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Chaosium Digest Volume 30 Number 09

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 · 1 year ago

Chaosium Digest Volume 30, Number 9 
Date: Saturday, March 18, 2000
Number: 1 of 2

Contents:

* The Balance and the Girl (ELRIC!)
by Nikos Moshonas nmoshon@softlab.ece.ntua.gr

* Review of the Nephilim Gamemaster's Companion
by Ricardo J. Méndez Castro rmendez@sheertalent.com

Editor's Note:

Since submissions are coming in more frequently, I'm sending out this Digest a
bit early. For the second issue in a row, we have a Nephilim article. This one
is a review of the excellent Nephilim Gamemaster's Companion. Then we have the
main article this issue, an introductory adventure for the Elric! dark fantasy
game. Thanks to Nikos and Ricardo for their submissions!

As previously noted, all Call of Cthulhu, Elric! and Nephilim articles qualify
for the quarterly Chaosium Contest. Even though they don't count for the
contest, I still gladly accept Pendragon, Delta Green and Glorantha submissions.

The deadline for the next contest will be March 31st. The winner gets a copy of
the upcoming Call of Cthulhu Keepers Screen
<http://www.chaosium.com/cthulhu/rpg/2387.shtml> for their winning Cthulhu,
Elric! or Nephilim submission. So, keep those submissions coming!

ANNOUNCEMENTS

* You can catch the Chaosium or Wizard's Attic dudes at the following
shows. Swing by and say howdy!


GAMA Trade Show
Website: http://www.gama.org/
Email: Wendy(OneGamaGal@aol.com.)
Where: Las Vegas, Nevada USA
Dates: March 20, 2000 - March 23, 2000
Location: The Orleans Hotel and Casino
Description: National Trade Show
You can meet Chaosium dudes Charlie Krank and Dustin Wright.
Eric Rowe & Dustin Wright of The Wizard's Attic will be here too.

AggieCon 31
Website: http://charlotte.tamu.edu/MSC/CepheidVariable/aggiecon/
Email: (aggiecon@msc.tamu.edu)
Where: College Station, Texas USA
Dates: March 23-26, 2000
Location: Memorial Student Center on the Texas A&M campus
Description: Gaming, Science Fiction Convention.
The southwest's oldest and largest student-run Gaming Convention.
The Leng Embassy staff will be here! Sign up to run some games!

**RECENTLY RELEASED!**

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6027 $13.95 ISBN 1-56882-114-X
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** UPCOMING CHAOSIUM RELEASES**

APRIL

CALL OF CTHULHU Keeper's Screen
#2387 $14.95 ISBN 1-56882-149-2
http://www.chaosium.com/cthulhu/rpg/2387.shtml

CALL OF CTHULHU KEEPERS (Keepers of Forbidden Lore) can now keep their secrets
in style. This new three panel Keeper's Screen is jam-packed with vital GM
information presented in any easy to use at a glance format. The player's side
of the screen features awesome Philippe Caza artwork worthy of its own sanity
check. This product includes a new introductory scenario perfect for beginning
investigators and keepers alike, as well as three 4-page game aids (weapons
table with an alien
weapons section, a new 4-page summary of rule book spells, and some character
sheet masters to jump-start your new Call of Cthulhu game).


CALL OF CTHULHU KEEPER'S COMPANION
Blasphemous Knowledge, Forbidden Secrets, and Handy Information for Call of
Cthulhu Role-playing.
CHA 2388 $19.95 (1-56882-144-1) 128 pp.
http://www.chaosium.com/cthulhu/rpg/2388.shtml


The Call of Cthulhu Keeper's Companion is an invaluable resource for GM's. New
material includes advice for new keepers, a lengthy study of Mythos artifacts, a
learned discussion of many occult books, an up-to-the-moment description of
every facet of forensic medicine, a thorough revision and expansion of the game
skills (including nearly two dozen new ones), and the augmented text of the
Keeper's Compendium, somewhat updated--forbidden books, secret cults, alien
races, and mysterious places. Additional short essays and features round out
this book-more than 100,000 words! The best-selling Keeper's Compendium appeared
in 1993, but has been out of print for more than two years.

