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Chaosium Digest Volume 16 Number 02

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Chaosium Digest Volume 16, Number 2 
Date: Sunday, September 8, 1996
Number: 1 of 1

Contents:

Three Knights of Arthur (Shannon Appel) PENDRAGON
Announcement: Pendragon LARP (Andrew Joelson) PENDRAGON

Editor's Note:

Welcome to another week of the Chaosium Digest. This time around, some
NPCs for Pendragon, and also an announcement of a Pendragon LARP at
Glorantha-Con IV.

A tiny bit of Mythos news this week. The official on-sale date for the
Mythos Standard Game Set has been set for October 4th. There will be a
web page with full info on the set, including a card list, appearing
under Chaosium's web page towards the middle of the week.

See you all next Sunday.

Shannon

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

From: appel@erzo.org (Shannon Appel)
Subject: Three Knights of Arthur
System: Pendragon

In Pendragon, I enjoy running tournaments and feasts, because it
provides a chance for players to interact with an ever-changing cast
of NPCs, who can constantly bedevil characters throughout the years.

The three new NPCs, described in this article, were created for just
that purpose. I've also described a number of adventures for each,
allowing gamemasters to make each the focal point of a night's
adventure, if they so desire.

Shannon

** THE UNKNIGHTLY KNIGHT **

Sir Dwern, Cymric/Christian

STATS

Glory 1731

SIZ 13 Move 3 Major Wound 16
DEX 18 * Dam 5d6 Unconscious 7
STR 15 Heal 3 Knock Down 13
CON 16 HP 29 Armor 4 (+shield)
APP 12

* Due to his light armor, Sir Dwern only suffers -5 to DEX rolls
instead of the normal -10 for Encumbrance (see Pendragon pg. 155).

Combat Skills: Spear 21, Lance 23, Battle 15, Horsemanship 20

Significant Traits: Forgiving 16, Reckless 17, Valorous 19

Directed Traits: Vengeful +12 (those who doubt his knighthood)

Significant Passions: Honor 18, Loyalty (Arthur) 15

Significant Skills: Awareness 15, Compose 10, Faerie Lore 7, Hunting
17, Play (Pipe) 13, Romance 5, Singing 13

DESCRIPTION

An average looking knight of Arthur, Sir Dwern is most notable by what
he lacks. Although his horse is of noble quality, Dwern carries no
sword at his side, and wears only leather armor. Dwern's armaments are
typically limited to a set of three spears, which he uses for both
hand-to-hand combat and jousting.

Heraldry: Boar Statant upon a Per Pale. The Per Pale is silver (left)
and blue (right). The Boar is red.

Arms & Armor: 3 spears, shield, leather armor

Horse: A distinguished looking grey charger that is occasionally
moody, especially in the cold. Damage 6d6, Move 8 (7 in cold weather),
CON 13.

PERSONALITY

Sir Dwern is an honorable fellow, practicing Arthur's laws of chivalry
whenever he is able. Unlike many knights, he does not generally allow
his Pride to overcome him. He accepts his limitations, and is willing
to step aside if another knight can complete a task better.

Dwern's main failing is that he is very defensive about being a
knight. Many mock or challenge him because of his poor arms and armor.
This has caused driven Dwern to recklessness, in an attempt to prove
his knighthood. In addition, he has occasionally flown into a rage
when others have stated that he was not a true knight.

SECRETS

Faerie blood runs through Dwern's veins, and this makes the touch of
metal repulsive to him. Dwern does not know this fact, only that he
has never been able to wield or wear metal without becoming sick (his
CON drops by 3 point an hour, to a minimum of 1). By overcoming this
limitation in a unique way, Dwern has been able to live up to his
father's expectations, and become a knight. Still, his flaw nags at
him, causing him to overcompensate and overreact.

MEETING SIR DWERN

Sir Dwern is a knight errant, and thus he can be met anywhere. He
could join the players upon a quest, or ask for their help on one. He
might be met at a tournament, or could join in a feast. Any time when
knights are coming together to meet, converse and adventure, Sir Dwern
could be brought into play.

ADVENTURE IDEAS

* Saving Sir Dwern - Because of his recklessness, Sir Dwern is quite
often getting into more trouble than he can handle. When the players
hear that a group of local bandits is holding a knight hostage, they
will have an opportunity to save Sir Dwern. The bandits themselves
are not too terribly formidable, for a group of knights, but their
holding a hostage will complicate matters. After Sir Dwern is
rescued, he will try and convince the players to say nothing of the
matter, lest his failure become common knowledge.

* Knight at the Crossroads - Sir Dwern sits at a crossroads,
challenging all who pass. When he wins, he demands that the losing
knight gives up his metal armor for an entire year. The local lord
is quite distressed, because many of his knights are now nearly
defenseless. Even if the players joust Sir Dwern, forcing him from
the crossroads, how will they convince him to free all the other
knights from their sworn oaths?

