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Chaosium Digest Volume 28 Number 01

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Chaosium digest
 · 11 months ago

Chaosium Digest Volume 28, Number 1 
Date: Sunday, April 11, 1999
Number: 1 of 1

Contents:
Pendragon Encounters (PENDRAGON)
by Warren Hately hvitakristr@hotmail.com

Editor's Note:

We've got an excellent Pendragon article for you this issue. It's an
extensive bestiary of legendary critters tailor made to spruce up your
Pendragon game. Now if only we could get a submission for Nephilim...

Well, I'll shut up now. Keep those submissions coming in and enjoy
this issue.

ANNOUNCEMENTS:

* From Ingo Ahrens:

Hi there,

Maybe you don't know, that the new German Call of Cthulhu rules
are out now too? Nobody told you? I do:

Published by Pegasus Spiele GmbH, at 69,80 DM each, Hardcover,
contains the newest 5.5 rev. Ed. rules in a beautiful layout (not
that boring we-all-know-cause-everything-looks-the-same
Chaosium-outfit
;-) - no offense! I'm just a keeper, not working for the German
publisher!), with Bestiarium and all the lot...

For more info contact verlag@pegasus.de or look at
http://www.pegasus.de

And, when you're on the way, have a look at my German CoC-Online-
Fanzine at http://chronicle.freepage.de :-)

Bye then,

Ingo Ahrens
chronicle@gmx.net
----------------------------
* From Chaosium's R'lyeh Report:

CoC FICTION SCHEDULE RESUMES!

At long last, Our next Call of Cthulhu fiction anthology, the Ithaqua
Cycle, is being printed! (Editor's note: I'll believe it when I see
it!)
After almost nine months of repeated delays,
negotiations, bureaucracy, re-negotiations, and hoop jumping Ithaqua
is
being physically printed. The book is expected to arrive at the
Chaosium
warehouse mid-April and ship immediately there after. You should see
it
in your favorite store before the end of the month.

Ithaqua's emergence heralds a return to our monthly Call of Cthulhu
fiction release schedule. We have well over a dozen books planned for
the
future. Upcoming books include, but are not limited to the following:
Nightmare's Disciple ,Yellow Sign & Other Tales, Tales Out Of
Innsmouth,
Other Nations, Book Of Eibon, Book Of Dyzan, Nameless Cults,
Tsathaggua
Cycle, Three Imposters & Others, The Klarkash-Ton Cycle, The
Yog-Sothoth
Cycle, The Yig Cycle, The Exham Cycle, The Tindalos Cycle, The
Disciples of Cthulhu II, and Songs of Cthulhu. These books are not
listed
in order of release. All prices to be announced 3 months prior to
release.

ORIGINS EVENTS DUE SOON

Chaosium and Green Knight will be turning in our Origins on-site
events
at the end of the month. If you plan on attending the Origins
International Game Expo & Fair and would like to run some Chaosium or
Green Knight events, contact me as soon as possible.
(dustin@chaosium.com) We'd like to increase the number of
demonstrations
and beginner friendly events for all our RPG's. (COC, Elric, Nephilim,
Pendragon).
---------------------------------
* From Pagan Publishing:

PAGAN PUBLISHING ANNOUNCES WINNERS OF FIRST DELTA GREEN FICTION
CONTEST
April 6, 1999

DELTA GREEN, Pagan Publishing's award-winning campaign setting for the
CALL OF CTHULHU role-playing game, has been fertile ground for stories
as
well as scenarios. A host of authors have contributed original tales
to
WWW.DELTA-GREEN.COM and to the critically acclaimed fiction anthology
ALIEN INTELLIGENCE, bringing their own characters and ideas to the
shadowed world of DELTA GREEN.

"Do you really want to live forever?"

