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Chaosium Digest Volume 34 Number 12

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Chaosium Digest Volume 34, Number 12 
Date: Tuesday, September 25, 2001
Number: 3 of 4

Contents

* The Ascension of Hastorang (CTHULHU) - pt 3
by Mervyn Boyd - jack@ktana.freeserve.co.uk

Part Two Intervenes...
Whenever it is convenient, the keeper, when he/she wishes to begin the
second part of the scenario should have Weatherspoon go to a museum and make
a collection for the Institute. Getting there is no problem, and he soon
emerges with a large box of (non relevant) books and stuff which he places
in the back seat of his car. Time to head back to the Institute. During the
return trip one of the many Turks tries to beat the rush of oncoming
traffic, only to be hit headlong by Weatherspoon causing all sorts of chaos,
and flared tempers, as other road users likewise swerve, and hit their
breaks. Dazed and confused Weatherspoon bundles the unconscious man and his
belongings in to his can and carts him off to hospital (from which he later
disappears without trace).

From afar, other Turks watch and observe, outraged at what they see, because
this particular Turk is a sect leader, and with him he carried a satchel
containing seven scrolls. The holy scriptures known as The Letters of
Nestar - see later. To that end the Turks make every attempt to retrieve
them.

During the confusion Weatherspoon forgets to return the Turks belongings,
then rediscovers them later along with an intricately inscribed religious
dagger, the blade is engraved with a convoluted fire motif. He only reveals
the existence of the scrolls when a player has had a run in or two with some
very irate Turks - see later.


The Turkish cultist & Using them to effect
STR CON SIZ INT POW DEX MOVE HITS
12 12 12 12 13 10 8 12

WEAPON ATTK % DAMAGE Skills: Mythos 15%, Occult 70%, Hide 60%,
Knife 65 1d6 Sneak 60%, Spot Hidden 50%, Speak Garrotte 50%
Suffocation English 15%, Track 65%
Scimitar 45% 1d8
Firearms* 45% As per weapon

Equipment: Turkish Robes, Religious dagger, garrote, brand on forearm.

The Turks used to harass the player are drawn from those members who form
the militant fundamentalists who defend the faith from rebellion and
outside interference. Generally, they favour five main methods of attack.
Bladed weapons such as knives and scimitars (if they have them),
strangulation, fire, poison, and spell use (though spells are restricted to
sect leaders). Although firearms are considered impersonal, recent years has
seen more and more of the younger generation turn to automatic weapons as a
matter of choice. For purposes of this scenario only a select few have
access to guns.

Sadly, the cultists misidentify one of the players as Weatherspoon and
single him out for some distressing pressure. Use the Turks in as many
varied ways as you need to harass the player. They have the uncanny knack of
getting where ever they want undetected; so a surprise attack in the home
may occur as a cultist dives out from behind a door with dagger in hand,
etc.. The keeper should have them pop up at inopportune moments with or
without reason. Any fundamentalist successfully taken prisoner refuses to
answer any question put to him - chances are they won't be able to speak
much English anyway. If he does speak English he'll blast the Infidels with
death threats of fiery damnation when the Enlightening one returns - which
in a sense answers players questions. For more axioms see the section
regarding "In the news" at the beginning of this scenario.

These are a few obvious things they can get up to:
* Stalk and follow the character. Spot Hidden rolls may be had to spot these
tails at any time - day or night. Follow the character for a few days before
the Turks take action. Stoke player paranoia with the feeling of being
followed or watched.

* Break in to the home of the character and ransack it.

* Break in to the Institute and similarly ransack it. Then once finished,
possibly even set fire to it.

* Lure the character to a false meeting where he is ambushed and abducted
for an extensive interrogation scene. The precise arrangements of this
ambush is left to the keeper to make up, but it should be underhanded and in
the favour of the cultists - one possible way to do this is...


Giving him the finger
Have the chosen character see a group of Turks lurking furtively in some
bushes at the Institute - or wherever possible. If he approaches alone to
see what they want he is jumped from behind by a hidden cultist armed with a
garrote and immense strength. As the player struggles and gasps for air, he
is pulled from sight behind a big rhododendron bush. Items held may be
dropped. The other Turks close in, but don't do anything except keep an eye
out. The leader who's face is badly scarred, as though from fire steps
forward and asks: "Wer ar de scrolls?" They are not real big on reasoning
and persistently demand the scrolls - even if the player is totally
oblivious. Try as the player might to reason with the Turks, they'll have
none of it. "Do not take us for fools? We know you have them. Give them to
us now!" Continuing to proclaim innocence, the lead Turk grabs the player's
dominant hand and isolates the middle finger then pulls out his knife and
presses it to the knuckle. "I will ask you one last time. Wer ar de
scrolls?" Any answer he the leader doesn't like results in the finger being
removed. (1 damage. 1/1d4 sanity loss. CON x7 check or character faints.)
Characters remaining to stand then risk another finger being cut off. (Same
damage. Same Sanity loss. Con x5 check or character faints.) Losing one
finger results in a permanent -50 modifier. Losing two renders it useless
pretty much. Fortunately, this is as far as the Turks are willing to take
this encounter. If the character faints, they leave to come up with another
plan. Anyone still standing is told to get the scrolls, for next time he
will not be so lucky, then is thrown to the ground before the Turks depart.



