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Chaosium Digest Volume 34 Number 01

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Chaosium Digest Volume 34, Number 01 
Date: Tuesday, June 12, 2001
Number: 1 of 2

Contents:

* The Horror On Two Forks Trail (CTHULHU)
by Mervyn Boyd jack@ktana.freeserve.co.uk

* The Whippoorwill House Affair Chapter 3 (CTHULHU FICTION)
by Michael Blenkarn and Brooke Johnson

Editor's Note:

The archive is up and running in it's most basic form at
http://pages.prodigy.net/gobackstage . It currently contains links to text
files of the individual issues. I'm still missing 32.12 and 33.01- 33.04,
the issues from January - March of this year. If anyone has these available
please let me know or these issues will be lost. I'm going to be working on
indexing the articles as time permits. If anyone wants to help out, let me
know.

I also want to remind everyone that this month ends the second quarter of
2001 and therefore is the deadline for submissions to qualify for the second
quarter Chaosium submission contest. The prize is a $40 gift certificate
from Chaosium for the best reader submission dealing with a Chaosium
product. Keep those submissions coming.

This issue features a Call of Cthulhu adventure set in the American Old West
by frequent contributor Mervyn Boyd and Chapter three of The Whippoorwill
House Affair, Cthulhu fiction by Michael Blenkarn and Brooke Johnson. The
first two chapters may be found in issues 32.02-32.04 which are available at
the above mentioned archive.

Enjoy!

ANNOUNCEMENTS

* From Issaries Inc.

ISSARIES, INC. NAMES GLORANTHAN VOLUNTEERS COORDINATOR
Issaries, Inc. is pleased to welcome the services of Graham Robinson as
Volunteers Coordinator for Issaries, Inc. and the Glorantha Trading
Association. Graham has actually been serving in this capacity for a few
months on a trial basis, and we want to take this opportunity to thank him
publicly for his service, both past and future.

Previously, Stephen Martin had been coordinating the efforts of volunteers
to perform data entry, help with the web site, and help with manual labor,
among other things. However, his duties for Issaries have long been too
time-consuming for him to continue in that role effectively. Malcolm
Serabian also served as coordinator for a time (and a big thanks to him as
well!), but he too ended up with insufficient time.

"Graham's service will enable us to concentrate on producing game and
fiction books," said Issaries president Greg Stafford, "but will still allow
us to provide our fans with the extra that they have come to expect from us.
With Graham coordinating volunteer efforts, we hope to soon have a lot of
additional background material, cool programs, and other game aids available
on www.HeroWars.com, the official Glorantha web site."


Stephen Martin
Issaries, Inc. 900 Murmansk St., Suite 5; Oakland, CA 94607
Phone: (510) 452 1648 Fax: (510) 302 0385
Publisher of Hero Wars, Roleplaying in Glorantha
See our site at: <http://www.herowars.com/>www.HeroWars.com

* From Chaosium

** RUMORS & NEWS **

The Leng Embassy has moved to Silverton Colorado! From high up in the
Rockies we will continue to serve Chaosium and the Great Old Ones here on
Earth. Many thanks to all of you who have sent well wishes. The Spiders are
very happy. You can read more about our new town at http://www.silverton.org

San Francisco Guidebook Delayed!

Our 1920's Call of Cthulhu sourcebook for San Francisco was victim to a hard
drive crash in late May. Many files were lost, so it seems unlikely that
the
book will release this summer after all. Our editor is hard at work
re-creating the book. We'll let you know when we expect it to release in our
next report. You
can read about the book at http://www.chaosium.com/cthulhu/rpg/2378.shtml

Straits of Chaos & Slaves of Fate coming soon!

Our Slaves of Fate adventure, intended as a Spring release, but delayed due
to earthquakes, migration, and strange doings in Texas will hopefully
release late
June or Early July. Author Jason Durall has been hard at work, despite
moving across the country to a new job.
http://www.chaosium.com/woec/2018.shtml

Our second D20 adventure for Dragon Lords of Melnibone just might be our
first d20 adventure! Yithians are undoubtedly to blame. Shawn Havranek has
been hard at work with Straits Of Chaos which is due out in July.
http://www.chaosium.com/woec/2019.shtml

No one expects an early Chaosium Release!

But they just might get one. Stormbringer 5th Edition, announced as a July
Release, is at the printer and could be out at the end of June.
Stormbringer uses our Basic Roleplaying System and replaces our Elric RPG.
For more info check out http://www.chaosium.com/elric/index.shtml

20th Anniversary Call of Cthulhu almost done!