The Yellow Sign & Other Tales
THE COMPLETE WEIRD FICTION OF ROBERT W. CHAMBERS
6023 $19.95 ISBN 1-56882-126-3
by Robert W. Chambers
http://www.chaosium.com/cthulhu/fiction/6023.shtml

This massive collection brings together, for the first time ever and with much
of the material unprinted since the 1890's, the entire body of Robert W.
Chambers' weird fiction work. Chambers is considered a
landmark author in the horror field for his _King in Yellow_ collection, but
that is just a small part of his weird fiction output. The Yellow Sign & Other
Stories brings together tales from five different Chambers collections, and also
includes the novel _In Search of the Unknown_ and an excerpt from the novel _The
Tracer of Lost Persons_. These stories are also connected to the Cthulhu mythos,
for they introduce concepts such as Hali, Hastur, and Carcosa. Selected and
edited by S.T. Joshi.


CTHULHU FOR PRESIDENT Y2K KIT
Why Settle for the Lesser Evil?
#5115 $14.95 ISBN 1-56882-103-4

It's Campaign season again! Great Lord Cthulhu, high priest of the Star Spawn
and Master of R'lyeh, is once again joining the presidential race to push
forward his own agenda of world domination under a new world order. This kit
includes a mini-poster, bumper sticker, Elder Party membership card, Cthulhu's
complete platform, and more. Y2K: THE STARS ARE RIGHT!

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

The Balance and the Girl

This is an adventure I played in two game fairs, organized by local shops here
in Athens, last December and which I named (exaggerating a bit I think) "The
balance and the girl". It is supposed to be an introductory adventure trying to
catch some aspects of Law, Balance and Chaos. Most of the players where new to
the game, and they found it quite amusing. I hope you'll forgive my English.

If you have any questions you can write me at
nmoshon@softlab.ece.ntua.gr .

Background on Troos

The following information can be given partly as own knowledge to the players
and partly as a result of research.

A great mystery covers the forest of Troos and the general area of Org. Even its
own presence makes a great contradiction with the barren land that surrounds it.
According to rumors, the forest is very old, older than the holy states of
Vilmir and Ilmiora, older than Melnibonean Empire, even older than the time that
the first human put his foot on earth. The opinions of the relationship between
the Melniboneans and the forest are many and contradicting, while they agree at
one point; both are spawns of Chaos.

After the emancipation of Northern Continent, Troos was comprised in the state
of Vilmir. The governors and the holy men of the new kingdom showed interest in
the area and a group of woodcutters and
investigators was sent, in order to clear the land and search for truths that an
ancient place would hide. None of them came back. An army was sent immediately
after, but they had the same fate. After that the area was blockaded and guard
points were set around the border with the purpose not to let anyone go in or
come out of the forest. The name Org was given to the area, taken from the cries
of some repulsive creatures that were known to live there. The creatures look
while humanoid, look more like a blasphemy of humanity.

A research in the library of the Church could reveal references on the forest in
Melnibonean manuscripts thousands of years old. It seems also that the
Menliboneans were not responsible for the creation of it. Even though many of
the clergy have different opinion.

The caravan route goes through the northern part of Org and is the fastest way
of communication between three states (Vilmir, Ilmiora, Weeping Waste) and many
cities.

Another story

It is a warm summer evening of the year of purity 373. The initiate priest and
nephew of the Vilmirian king Calvan Fornova lays on the bed in his tower in
Jadmar, next to his servant-girl Anna and he is already sorry. The worst is yet
to come.

Anna was pregnant, but she was no servant-girl. The young warrior-priestess of
Phum received a prophesy of a birth. It spoke of a birth of a child that would
help dearly the cause of the Order. The
prophesy included a holy man, with royal blood, foreigner to this world. West
was another world for the easterners, the rest was hazy for Anna, but then
again, so are the prophesies.

