon pg. 52.

3. Peoples. Determine Name, Father's Name and Trait Modifiers as per
Pendragon pg. 52. All Talgarth locals have the special directed
trait "Indulgent (wine) +1d6". Instead of the normal skills, use
the Phase One skills listed in The Boy King pg. 9. Mark Inherited
Glory and roll on the Luck Table as per Pendragon pg. 53-54. Base
Starting Equipment upon the tables given in The Boy King pg. 9-10.
All players native to Cambria may elect to exchange any of their
Horses for Celtic Ponies (see Knights Adventurous pg. 108) which
are better adapted to the hilly countryside.

4-8. All per normal Pendragon rules, pg. 54-56.

9. Qualify for a Career Class. Note that there are next to no knights
in Talgarth. Characters will typically try to qualify for Warrior,
and will emerge from character generation aged 15-18 or so.

10. Other Information. As per Pendragon pg. 58. Native Talgarth
characters will not have squires.

STORY IDEAS

* Uther's Burial - Though Talgarth never swore allegiance to the last
High King of Britain, they will mourn his loss as a fellow warrior
against the Norse invaders. A small band of warriors will be
dispatched to pay their respects. Not only will they face the
dangers of a British civilization already quickly disintegrating,
but also mockery from knights who dislike the "primitives".

* The Enroaching Forest - After Ergyng disappears into the forest (see
_Savage Mountains_ pg. 51-62), the woods will continue to move
towards Talgarth. Players will have to face powers of vengeance
within the Dean Forest in order to stop the woods from overgrowing
their home.

* Dog Hunt - When Cadfael's best dog goes missing, players will have
to discover who would want to steal it and why.

* Irish Feuds - The Shea family in Ireland does not think kindly of
Cadfael for taking Maeve away. When they come to Cambria and try to
kidnap Cadfael's sons, the players will be forced to intervene.

* The Bronze Sword - When Cadfael's sons learn of an ancient prophecy
surrounding Aeddan's sword, they may be forced to quest to Ireland,
to help Maeve's family.

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

The Chaosium Digest is an unofficial electronic 'zine about Chaosium's
Games. In no way should it be considered representative of the views
or beliefs of Chaosium Inc. To submit an article, subscribe or
unsubscribe, mail to: appel@erzo.org. 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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