Recently, the web site hosted its first fiction contest, on the theme
of
immortality. Eight finalists were reviewed by the leader of the Delta
Green conspiracy--known only as Alphonse--and today, the results were
announced on the web site:

The Winner: "Monsters" by Matt Cowger
http://www.delta-green.com/ch_ADG.MC-0200.html

"Matt's story tackles the theme of immortality head-on, presenting an
interesting speculative premise and an intriguing narrator. The
story's
connections to Delta Green are slight, but well-done, and the quality
of
the writing is commendable."

Honorable Mention: "Bye Bye, Baby" by Stabernide
http://www.delta-green.com/ch_ADG.SN-0118.html

"A pleasingly venal tale of life on the front lines of corruption.
While
its treatment of the assigned theme is brief, the story overall was
distinctly interesting and well-written enough to warrant
recognition."

All eight finalists' stories are available for reading at
WWW.DELTA-GREEN.COM. The official DELTA GREEN web site is a rich
resource
for GMs and players, with dozens upon dozens of stories, intelligence
reports, characters, and other materials available free of charge.

A new contest is already underway--this one for DELTA GREEN scenario
design. Details can be found at the web site.

###

Pagan Publishing
5536 25th Ave. NE
Seattle, WA 98105-2415
206.528.7665 [vox]
206.528.0199 [fax]
http://www.tccorp.com/
paganpub@aol.com
------------------------------------
>From Fabian Kuechler:

Hello my fellow Walkatpi & TENTACLES,

Okay, okay, okay I know that it is an very annoying and formal task
but
I NEED your registration if you want to JOIN: TENTACLES-Convention.

I know that some of you are interested - if yes:
go to> http://www.uni-weimar.de/~kuechle1
and register yourself.

You will receive a notification from me that your registration arrived
within 3 days. If this not happens send me a note.

Note that residential places are running out (as are freeform spaces)
and that you will be charged a late come fee of 10,- DM if you
register after the 30th April.

And tell your friends!

If not - send me a note and I will no longer send you spam.

Thanx,

Fabian Kuechler
--
TENTACLES-Convention Producer
fabian.kuechler@medien.uni-weimar.de

We want you for - TENTACLES Reanimated!
21st-24th May 1999; Castle Stahleck, Bacharach, Germany.

Visit the official TENTACLES website:
http://www.uni-weimar.de/~kuechle1


RECENT BOOKS OF NOTE (from Chaosium's R'lyeh Report):

For Call of Cthulhu:

The Creature Companion CHA 2375, $21.95 (this is the correct price
BTW)

We are not alone. The universe teems with life. We name them Outer
Gods,
Elder Gods, Great Old Ones, Avatars, Servitor Races, Independent
Races,
and they are all either malevolent or uncaring. This monstrous
collection
is a compendium of creatures, drawn together from fiction spanning
over
seventy years and from over ten years of Call of Cthulhu scenarios.
Learn
the secrets of the monsters of the mythos. Parts of this book were
originally published as Ye Booke of Monstres I and II. This new volume
also contains: several new creatures; the field notes of Sir Hansen
Poplan; and four color plates featuring Azathoth's court, Cthulhu, the
Haunter of the Dark, and Shub-Niggurath. ISBN 1-56882-133-6.


CHA 2376 - Call of Cthulhu RPG $29.95 (134-4) Re-print.

Call of Cthulhu is the role-playing game of Lovecraftian horror and is
the
most essential game book we publish. A bestseller with over 300,000
copies sold world-wide, it has won dozens of game awards and is
supported
by a growing line of supplements. In 1996 Call of Cthulhu was elected
to
the Academy of Adventure Game Designer's Hall of Fame. A true classic
and a must for any gamer's shelf.

This revision is completely compatible with all current 5th edition
supplements for Call of Cthulhu. Some sections of the book have been
revised and clarified, and there is new cover and interior art. Dozens
of
pages of new material include expanded Sanity information and a
chapter
on alien technology. Also included are new spells and skills. Finally,
it
includes the "Call of Cthulhu" story by H.P. Lovecraft


** UPCOMING CHAOSIUM & GREEN KNIGHT RELEASES **

APRIL:

For Call of Cthulhu Fiction:

The Ithaqua Cycle - 6021, $12.95 Now Printing!