* Meeting Mother - When the players become beholden to a Fairie Lady,
she will ask one task of them, to bring back her lost son from the
lands of man. On the flimsiest of clues, players will have to errant
across Britain searching for this man. When they eventually discover
that it is Sir Dwern, will they betray their friend in order to
protect their honor?

** THE EVANGELICAL KNIGHT **

Sir John, Roman/Christian

STATS

Glory 3421

SIZ 11 Move 3 Major Wound 13
DEX 14 Dam 5d6 Unconscious 6
STR 17 Heal 3 Knock Down 11
CON 13 HP 24 Armor 12 (+shield)
APP 18

Combat Skills: Sword 21, Lance 17, Battle 10, Horsemanship 17

Significant Traits: Arbitrary 13, Cruel 15, Proud 16, Vengeful 13

Directed Traits: Proud +5 (Christianity)

Significant Passions: Honor 8, Loyalty (Church) 15

Significant Skills: Intrigue 12, Orate 20

DESCRIPTION

Though physically unimposing, John makes up for it with an impressive
show of pomp. His surcoat, and his horses' tack are both thoroughly
embellished with gold and silver wire-work and red velvet. His arms
and armor are likewise highly decorated. Sir John always carries his
head high, giving an impression of noble charisma.

Heraldry: A quartered shield with a golden latin cross upon a red
background top-right and bottom-left; a red rose upon a silver
background top-left; and the clerical pall, red under silver,
bottom-right. Very audacious.

Arms & Armor: a fine sword in a bejewelled scabbard, a silver dagger,
two lances, a beautifully painted shield, edged with furs, and a
highly polished set of reinforced chain

Horse: a sad looking white charger, dappled with brown spots. Sir John
usually tries to cover the spots with trappers and saddlery, but these
often slip, revealing the charger's imperfection, much to Sir John's
chagrin. Damage 6d6, Move 8, CON 11

PERSONALITY

Sir John is proud and domineering. He is perfectly amiable as long as
other don't disagree with him, but if a disagreement does arise, Sir
John will continue arguing it until his opponent surrenders or
escapes. This attitude extends to religion; Sir John regularly goes
forth into the country-side to convert Pagans to Christianity, by
force if need be. This has earned him the name "The Evangelical
Knight".

SECRETS

None particularly. Sir John is straight forward and honest. He just
isn't a very nice fellow.

MEETING SIR JOHN

Sir John is often out doing "The Lord's Work", meaning that he is
converting peasants to Christianity. It is most likely that the
players will encounter him while he is terrorizing some peasants,
executing a Pagan priest, or burning a witch.

Players may also see Sir John at a tournament. He often attends them
so that he can issue challenges against prominent Pagan knights, and
show all comers that the might of God is superior.

ADVENTURE IDEAS

* Doing the Lord's Work - Sir John has learned that a relic of Joseph
has been taken by a "cut-throat band of Pagans". Since he knows
their numbers are large, he invites the players to help in this holy
quest. Unfortunately, the "cut-throat band of Pagans" amount to a
Banneret and his Vassal Knights, and the relic came to them through
entirely honest means (it was bequeathed to the Banneret by a dying
friend, in the hope it would help him find Christianity). If the
players are able to tolerate Sir John's unChristian actions, they
will then need to decide whether to join him in a holy war against
other knights of Arthur.

* Not in My Backyard - Sir John has found a new village full of
heathens, and unfortunately it's within the lands of the player's
Lord. What will the players do when they come upon Sir John, and he
swears to them that he is simply showing poor pagans the light of
the true Lord?

* The False Grail - Upon returning to court, Sir John begins to orate
of how he has found the True Grail. The player characters are sent
out to investigate this seemingly miraculous event. After braving
their way through a faerie forest that extends into the Other World,
they will come upon a glowing grail that seems to have great powers.
However, this is all a trick played upon Sir John by faeries. They
wish to embarass one of their greatest foes. If any True Christian
touches the False Grail, it will turn to dust. Will the players
discover this lie, and if so, what exactly will they tell the Court?

** THE KNIGHT OF THE LOST TREASURE **

Sir Caddoc, Cymric/Christian

STATS

Glory 2411

SIZ 16 Move 3 Major Wound 15
DEX 13 Dam 5d6 Unconscious 8
STR 14 Heal 3 Knock Down 16
CON 15 HP 31 Armor 12 (+shield)
APP 14

Combat Skills: Sword 19, Lance 17, Battle 15, Horsemanship 16

Significant Traits: Generous 17, Just 12, Valorous 16

Significant Passions: Honor 15

Significant Skills: Flirting 12, Hunting 15, Romance 10

DESCRIPTION

Of above average height and weight, Sir Caddoc appears at first to be
an imposing force. However, his geniality and his good-nature will
quickly override this first impression. Caddoc's clothes and equipment
often become worn and tattered, as he obsesses over the lost treasure
that he searches for, rather than attending to his own needs.