After Calvan had known of the pregnancy he became miserable. He was the nephew
of the king and he could hope only to the title of duke, already possessed by
his father. The clergy offered him another opportunity for further advance, but
after the recent revelations everything he possessed and even his family name
was in danger. He could not marry a lesser woman and he could not "remove" them
since it would have been a mortal sin. So, after the advice of Chancellor
(someone like Cardinal) Pedron he put Anna in a women's monastery. The whole
thing hadn't gone beyond the circle of him, his father and the Chancellor, so he
could forget it for some time. He had to drop his priest status though.

When the birth came, Anna gave the newly born girl to a nun and asked her to
take to Calvan. After that she disappeared from the monastery and traveled back
to the East. According to the prophecy she would have to leave the child behind
for six years. The first part of her quest was over and she would leave the rest
to Fate.

With the child back in his hands Calvan became a ghost of his former self. He
wanted to get rid of the spawn of his sin and suddenly the gods gave him the
solution. At that time a strange black man (Erekose) had visited the city. He
showed no respect to the gods and the authorities put him into prison. Calvan
found his salvation in this man. He was an outsider with no interest in money
and civilization. He had a strange accent and though he wouldn't say where he
was coming from the only
thing he wanted was to go away. That was ideal for Calvan who offered him the
baby. Refusing any money he took the infant, went away and no man learned
anything of him again.

That was for six years. It is now 379 YK. A caravan, in which Count Calvan
Fornova had himself financial interest, was attacked by the beast-men of Org.
That was three months ago. During the night-fight engaged by the surprised
guards, one of them was chased into the forest and became lost. After a blind
run he fainted and wounded as he was he would die, but a miracle happened and
was saved. He awakened in a hut in the middle of the forest. Nobody thought that
humans, save evil minions of Chaos dwelled in the forest, but there was his
savior.

This was Erekose who had retreated in Troos, away from humans and gods. He had a
little girl with him. The girl was maybe even stranger than the silent old man.
With black hair around a moon-shaped face, her round black eyes were piercing
and oddly knowing. The mercenary guard spent most of his time in the forest in a
comatose situation and does not remember much. The black man helped him out of
the forest and after he recovered he had a story to tell.

Calvan heard the story and felt the old demons along with new ones to come back
to him. How had the black man survived the place? Maybe he was a wizard
preparing the child as a nemesis for him; maybe the girl would come back and ask
for her righteous heritage, or maybe the gods where testing him? Anyway he had
to know and here is where (at last) the players come in. One of them should be
the mercenary, in order to guide them; another can be a priest, particularly a
young and romantic one. Due
to the humid environment of the forest and the swamps that can be found in it, a
barbarian hunter of the Weeping Waste can be of some help. They found someone, a
slave along with his mother at the mines of Dolgar that can undertake the task
with the exchange of their freedom. Finally, some other lowlife can be drawn
from the prisons, or from the list of would-be arrested (a suspected witch, a
thief, or both). These people (the players) will be traced by servants of Calvan
and agents of the Chancellor.

A warm summer day these people will meet each other at the office of the
Chancellor of Jadmar; Calvan will be in there. Chancellor Pedron will talk to
them of a secret expedition to Troos that wants them to
undertake. Calvan will tell them that he had made a mistake in the past and now
he wants the child back (actually he isn't planning to keep the child but to put
it in a monastery or something like that). The Chancellor will explain the other
side of the journey that he has in mind. The priest must keep a diary and take
notes of everything of importance to the Church they find in Troos. Many truths
concerning Law and the history of humanity could be waiting to be revealed in
the ancient forest (Insight rolls may reveal that Calvin is more upset than
interested in the fate of the child, also that the Chancellor is a very
intelligent man whose interest in the welfare of the Church and the state is
beyond doubt). The Leader of the expedition, which is to be kept a secret, is
supposed to be the priest.

The adventurers are to be guided, until they reach the forest, by two servants
of Calvan and by another priest. It is Summer time and the weather is warm. They
need about 9 days to reach the guard posts outside Org.