We're finishing up our deluxe Call of Cthulhu and will be sending it to the
printer soon. The book is running on time for a July release.
http://www.chaosium.com/cthulhu/rpg/2399.shtml

It's A New Fiction Book!

Chaosium Editor Stephen Mark Rainy has orchestrated Song of Cthulhu, for
release this summer. We should definitely have this one out in time for
Necronomicon in August. http://www.chaosium.com/cthulhu/fiction/6032.shtml

Hey it's summer! Go play some games.

As always, thank you for your support!

Dustin Wright
Leng Embassy

Chaosium Release Schedule through August 2001.

Just Shipped:

CHA 2361 The Complete Masks of Nyarlathotep (reprint) $25.95
http://www.chaosium.com/cthulhu/rpg/2361.shtml

CHA 6030 The Three Impostors & Other Stories (fiction) $13.95
http://www.chaosium.com/cthulhu/fiction/6030.shtml

June/July
CHA 2018 Slaves of Fate (D20 Dragon Lords of Melniboné Adventure) $8.95
http://www.chaosium.com/woec/2018.shtml

CHA 5115 Stormbringer 5th Edition RPG $29.95
http://www.chaosium.com/elric/2115.shtml

JULY:
CHA 2399 20th Anniversary Call of Cthulhu (Very Limited!) $79.95
http://www.chaosium.com/cthulhu/rpg/2399.shtml

CHA 2019 Straits of Chaos (D20 Dragon Lords of Melniboné Adventure) $8.95
http://www.chaosium.com/woec/2019.shtml

CHA 6032 Song of Cthulhu $12.95
http://www.chaosium.com/cthulhu/fiction/6032.shtml

SLAVES OF FATE
A Dragon Lords of Melniboné(r) D20 adventure

CHA 2018
$8.95
ISBN 1-56882-152-9
32 pages

Written by Jason Durall

Far out to sea, captive on a Vilmirian slave ship, the adventurers' troubles
are just beginning. If judged worthy they are destined for the slave markets
of corrupt and terrifying Pan Tang, If not, they will be callously
slaughtered at sea, their souls left for the dread undead galleys of the god
Pyaray, Tentacled Whisperer of Impossible Secrets.

While struggling to escape before matters get any worse, the Chaos goddess
Eequor, Blue Lady of Dismay, takes an interest in the adventurers' plight.
Their fates are forever changed.

A D20 adventure for character for levels 1-3.

CALL OF CTHULHU
20th Anniversary Edition

CHA 2399
$79.95
ISBN 1-56882-151-4
300+ pages, illustrated.

A Limited, 20th Anniversary Edition
Bonded Leather-Bound, New Interior Layout
One Printing Only

In honor of the 20th Anniversary of our award-winning CALL OF CTHULHU game,
Chaosium Inc. is proud to announce a premium, bonded leather-bound edition
of the core rulesbook with features such as high-quality paper stock, a new
interior layout designed to evoke that 'ancient tome' look and feel, sienna
ink, and a durable Smythe-sewn binding that collectively make this the one
edition that every Cthulhu player and keeper will have to have. This is a
once-in-a-lifetime
gift.

STRAITS OF CHAOS
A D20 adventure on the high seas for levels 3-6

CHA 2019
$8.95
ISBN 1-56882-155-7
32 pages, illustrated

Written by Shawn Havranek

The seas of the Young Kingdoms are fraught with peril. Some waters are more
dangerous than others though all captains avoid the Straits of Chaos.
Strange sea
beasts, wild magics, and Dharijorian pirates plague the narrow strait and
the weather can change from calm to storm within a drumbeat; but when
Melnibonéan
warships are closing in even the bravest sailor may see the murderous
straits as the lesser evil -- our heroes soon find themselves in terrible
peril.

Appendix includes new prestige classes, spells, and monsters.

STORMBRINGER
CHA 2115
$29.95
ISBN 1-56882-152-2
approx. 304 pages, illustrated

FANTASY ROLEPLAYING IN THE WORLD OF ELRIC

This dark fantasy roleplaying game is set in the world of the Young
Kingdoms, based on the Elric novels written by author Michael Moorcock.
Exhaustive background features rich descriptions of the island of Melniboné
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 summoning, casting spells, 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 is recommended
reading for new gamemasters. Two scenarios, six ready-to-copy adventurers, a
new world map, an index, list of terms, and play aids complete this book.
All you add are dice and
your imagination.