This chilling cycle book includes thirteen tales related to Ithaqua,
the
Wind-Walker, collected together for the first time. Ithaqua was
created
by August Derleth and is based upon the terrible winter spirits, or
Wendigo, of Native North American mythology. Includes stories by
August
Derleth, Brian Lumley, Algernon Blackwood, Joseph Payne Brennan, and
others. A perfect book for those cold winter nights. Edited by Robert
Price. ISBN 1-56882-124-7.

For Call of Cthulhu:

CHA 2361 Masks of Nyarlathotep (reprint) $22.95 (069-0)

At long last the Stars are nearly Right! Soon Nyarlathotep's plans
will
come to fruition. Then the world will be irrevocably changed. But all
is
not yet lost. A small group of mere human investigators have learned
something of his plans. Can they survive long enough to make sense of
what they know? What hope do they have of thwarting a god with a
thousand
forms?

This role-playing classic is a series of linked adventures forming one
long and unforgettable campaign. Horrifying deeds and dangerous
sorcery
stalk those who attempt to investigate the fate of the Carlyle
Expedition. The non-linear narrative keeps players guessing and on
their
guard. This reprint of our most recent edition features many new
illustrations, four new episodes, added keeper support material, and a
new version of the lost Australia chapter. Masks of Nyarlathotep was
voted the Best Role-playing Adventure of 1996 by the Academy of
Adventure
Gaming Arts & Design at the 1997 Origins awards.

For Call of Cthulhu Fiction:

CHA 6002 Mysteries of the Worm (reprint) $12.95 (012-7)

Herein lies 16 tales by master horror writer and Lovecraft Circle
member
Robert Bloch. Perhaps best know to many as the author of Psycho, Bloch
was a prolific writer of weird tales. Within these pages lurks the
Flemish Wizard Ludvig Prinn, author of the blasphemous De Vermis
Mysteriis legend cycle, tales of the Black Pharaoh, Serpent Bearded
Byatis, Nyarlathotep, The Cultes des Goules and other tales. Mysteries
of
the Worm includes an introduction by second edition editor Robert
Price
and an essay by the original work's editor Lin Carter.

For Call of Cthulhu Fiction:

CHA 6004 Shub-Niggurath Cycle (reprint) $12.95 (017-8)

This is a collection of the best tales concerning that indescribable
horror, Shub-Niggurath, the Goat With a Thousand Young, and presents
them
in the order in which they were written. Every important story about
this horrific Cthulhu mythos entity is included; some of which are
very
rare. 256 pages.

For Elric!

CHA 2900 ELRIC! Core rulebook (reprint) $19.95 ISBN 0-933635-98-2

This dark fantasy role-playing game is set in the world of the Young
Kingdoms and based upon the Elric novels written by author Michael
Moorcock. Exhaustive background features rich descriptions of the
island
of Melnibone and of her former holdings, known collectively as the
Young
Kingdoms. Character generation is quick and complete. The forces of
Law,
Chaos, and the Cosmic Balance affect every adventurer: their
allegiances
reflect the choices which you make for him or her. Magic includes
rules
for demon summoning, spell casting, and invocations and enchantments.
Creatures and personalities chapters describe the multitude of beasts,
denizens and human-like inhabitants of the world. Spot rules highlight
important game details. The gamemaster chapter provides a great
introduction to role-playing for the new game master making Elric!
very
beginner friendly. Two scenarios, six ready-to-copy adventurers, an
index, list of terms, Stormbringer conversion rules and play aids
complete this book. All you add are dice and your imagination. ISBN
0-933635-98-2

For Pendragon:

Lordly Domains (reprint)
GKP 2719, $19.95

Lordly Domains details the privileges the nobility can expect and the
obligations demanded of them. Included are special rules for castle
construction, life of the noble class, and how they are supposed to
act.
Also included is an expanded economic table. A Pendragon(TM)
role-playing
adventure supplement. ISBN 1-56882-050-X