On the road (Atlas of the Young Kingdoms, vol. 1)

Not all the details are given here, just basic descriptions I considered
important. These can, of course, be altered, or others can be added to them at
the option of the GM.

Duchy of Rignarion

Marble Highways, windmills and endless fields with weak plants. Hints of
drought. The farmers look very poor and underfed.

The city, the granite palace, the golden pyramid-temple. Also, the beggars. The
adventures are supposed to know about the statue of the prophet Vil Vilario and
the supposed miraculous powers of it.
Nevertheless, only known followers of Law can be granted with immediate entry in
the Gardens. The priest is the obvious candidate to that.

If the priest sleeps under the statue, he will be visited by a dream. The dream
starts with him in a misty and dark place. He will see the form of an unknown
woman and she will call him. He will follow (ask him
if he does), and will find him self in a dark room. Light is provided by a
glowing object which possesses the center of the room. It is a large golden
scale, taller than a man. The woman form is nowhere to be seen.

The golden scale doesn't balance perfectly. Instead, it bends a bit towards the
left side. Suddenly he will feel something in his right hand that he hadn't
notice before. Ii is a small oval black stone, plain but
strangely beautiful. The scale seems to be unbalanced and the stone looks like
the stones used by the merchants to weight the products they sell. Whether he
puts the stone on the left or on the right side of the scale, destruction is the
result. The scale collapses with a deafening sound on the floor. A feeling of
ultimate guilt overwhelms him.

The dream is a prophecy of the future dilemma that the adventures will face. The
message of it is that they should not try to upset the balance. Of course, they
may never understand it.

On the countryside again; the road offers depressing views of the never ending
planes.

One of the stops is a monastery. It is a tower-like building with a large yard
where gray-dressed nuns work and praise Donblas. Shelter will be given to them
due to the presence of the two priests. Anna will
be there, pretending the young nun. After dinner and during the sleep she will
approach someone of the adventurers (the one she thinks more likely to support
her) and explains that the mother of the child exists and longs for it. She also
tells him/her that she would need him/her to support her when the time comes.
The approach can happen during the confession of one of the players, somewhere
in the monastery halls, or in his/her cell. Anna would do whatever she thinks is
necessary to take him/her with her side, but she will not use violence.

After a few days, when they will be on a country road, they will be approached
by a hunched-back old woman. She pretends to be a religious devoted one
(actually she is Anna under a Linken Shape spell) and will offer to the two
priests one of the two breads she carries. Only critical Insight roll will
reveal that there is something suspicious about her. Anyway, the other priest
will take the bread. Actually it has a sleeping drug (POT 16). Who ever fails
the CON vs. POT roll, will fall asleep in half an hour. Anna does this to get
rid of the escorts of the adventurers. She approaches the camp in the night
wearing a peasant-woman dress and without signs of her Chaos-worshiping nature.
She wakes all the adventures up and tells them her story. She tells them that
she is the mother and that she was parted of her child because the Duke was
afraid of the scandal. She says that the Duke will never acknowledge the girl as
his, that he only wants to avoid the noise around it and that he will probably
have it exiled or killed.

If they ask her how she knows all these things, she will reply that she has
conducted an investigation on her own and that she has some friends near the
Duke. Insight rolls will show her true interest at the child, and that she is a
very intelligent and canning person that can hardly be just a peasant girl.

Next day-an encounter. Sometime during the day they will encounter a band of
ragged-bearing, cloaked people walking in column. The man on the head of the
column is bearing a censer and he is mumbling something that may be a chant. A
Search roll will reveal that their faces do not look exactly human. A critical
Search roll is needed to reveal that they are jut lepers. The lepers will not
respond in any call, since they are under an oath of silence. The priest may
understand the situation with an INTx1. He is supposed to have lived in Jadmar
and he has no experience of such sightings.

Nadsokor.

They will have to pass through this land in order to enter Org from the west
border. Sightings of beggars might occur. The beggars may be a threat, people
just asking for some food, or just observers.

The next stop, and final stop for their guides, is a watch tower at the western
border of Org. The soldiers can help them and their animals cross the river.
They may choose to cross it from a point further to the north, but Valkark is a
wide and deep river. The soldiers will not give them a boat.