* based on the popular Elric fantasy series by Michael Moorcock.
* Replaces Elric (2900) as our core rulebook for Elric/Stormbringer.
* Fully compatible with all previous Elric releases!

Song of Cthulhu
Tales of the Spheres beyond Sound

CHA 6032
$12.95
1-56882-117-4
Edited by Stephen Mark Rainey

Like any eclectic catalog of dark music, this volume of stories explores
many levels of emotion, each writer composing his own unique movement to
the
symphony.
Here, you will find a wide range of voices, some spinning tales of pure,
deep dread, much as might be found in the most successful works of HPL
himself.
Others venture into territory that the Old Gent would never have imagined,
or wanted to imagine . . . There's even a touch of whimsy to be found, yet
always
mingled with the strain of darkness like that faced by Erich Zann in his
garret in the rue d'Auseil.

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

The Horror On Two Forks Trail
by Mervyn Boyd - jack@ktana.freeserve.co.uk
178 Dickson Drive, Irvine, Ayrshire, Scotland, KA12 9HB

Foreword
This scenario is well suited for all players (and characters) of Call of
Cthulhu - no matter their experience, whether they are new and have no prior
experience, or are old hands who can outstare a Shoggoth. No special skills
or knowledge are required for its successful conclusion and no real time
frame is set for the scenario, so events move according to the pace of the
keeper, though things should ultimately move along regardless. That said, it
should also be mentioned that this is not a scenario in the truest sense.
There's nothing really to investigate; 90% of it will be adlibbed; made up;
off-the-cuff. This scenario's roll is to fill out that night, or Sunday
afternoon when no one really has anything to do, though it can easily fit in
well with any ongoing campaign with a little modification. The scenario is
intended to be set in the American West of 1868-70, or thereabouts, though
names, dates and locations can be changed to suit the individual keeper.


Keeper Information & Player Introduction
Perhaps players can be enticed onto this coach ride with a seemingly real
mission to undertake in San Francisco, or maybe they have their own reasons
for traveling there. Initially, some characters are introduced on the first
leg of the journey - a cross-state coach ride, headed from Coulterville, to
San Francisco California, with stop-offs at Patterson's Ridge and San Jose -
San Jose being an overnight stopover. After 10 hours cooped up in a small
cramped compartment, passengers will be glad of some R&R in San Jose.
Patterson's Ridge is a 1:00 pm stopover for 45 minutes during which
secondary characters and NPC are introduced before continuing with the
second leg to San Jose.

The Crew
* Red Jackson. Coach driver. Older guy - mid 40's. Seen a lot of action.
Silent and calm. Always on the lookout for Injun raiders.
* Will Cronyn. Rides Shotgun. Mid twenties. Facial scar from left temple,
across cheek, down through lips to tip of his pointy chin. Immature and
brash. Lazy. Often found sleeping, much to Red's annoyance.

Passengers: Coulterville - Patterson's Ridge
* Some players. Assorted riff-raff.
* Collette Bridges. Late 30s. Bookish. Prim and proper school marm. Strict.
Spectacles on a chain, hair pulled back in to a tight bun. You know the
type. Very vocal about the evilness of alcohol and will not tolerate its
consumption in her presence. Dislikes smoking too.
* Artemus Penk II. Early forties. Texan Cattle rancher. Overbearing.
Fat-headed, and arrogant. Boasts about having the largest longhorn ranch in
Texas. Smokes very pungent cigars. Ignores Collette's pleas to extinguish
them.
* Yuen Chan & Kim Tan. Both Chinese. Uncle and niece. Chan is small and wiry
and sports a long well groomed beard. Mid 60s. Silent, polite, and
inscrutable. He speaks very little English. Kim Tan, mid 20s. Extremely
gorgeous. Bashful, and giggly to anyone who makes eye contact, much to Uncle
Chan's displeasure. Kim speaks no English.

Passengers: Patterson's Ridge - San Jose
* Any other player.
* Clifton Westwood. Early thirties. Tough and strong exterior. Clifton
appears to be the successful professional gambler type. He spends the time
talking about strategy in card games, and how he lives it up as an expert
cardsharp. He particularly delights in a tale in which he won $12,850 with
nothing more than a pair of fours from a rather nasty game, which ended up
with him having to fight his way out against all odds. As well as being a
gambler, this man is something more stimulating...
* Artemus Kinki. Another Artemus, but this one's a jovial, easy-going fat
businessman. Mid-fifties. Smells of violets(!). Will engage anyone in
conversation, what ever the topic. Sweats profusely. Concerned over possible
Indian attack. Sells Barbed wire for a living.