For Pendragon:

GKP 2720 Tales of Chivalry & Romance $13.95 (143-3)

The world of King Arthur Pendragon is filled with adventure, and here
are
some stunning examples to try yourself. Right wrongs, stand fast
against
terrifying ghosts and giants, unite lost lovers, or win the hand of a
beautiful maid yourself. The work of a knight is never done. A
Pendragon(TM) role-playing adventure supplement. ISBN 1-56882-143-3


--------------------
PENDRAGON ENCOUNTERS
by Warren Hately hvitakristr@hotmail.com

It was with a little shock the other week while playing the game I
have been running for nearly two years now that I turned to the rules
for the statistics of a monster. I realized then this was the first
time I'd ever actually done this, in all that time of playing.
Pendragon has always seemed to be direly in need of a solid section
for mundane and magical encounters, a "Monster Manual" of sorts. But
to be true to the setting of the game, there is a limit to exactly how
many pages could be filled without borrowing wholesale from other
genres which are not strictly historical. So I thought I would gather
together my notes and thoughts and scribe down the stats for some of
the encounters I have used in my game over this length of time. From
what's listed here, you'll also be able to discern the nature of game
my players and I are involved in. I hope this proves useful to some!

CAULDRON DEAD
These unfortunate beings are the result of the magic issuing from the
various magic cauldrons which populate Celtic myth. These cauldrons
are said to be able to take the dead from the field of battle, and
return them to a form of life though they are mute thereafter. I have
interpreted these beings as a much more efficient kind of zombie;
temporarily summoned from the afterlife to reinhabit the bodies in
which they died. In most cases, the dead were fairly noted warriors
and the cauldron's animation of their bodies means they do not suffer
the slowness of ordinary zombies. While their fatal wounds remain as
the signs of their former slaying, now only major wounds, decapitation
and truncation will slow them down.

SIZ 13 Move: 3
DEX 15 Damage: 5d6
STR 15 HP: irrelevant (29)
CON 16 Armour: 6 + 6
APP 8

Attacks: Most Cauldron Dead employ the weapons which they used in
life. Some may use double-handed weapons, and therefore forego use of
a shield in exchange for the additional 1d6 damage (and any other
effects). They attack with a skill @ 16. Some also use missile weapons
(javelins) @ 12.
Sig. Skills: Awareness 10, Hunting 12, Horsemanship 12, Drive Chariot
12.
Sig. Passions: Loyalty (Cauldron Bearer) 16
Avoidance: 0
Mod. to Valorous: -5
Glory to Kill: 40

CHILDREN OF LIR
These shapeshifters, also known as Selkies, can make an interesting
player character race. They sail the seas around Ireland and northern
Britain in super-fast ships constructed of Otherworldly materials.
Their captains are referred to as "Husband-of-Ships." They speak an
ancient form of Gaelic, barely recognizable, and appear as Celts with
red or blonde or blue/green hair. Each wears a totem (usually a skin)
of his or her animal spirit (and usually little else) and frequently
can be found in this other form. Their actual stats and skills vary,
as normal people do. However, each has Shapeshift as a Natural Talent,
@15 minimum. Some possess higher magics.

COLD ONES
These creatures are often found lurking in the waters of the
Mediterranean and the North Sea, waiting for ships to capsize, and
humans to devour. On rare occasion they are captured by seamen and
used against rival fleets. The Cold Ones have an almost identical
description to the Gargoyle Type One (see later), and are often
mistaken for such. They are gray and stone-like, but while their skin
is very thick and hard, these creatures bleed if pierced successfully.