Burning Down The House
As a reminder to the character, this may occur, courtesy of our Turkish
friends: Smoke. Flames. Heat. No way out. The player awakes in bed covered
in sweat, breathing rapidly. The bedcovers are twisted and sodden wet. Phew,
it was only a dream... but no, something IS burning, there is smoke in the
air. The bedroom door is on fire and it is spreading to the walls close by.
Opening the door reveals an angry orange hell. The fire rages fiercely. The
walls and floors are blazing and impassable. The only other way out is
through the bedroom window. Outside, the street is quiet, nobody has yet
noticed that the house is burning, however a SPOT HIDDEN roll may allow the
investigator to see, watching from the darkness, a Turk. Any attempt the
investigator makes to open the window is unsuccessful, it is shut tightly
and will not budge. To break the window the player is required to succeed a
STR resistance roll versus the window STR of 14. Six attempts to break the
window are given before the fire spreads far enough to press the
investigator against the window. CON rolls should be made to avoid choking
on the smoke, they start at x10 and are reduced by 1 every round (x9,
x8...). Each failed roll reduced the investigators CON by 1d3 point
temporarily due to smoke inhalation. It will only be a matter of time before
the player's clothing start to ignite. If the investigator's con is reduced
to zero he/she falls dead - only to snap awake at that instant. Anyone
successfully breaking free from the room similarly awakes covered in sweat,
breathing rapidly. The bedcovers are twisted and sodden wet. Phew, it WAS
only a dream... In either case sanity loss for this horrific nightmare is
1d4/1d8.

Once you've had your fun intimidating and abusing the player, other players
and Institute members will no doubt want to know more. As the player tells
his story he sees Weatherspoon wince at the mention of scrolls, and look
almost guilty. It'll be then that Weatherspoon comes clean about the
accident and that he later discovered the man's things in his car - and
among them were seven scrolls, and for the last couple of days he's been
translating them. Talk Weatherspoon, and talk fast. I lost fingers because
of you.


The Seven Scrolls
The manuscripts are seen to be penned by the self-proclaimed prophet and
alleged Zoroastrian Nestar Mobedan Mobed. However, these particular scrolls
themselves are not the true original Nestar works (those are held by the
centrist Nestarian faction in Bombay), but are actually meticulous
reproductions made by Abd al-Yilderim. The hand-written scrolls, each of
which measure 18 inches wide by 3 meters long, are written in 6th century
Pahlavi (Persian dialect) and comprise a collection of aphorisms,
revelations, instructions, prayers, and prophecies of a time when the world
shall burn, as well as diagrams, sidebars and random scribbles. They concern
the worship of an ancient Persian fire god known as Asha, who is sometimes
otherwise called be the different names of Cthugha or Fthaggua. As such the
scrolls contains several rituals and other "spells" of praise asking for
divine intervention and guidance. Asha is described as a huge fire ball of
enlightenment who dwells at a place called Hastorang. (This is a reference
to Cthugha on Fomalhaut). Time to Read: (once translated) 100/INT x3 hours.
San Loss: 1d4/1d8. Mythos Gain: +6%. Multiplier: x3

Nestar also writes...(also Player handout 3)
The faithful shall feel an irresistible pull to the golden land of new; to a
desert valley of great desolation, once the home to people, their skins died
red, who gathered at the mountain of the lord to bathe in the light of his
eternal holy flame. The time of gathering shall be performed at a time upon
the great cosmological alignment when Hastorang is in the ascension. The
holy flame shall then, on commandment, open the doorway marking the way for
the faithful to call forth Asha - in all his divine splendor. Upon this
great conjunction, that demon of fire shall return. He will rage over this
earth on the four uppermost sides, and the uppermost one third. The earth
will cry out: "I cannot endure this demon, which is has been brought forth,
I cannot endure its habitation of me, for its seizes me with such fervor".
As such the sky will boil and fire shall rain like molten lead. The Hounds
of Tindalos shall bay for three nights at the twin suns. And only then at
the Bridge of Discrimination shall all souls be judged. Unbelievers shall be
cast into the pit of oblivion and consumed in the hellfire's wrath as the
disciples of truth and enlightenment pass over as though drinking warm milk.
So go forth my faithful and seek thy destiny and thine redemption.