The journey to San Jose is no more interesting than it had when it began for
some characters. The sun beats down. The air is dry and dusty. A hot wind
does nothing to aid the situation. Everyone has one of two options: snooze
or stare lazily out at the bleak landscape. Young Will, our gallant
co-driver is, as ever, catching some well deserved Zs, before being rudely
woken by Red: "Injuns...". Startled, and bleary eyed, Will rubs the sleep
from his eyes then grabs his rifle, then warns the passengers.

Important Information
Clifton Westwood is actually a Secret Service agent, and he boarded the
coach after completing some business with the local, Chiricahua Apache
tribe. He was sent by President Ulysses S. Grant to strike a deal with
Indians, in which the US Government would purchase a tract of land which
contained a rich seem of iron ore deposits. The deal fell through. The
Indian Chief was adamant about not selling, saying only that, that precise
area was a spiritual site to them and their ancient ancestors.

Undeterred, Westwood entered the local caves to dig out some samples, for
later analysis, and there he found a temple of some kind. And in this temple
sacred treasures abound. Some of it valuable looking. Gold and silver. Just
sitting there. Doing nothing. Who would miss a few trinkets? Greed took
over. Who could foresee that the totems he would take would be magical
artifacts. And not just any hokey religious regalia that has some mystical
importance attached to it. Oh no, these certain objects are used to imprison
a Flying Polyp which the Indians keep entombed in the caves. Without them
the Polyp is sure to escape and go on a rampage. Can you see the plot begin
to take shape? Well, apparently the Indians did miss them and they want them
back. Desperately. So here they come...

Typical Indian
STR CON SIZ INT POW DEX MOVE HITS
12 12 10 12 13 12 8 11

WEAPON ATTK % DAMAGE Skills: Dodge 25%, Leap on to wagon 80%,
Fist 50 1d3 Ride 99%, Throw 45%
Bow 65 1d8+1
Knife 60 1d4+2
Tomahawk 70 1d6+1
Rifle 35 1d10+3

Equipment: Bow, Arrows, Tomahawks, a few Rifles, Knife

Back to the action
By now the players are awake and alert. The horses are spurred on. Quicker.
Quicker. Our passengers are jostled and bounced. Here the adventure gets
simple. Survive the Indian attack, then head for safety. As the vehicle
lurches forward dozens of horse mounded Indians ride into view, whooping
wildly...

For purposes of this scene, the keeper has access to as many Indians as
he/she needs. Keep them coming in waves, even if the players are able to cut
them down like wheat before the scythe. Keep them coming until they achieve
their objective, which is to stop the coach so that they can retrieve a
small strongbox from the baggage compartment. The passengers are of
secondary concern and will be left completely alone if the simply stop and
give up. Ha, fat chance!

Keep the pressure on, but hold back if the players get overwhelmed. Have fun
with the action. Encircle the wagon. Describe desperate fist fights, with
head-butting, gouging, etc.. Have Indians leap on board, have arrows thud
into the carriage, as do tomahawks and the occasional wood-splintering
bullet.

As the fight continues, all shots fired are reduced to HALF CHANCE, though
observant characters might notice that Westwood is an extremely good shot
with his pistol despite the penalty. Artemus, is unarmed and scared witless.
He hangs on for dear life, fighting desperately to hold back his womanly
screams. Red takes an arrow to the shoulder and back, but continues,
gritting his teeth. Will fires randomly and ineffectually. An Indian leaps
onto the carriage, and a struggle ensues. Will is pushed off and lands badly
breaking an ankle. Red pulls a handgun but is too slow and gets a tomahawk
to the face, knocking him senseless, after which he drowns in his own blood.

With no one at the reins the horses plough on, hurtling forward. Out of
control. Somebody should eventually realize that no one is driving. Those
able to scramble their way to the reigns must contend with attacks from the
Indians as well as bringing the vehicle under control (DRIVE COACH or WAGON
check). Red lies slumped over in his seat. Sadly the character is a tad too
late, and just at that moment the coach jolts and bucks as a wheel
disintegrates into kindling off a conveniently placed boulder. The vehicle
crashes, skids, rolls over and is breaks apart. The horses break free and
gallop off, stranding everyone to their fate.