SIZ 18 Move: 3 (9 swimming)
DEX 14 Damage: 6d6
STR 20 HP: 43
CON 25 Armour: 8

Attacks: 2 claws @ 16 against multiple opponents, or a bite @ 22.
Acid Vomit: Cold Ones often save this terrible attack until they are
biting an opponent. They vomit their hoarded digestive juices upon an
opponent, inflicting 2d6 damage per round. Armour gives no protection
from this attack, though the damage is inflicted against the armour
first. Once the damage done has exceeded the armour rating (not
including shields except in special circumstances), the armour is
useless, and the acid affects the opponent's body until he is washed
clean. Salt-water is particularly effective in this.
Avoidance: 10
Mod. to Valorous: -5 (reroll after the Acid Vomit has been employed).
Glory to Kill: 60

ERMINE
These nearly extinct creatures appear to be a cross between a giant
lizard and a snow leopard. Their fur is highly prized, and a complete
pelt of these large creatures of worth 6L easily! They are serpentine
in their quickness, suppleness and their sharp fangs, but otherwise
behavior much like big cats, including their crawling and tree
climbing abilities.

SIZ 25 Move: 4
DEX 20
STR 20
CON 20

FIR BOLG WARRIOR
SIZ 20 Move: 2
DEX 10 Damage: 6d6
STR 14 HP: 32
CON 12 Armour: 4 + shield
APP 9

Attacks: Spear 13, Axe 11, Javelin 11
Sig. Traits: Proud 16
Sig. Passions: Loyalty Lord 18, Honour 10
Sig. Skills: Awareness 10, Horsemanship 8, Industry 10, First Aid 10,
Folk Lore 10, Hunting 12
Glory to Kill: 25

FIR BOLG CHAMPION
SIZ 24 Move: 3
DEX 10 Damage: 7d6
STR 16 HP: 39
CON 15 Armour: 6 + shield
APP 10

Attacks: Spear 18, Axe 18, Javelin 15, Sword 12
Sig. Traits: Proud 18, Energetic 16, Vengeful 16, Merciful 16,
Generous 16
Sig. Passions: Loyalty Lord 21, Hospitality 15
Sig. Skills: Awareness 15, Horsemanship 12, Industry 12, First Aid 15,
Folk Lore 10, Hunting 15
Glory to Kill: 35

FIR BOLG CHIEFTAIN-KING
SIZ 22 Move: 3
DEX 14 Damage: 6d6*
STR 17 HP: 40
CON 18 Armour: 8 + shield
APP 12

Attacks: Spear 18, Axe 21, Javelin 15, Sword 20
Sig. Traits: Proud 20, Energetic 16, Vengeful 20, Merciful 18,
Generous 18
Sig. Passions: Loyalty Tuath 18, Hospitality 20, Hate Tuatha De Danaan
15
Sig. Skills: Awareness 16, Courtesy 12, Horsemanship 14, Folk Lore 12,
Hunting 15
* Fir Bolg leaders will almost always have 1-3 enchanted items, often
a weapon at +2 skill +2 damage.
Glory to Kill: 50

GARGOYLE
I'm hesitant to call these beings such, as it is not until later in
history they are named thus. However, Gargoyle-appearing monsters
appear in my campaign as the personification of Earth Elementals, when
summoned by a druid/enchanter. They are beings of pure stone.
Gargoyles mesh with what is known about the demonic appearance of
Gargoyles in later centuries, except they do not fly. Wing-like
structures can be perceived on their backs, but closer examination
reveals these are actually an antler-like extension of the
spinal-column.

Type One
SIZ 16 Move: 3 (3 climbing)
DEX 14 Damage: 6d6
STR 20 HP: 41
CON 25 Armour: 10*

*A fumble with ANY weapon against these beings indicates the weapon
has broken.
Attacks: 2 claws @ 15 each, against separate opponents.
Mod. to Valorous: -5
Glory to Kill: 50

Type Two
SIZ 25 Move: 4 (4 climbing)
DEX 12 Damage: 8d6
STR 25 HP: 50
CON 25 Armour: 10*

*A fumble with ANY weapon against these beings indicates the weapon
has broken.
Attacks: 1 claw per round @ 18.
Mod. to Valorous: -10
Glory to Kill: 80