Spells Contained:
Invoke / Bind Child of Cthugha (Fire Vampire)
Causes a single Fire Vampire to swoop down from the sky like a skittering
star. The spell can only be cast at night when Fomalhaut is above the
horizon. Each magic point spent raises the chance of success by 10%, though
a roll of 96 and above is always a fail. The spell also costs 1d3 sanity,
and requires a flame source as a material component. A bonfire is perfect,
though a simple lit match will suffice.

Contact the Lord of the Lightning (Fthaggua)
This spell is castable only at night when a comet is seen. The caster must
also have a piece of meteorite as a focus. The spell costs 21 magic points
and 1d3 sanity to cast. Fthaggua appears as a mass of hazy blue tinged
lightning 1d100 hours later..

The Divine Retribution (Death Spell)
This nasty spell causes the victim to burst into flames. The spell costs 24
magic points and 3d10 sanity to cast. The target must be seen within ten
yards from the caster, upon which the caster must defeat his victim in a
magic point resistance check per round. After 1d6 rounds of concentration
the victim begins to heat up from the inside causing 1d3 damage. In the
next round the victim loses 1d6 more hit points as the flesh cooks, turning
black and blisters. On the third, the victim bursts into a flaming inferno
losing 1d10 hits per round thereafter.

Enchant Torch
To enchant the torch the caster prepares an iron replica of a torch of the
size and heft required, but one always bearing the Sign of Cthugha (a
stylized ball of flame). An incantation is intoned for six hours during
which 6 magic points and 1d6 sanity is lost. The enchanted torch requires no
fuel to burn. The iron head itself burns inextinguishably and without end.
Only with an instruction in Cthugha's name can the flame be doused. The
torch is also useful for bringing more than one fire vampire at a time. To
summon extra Fire Vampires the caster loses an additional 1d3 sanity and 3
magic pints per Vampire summoned. It is also said that the torch can set
gold, lead, iron, and other heavy metals alight, quickly reducing them to
ashes.

Call Forth the Enlightening One (Call Cthugha)
To call Cthugha a moving flame, such as a flaming brand, must be used while
Ph'nglui mglw'nafh Cthugha Hastorang n'gha-ghaa naf'l thagn! Ia! Cthugha is
chanted at least three times in a lengthy ceremony. The spell can only be
cast at night when Fomalhaut can be seen above the horizon. The caster acts
as a focus for those wishing to call Cthugha. All those who know the spell
can sacrifice as many magic points as they have, others may only expend one
magic point. Total the expenditure for the percent chance of spell success.
For each point spent, the group must chant for one minute. The caster also
loses 1d10 sanity. This spell is useless without the doorway being opened
first, and it also does not have the relevant dismiss part to it.

Fire's Dance
This spell causes a cabbage-sized ball of flame to leap from an existing
fire to a designated motionless target. The spell costs 3 sanity and up to 6
magic points. For each magic point spent, the fireball leaps up to 15 yards.
The spell takes one minute to cast per magic point spent.

Brew Draught of Phan
The brew requires fresh poppy seeds and bear spleen, as well as other
several hard to obtain or illegal ingredients. Several OCCULT rolls are
needed to ensure that mixing directions are carefully followed. Any failed
roll ruins the batch. When consumed, this thick ichor-like mix erodes the
victim's will in POW days, leaving him/her subject to the demands of whoever
administered the drug. The victim soon adopts the view points and beliefs of
the manipulator. After 2-3 weeks of this the drug is no longer needed, and
the mental alterations are complete. At no time does the victim lose his/her
personality, nor are they any behavioral changes other than those sought by
the manipulator.


Further Research
Coupling player suspicions with what they read from Nestar's Letters,
players may want to conduct further research on several points, most of
which are described below. A simple OCCULT, MYTHOS or LIBRARY USE roll will
suffice for each point. Time spent while researching is left to the
individual keeper.

The Brotherhood of the Sacred Flame of Enlightenment
This information can be found at the beginning of the scenario.

Zoroastrian
Zoroastrianism is a religion named after Zoroaster, a prophet who lived in
Persia around 630-550BC, who believed enlightenment could be attained
through knowledge and wisdom. The doctrines preached by him are preserved in
his metrical Gathas (psalms) which part of the sacred scripture known as
Avesta. The basic tenets of the Gathas consist of a monotheistic worship of
Ahura Mazda (the "Lord Wisdom") and an ethical dualism opposing Truth (Asha)
and Lie, which permeate the entire universe. All that is good derives from,
and is supported by, Ahura Mazda's emanations: Spenta Mainyu (the "Holy
Spirit" or "Incremental Spirit," a creative force) and his six assisting
entities, Good Mind, Truth, Power, Devotion, Health, and Life. All evil is
caused by the "twin" of Spenta Mainyu, who is Angra Mainyu (the "Fiendish
Spirit"), and by his assistants. Angra Mainyu is evil by choice, having
allied himself with Lie, whereas Spenta Mainyu has chosen Truth. So too,
must humans make this choice. Upon death each person's soul will be judged
at the Bridge of Discrimination; the follower of Truth will cross and be led
to paradise, and the adherents of Lie will fall into hell. All evil will
eventually be eliminated on earth in an ordeal of fire and molten metal.
Fire is worshipped by many tribes around the world as a primal elemental
force of nature. Zoroastrianists often conduct many rituals with fire, which
they believe is a symbol of righteousness. Zoroastrians have a duty to pray
before a fire altar five times a day. Zoroastianism is still active in India
and Iran.