* JUMP rolls are required to leap out with nothing more than minor damage,
otherwise 1d6 damage is taken.
* Staying inside and bracing themselves, characters require a LUCK roll to
avoid 1d6 damage.
* Anyone free-standing or in a fight must make a LUCK roll. Failing the
roll results in the unfortunate taking 1d12 crash damage. Success limits
this to 1d6 damage. An impale results in no damage.

The Indians come in again...
With ammunition hopefully getting low, and Indians converging in all around
our heroes should withdraw, scrounge what cover they can find and pray that
their death will be swift. The Indians watch the players closely. No attempt
to communicate is made, and any questions asked are ignored. Others move in
to search the wreckage. The limp body of Westwood is retrieved and scalped.
The box is likewise found, before they leave en-masse - whooping
triumphantly.

Shantak
If the fight seems too easy for the players, have a Shantak swoop out from
the sky and join the fray. Use it like a giant Ray Harryhausen special
effect. It swoops ominously, moving in close then away. For added effect it
could grapple somebody (players and horses included) in its mighty claws,
before flying away. Is this excessive? Is it gratuitous? Is it a flagrant
misuse of keeper impulse? Does there have to be a reason for it being there?
Only you can decide.

The Aftermath
The players find themselves to be the sole survivors, unless otherwise
killed. Those without war or combat experience lose 1/1d6 sanity for the
harrowing experience. After taking note of their situation, they find
themselves in the middle of nowhere. A barren landscape of rocks and
brushwood. The desert looks pretty unappealing. Distant hills being the only
feature, apart from wreckage strewn all over, and of course dead Indians.
This next scene starts to stoke player apprehension with desolation,
isolation, the need to survive, the demand for food, water, shelter, rest,
and medical attention. (Without proper first aid or medical supplies players
only regain 1 hp on a successful skill use - 2 hp if the roll is impaled.
Medicine does nothing.)

Searching for useable equipment, before heading in a direction, the players
find:

* Red Jackson: Colt .45 revolver, gun belt with 60 rounds of ammunition.
Pocket flask of Whisky.
* Will Cronyn: .52 Spencer Carbine Rifle, 73 rounds of ammunition, Colt .45
revolver, 100 rounds. Bowie Knife.
* Artemus Kinki: Case containing barbed wire samples. Assorted paperwork
pertaining to sales made. Most recent edition of Cavalier - a magazine
containing pictures of women in provocative poses. Patterson Ridge
News-sheet.
* Clinton Westwood: Colt .45, 33 Rounds. Pack of cards. Identification
identifying him as a Special Agent of the United States Secret Service,
(Department of the Treasury) based in Washington DC. A large leather wallet
contains an unsigned land purchase agreement between the US Government and
the Chiricahua Apache tribe.

A total of $75 and 1d100 cents can be scavenged as can a watch on a fob.
Assorted baggage contains nothing to interest the players. Light snacks may
be found. Water consists of one canteen full (unless players have their own
limited stock, which can be reduced further by a well aimed missed shot.),
certainly not enough to benefit the party. Other stuff consists of a few
bows and arrows, tomahawks and a few rifles that the fallen Indians had.

Heading Out
Would you credit it? The blasted Indians rounded up all the loose horses and
took 'em away. Inconsiderate bastards. The characters will have to hoof it
if they want to get anywhere. The question begs: Where are they? Even if
someone does the maths and calculates a relative speed and time equals
distance traveled equation, they'll be no closer to safety. Patterson's
Ridge may be 25 miles east... San Jose 25 miles west. Oh... the choice.

The sun beats down relentlessly. More so than before it seems. The
characters are fatigued, hot, sweaty and thirsty. A hot wind whips up.
Striking out in whatever direction they choose, they head out to meet the
full desert harshness. Vultures circle overhead. A cheery omen indeed.

The 25 mile trek is hard, and dehydration is a problem, and with it comes
the inability to think straight. Dazed and confused, the players are bound
to wander off course. Eventually, when they skirt around the low hills, they
see in a distant valley an Indian camp... and a little further beyond - a
river which reinforces calm and relief. The river, with its thirst quenching
and life preserving properties is a mirage and serves only to draw the needy
players closer. Realizing the river is a sad illusion results in 1/1d4
Sanity loss.

(continued)



--
To unsubscribe from the chaos-digest ML, send an "unsubscribe" command
to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and
Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon
are Trademarks of Chaosium Inc. All articles remain copyright their
original authors unless otherwise noted.

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