Org (Atlas of the YK, vol. 1)

The road to the forest.

According to their information the hut of the old man is somewhere between two
marshes, the Sucking Swamp and Mudmere. The best way, in my opinion, to start,
is to follow the river, (which flows along the western side of the forest), to
the north until they reach the Sucking Swamp and enter the forest from there.
The description that follows is based on this schedule. It may be left to the
players to discover the less dangerous way, or the GM could propose it.

The trip along the eastern bank of the river to the north lasts about three or
four days (with horses). The weather is warm and at the beginning of the journey
they are met by warm winds. The weak grass and
some rocky hills on the west contrast with the rich flora of the eastern bank
(willows, great poplar trees, bushes and tall grass) and even more with the main
bulk of the forest which lies a few kilometers east. Very few birds live on the
trees of the eastern bank.

The trip takes them further to the north. Day by day the vegetation becomes
thicker and the unrecognizable plants more frequent. On the third day they a
feeling that they are watched will possess them. It will not leave them until
after they have left the forest.

At the Swamp

The river leads to the Sucking Swamp, which provides a sight of desperation. It
is an endless flat area of black mad, bogs and a few very lonely swamp trees
emerging from the gray waters. With an INT
check, they can observe that there are no birds at this place.

No more than 20 miles separate them from the hut. Considering the thick
vegetation of the forest, someone could cover the distance, on foot or with a
horse, in two days, if he/she knew the exact place where the hut is. Daily
Navigate rolls from the mercenary will be needed in order to keep moving towards
the right direction.

In the green hell

The vegetation of Troos is weird, of completely unknown species and grows to
supernatural proportions. The forest itself, is a very dark bulk in the midst of
almost desert land and its blasphemous flora looks
like a mockery of gods, humanity, even nature. Sometimes it seems like it is one
inseparable malevolent being. The GM should create the eerie atmosphere of the
forest and give the players the feeling that they are in constant danger. The
forest is of course dangerous by itself and apart from Orgians does not host any
other form of intelligent life, or even fauna. The characters do not know that.
It is said that demons and ghosts haunt the forest, and this is all they know.
For a more complete description see "Atlas of the YK, vol.1".

They can take the horses with them, or not. Movement is a difficult and tiring
process and the horses can only serve as pack animals. The animals are nervous
and get easily frightened, throwing off burden
and riders. With or without animals, it will take them 1d6+1 days to find the
second swamp and the hut (or the same time for Erekose to find them). Every day
GM should roll the following checks:

a) Check for madness (Atlas of the YK)

b) Check for bogs. The leader should roll under POWx3, in order to avoid
falling in a bog.

c) Check for drinking water. A successful Natural World roll is needed. Failing
that the water will be harmful (POT 8+1d6) and drinking it may cause stomach
problems. Assuming they have fresh water, check every 3 days.

d) Check for burning woods. The one who looks for them should roll under his
(Natural World)/2 skill, or under POWx2, in order to find and cut some harmless
burning woods. In a different case roll 1d8:

1): The root lash out and hurt the woodcutter for 1d6+1 points of damage.
2): The juice of the woods cause itching for a whole day (-20% in every roll)
and the smoke from the campfire smells awful.
3): The bark is extremely hard and rolling under STRx5 results in breaking the
axe.
4): The blossoms of the tree shoot seeds (a POWx2 is needed to avoid being
sprayed by them). On the next day, and if the roll was unsuccessful, moisture
grows on the skin of the woodcutter causing 1d3 points of damage per day and 1
point loss of Constitution (Erekose can heal it).
5): Acidic juices spray the woodcutter ( POWx4 to avoid being sprayed at the
face and a loss of 1 APP) damaging for 1d6 points.
6): Who ever carry the pieces of wood gets poisoned (POT 13) and gets skin
eruptions.
7): Madness of Troos (no CON check).
8): Encounter with a dead tree that looks like a body, but nothing else happens.

(cont.)






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