Heraldry: Sir Caddoc's proper coat of arms is a blue Cross Paty upon a
silver background with a blue bordure about the edge of the shield.
However, Sir Caddoc has sworn that he will not bear his coat of arms
until the lost treasure is recovered, and so he normally bears a plain
silver shield.

Arms & Armor: sword, dagger, two lances, shield, reinforced chain.

Horse: An energetic looking chestnut-colored Andalusian Charger.
Damage 7d6, Move 8, CON 12.

PERSONALITY

Sir Caddoc is quite simply a nice guy. He saves helpless maidens,
fearlessly slays dragons (well, small wyrms, really), and even
selflessly rescues cats from trees. He's the kind of fellow that King
Arthur is proud to have as a Knight of his realm.

However, Sir Caddoc is just a little bit obsessed about a great
treasure which was lost when his father died five years ago. He's
determined to find it, and sometimes gets a little crazy about it.

SECRETS

It all started with Sir Caddoc's father, Sir Caddern. He and a
companion, Sir Albetor, adventured on the continent for many years. In
their declining years, they came upon a huge treasure, and decided to
return home. Sir Albetor was killed by a tragic accident on the
journey home, and so Sir Caddern returned alone with his king's
ransom.

By all rights, Sir Caddern should have given half of the treasure to
Sir Albetor's daughter and sole heir, Lady Donicia. But, his
selfishness overcame him, and he never told the lady of the great
treasure. Instead, Caddern hid the treasure away in a secret place
known only to him.

Caddern's continental adventures had taken their toll, and within a
few years, he was on his deathbed. Repentant, he told his sin to his
son, but expired before he could reveal the location of the treasure.

Since, Sir Caddoc has sought fruitlessly for his father's treasure,
nearly destroying his manor and the nearby land looking for it. Every
year, he secretly sends what tokens of wealth he can to the Lady
Donicia, but realizes she will never know justice until he can recover
the lost wealth.

MEETING SIR CADDOC

Sir Caddoc will most likely be encountered while supervising a work
crew tearing apart the lands near his manor, looking for buried
treasures. The road will be partially destroyed, forcing the players
to detour well around their planned route.

Although unwilling to reveal all the particulars, Sir Caddoc may
explain, after prompting, that he is looking for a lost treasure, and
this could be enough to intrigue the players into learning more.

ADVENTURE IDEAS

* Search for a Suitor - Lady Donicia requests the player's aid in
finding the source of the mysterious gifts that have been regularly
sent to her over the last few years. She suspects romantic
intentions, but believes the man to be too shy to come forward. This
will allow the PC knights to play the rather irregular role of
detectives, searching for a mysterious benefactor. When they do
discover Sir Caddoc, they will need to convince him to explain all
the particulars. Will the players break the Lady's heart by
revealing that the gifts do not come from a romantic suitor?

* Search for a Treasure - Sir Caddoc enlists the player's aid in
searching for his father's lost treasure. He asks them to scour the
lands far to the North, near Hadrian's wall, which came to his
father through his mother's dowry. Unfortunately, ownership of the
land has passed on, and the residents there are no longer related to
Sir Caddoc. The players will have to contend with the very private
owners before they can do any searching. What will they do when they
discover the owner's desire for privacy comes from the pagan rituals
they practice? And, if they do find the treasure will they be
generous enough to return it to Sir Caddoc, untouched?

* Search for the Truth - A few years after Sir Caddoc finds his lost
treasure, and gives the Lady Donicia her fair share, the players are
approached by a knight from France. He tells of how his family's
treasure was stolen away years ago by two errant knights from
Britain. Ascertaining the truth of the man's claim will require a
perilous journey to France. When the players learn that he speaks
truly, how will they react? What will they do when the Lady Donicia
refuses to give up her share?

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

From: joelsona@cpdmfg.cig.mot.com (Andrew Joelson)
Subject: Announcement: Pendragon LARP
System: Pendragon

"The Christmas Tourney"

A Pendragon Live Action Roleplaying Event

* Do you revel in the richness of the myth, literature and history
surrounding the tales of Camelot and the Knights of the Round Table?

* Have you ever wanted to roleplay one of the "canonical" characters
of King Arthur's court -- Lancelot? Guenever? Gawaine? Morgan le Fay?

* Are you secretly a knight without armor? A lady without a court?
A ham without a stage?

If so, then play in our Pendragon LARP (Live Action Roleplaying) at


Glorantha Con IV
Chicago, Illinois
Jan 24th-26th, 1997

For more information, contact: joelsona@cpdmfg.cig.mot.com

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

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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