GIANT EAGLE
SIZ 40 Move: 6 (18 flying)
DEX 20 Damage: 6d6
STR 35 HP: 60
CON 20 Armour: 8

Attacks: 2 claws @ 16 each against one or two targets, or 1 beak stab
@ 21, or a grapple @ 15 (does automatic 3d6 damage) and includes the
chance of being dropped from a great height.
Avoidance: 20
Mod. to Valorous: -5
Glory to Kill: 100

GIANT LIZARD
The giant lizard is an anachronism, a left-over from primitive times.
Almost entirely extinct within the civilized world, this creature can
still be found on semi-magical islands, isolated from the world. It is
not impossible to tame them, to use them as mounts and load-bearers.
The Giant Lizard's description is quite obvious; it is a gecko-like
creature grown to immense size. Otherwise the creature is plain and
has no body ornamentation or special abilities.

SIZ 40 Move: 5 (5 swimming and climbing)
DEX 12 Damage: varied
STR 40 HP: 52
CON 12 Armour: 12

Attacks: 2 slashing claws @ 12, against separate opponents, inflicting
6d6 damage, or 1 charging ram @ 17, doing 8d6 damage (12d6 if ramming
the opponent into something solid, like a tree, though the Giant
Lizard then takes 4d6 damage itself). When the Lizard charges no
warning is given and players' actions should be consulted as if they
expect the claw attacks. The Lizard hunches its body in a mere moment
and then launches itself in a ram, with the entire weight of its body
behind it.
Avoidance: 5
Mod. to Valorous: 0
Glory to Kill: 100

HARPY
These scabrous winged beings are part human and part vulture. It is up
to the GM's discretion as to whether both male and female harpies
exist.

SIZ 13 Move 4 (8 flying)
DEX 18 Damage: 4d6
STR 18 HP: 28
CON 15 Armour: 6
APP 3

Attacks: Harpies tend to employ bows or javelins for distance attacks
@
13, but much prefer to engage with their filthy claws, raking one
opponent per round with a skill of 15.
Disease: a roll vs. CON is required to escape disease from each
attack,
which ages the victim three times. No matter how many times infected,
the victim only suffers once.
Sig. Skills: varies, per GM's discretion or requirements.
Avoidance: 21
Mod. to Valorous: -5
Glory to Kill: 35

MARBLE STATUE
These enchanted guardians were well-known to old Roman sorcerers, who
constructed and enspelled them in sacred temples. Immortal, these
spirits can lie dormant for generations before being disturbed. They
take the form of animate statues and have all the advantages and few
of the disadvantages of stone.

SIZ 25 Move: 3
DEX 10 Damage: 6d6 Fist
STR 25 HP: 45
CON 20 Armour: 10

Attacks: a bludgeoning blow or stone weapon @ 16.
Mod. to Valorous: -5
Glory to Kill: 50

MOSS MEN
Also known as Men of the Bogs, these beings are another manifestation
of earth-power, most common to swamp and dense forest. Moss Men appear
as exactly that: humanoids devoid of features, which appear made of
solid lichen and vines. Each Moss Man has an ancient skull (of an
intelligent being, though not necessarily human) imbedded within it,
and the ghost of such a departed spirit provides the initial burst of
Life Force required to animate the Moss Man.

SIZ 15 Move: 3
DEX 10 Damage: 4d6
STR 20 HP: 35
CON 20 Armour: 4

Attacks: Moss Men tend to be unarmed, and cannot properly articulate
weapons due to their mossy hands. The Moss Men do not have claws
either, but bludgeon their opponents @ 18.
Unconsciousness: Moss Men have no unconsciousness limit, and must be
reduced to 0 HP to be stopped.
Sig. Skills: Hunting 20; if Moss Men are evaded, they will often
obsessively track their opponents, methodically and with amazing
slowness. Therefore an encounter from the previous week may come back
to haunt individuals later, after it has been consigned to history.
Avoidance: 10
Mod. to Valorous: -5
Glory to Kill: 30

Continued in V28.2



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