Nestarian Cult of Cthugha
Nestar Mobedan Mobed was a self proclaimed Zoroastrian prophet of the 6th
century Persia who revered fire as earthly manifestations of a true god
known as Cthugha. He and his followers despised worldly materialism and
despised the over-indulgence of the Orthodox priests, for which he and his
disciples were banished into the wilderness. After twenty years they
returned in greater numbers to the city of Qal'eh-l Yazdigerd, where they
planned to destroy the corrupted temples and eradicate the city of its
bloated rich, while Nestar would call down the purifying flame from the
skies to burn the heretics. The attack went bad. Nestar and most of his
followers were quickly caught and killed by the city guard, however some
followers escaped back into the surrounding hills to their secret dwelling.
There they discovered several scrolls written by Nestar bearing
instructions. Following his commands the survivors of the cult emigrated to
India.

Hastorang
Hastorang was one of the four Royal Stars of Persia. In 3000 BC, when, as
watcher of the north, it marked the summer solstice. About 500 BC, it was
the object of sunrise worship and, portended eminence, fortune, and power.
It is a reddish star 22.8 light years from earth in the constellation of the
Southern Fish. It is more popularly known today as Fomalhaut (From the
Arabic "Finn al Hut" - the Fish's Mouth).

Local Indian Tribes
Time well spent consulting several books uncovers a reference to a small
local Indian tribe - the F'tag'ua tribe - who dwelt in the San Gabriel
Mountain Range - approximately 25 miles north of LA. They worshipped some
kind of living flame god and conducted many human sacrifices at its mountain
abode. For that reason they were despised by other local tribes and there
were constant squabbles between them. A successful linguistic check of some
kind gleans the information that F'tag'ua, when loosely translated means:
"That which is of fire made" If mythos rolls are successful, F'tag'ua
reminds the characters of the mythos entity called Fthaggua - a being of
blue tinged lightening who has dominion over fire vampires. Although there
are distinct differences there are also some similarities to Cthugha whom
the players may now be aware of by another name - Asha.

Another reference, written by Father Junípero Serra, a priest of the time
describes their utter annihilation by the Spanish explorer, and General,
Diego Cordoba who came across them in the early 16th century at their
mountain of worship conducting many sacrifices and was appalled at what he
saw. A short military offensive took place and the F'tag'ua tribe was
utterly destroyed. Man. Woman. Child. No survivors. The mountain was then
sealed forever with gunpowder. A PSYCHOLOGY check while reading the account
enables attentive readers to believe selective editing has taken place at
key places. Whatever these edits, rewrites, and changes were have been lost.

What mountain would that be, as if we didn't know...
The players already know the answer to this. There's a thousand Turks paying
homage to it. However, just to be sure they can verify the fact through
heavy consultation of old maps and various documentation.

Other
Planetary Alignments
There are no planetary alignments in the coming days, but the text does
state cosmological. So maybe galaxies are coming into conjunction. Then
again, maybe it refers to an arrangement or conjunction in which planets
need not line up in a row.


What Now
Even if the players are certain that something's going on - what can they
do? Where's the actual definitive proof that the Turks are here to summon
Cthugha. Remember, the ordinary cult member isn't aware of Yilderim's plans;
they are here because he says they should be here - just to pay homage. Just
because there's a mass convergence of alleged "cultists" at a mountain
doesn't mean a thing.

Sooner or later the players may decide to head out to Fire Mountain to take
a closer look and see for themselves what the Turks are up to. Fire
mountain is located roughly three miles east of Mount Wilson in the San
Gabriel Mountain Range, which is itself 25 miles north of LA. Getting there
should not present too much of a problem providing someone can read a map or
otherwise gain directions.


Fire Mountain
Even though it is associated with the San Gabriel mountain range, the actual
mountain stands separate at a fair distance on a rocky prairie. The
intensity of the desert sun causes a quivering of the air that blurs the
edges of the landscape and confuses the eye. The mountain is 5732 feet high,
and on its northern side there is a large tented city which accommodates
several thousand Turks. Those who succeed an OCCULT roll realize the
possible significance of this - it is said that when you are invoking fire
in spells or witchcraft you should face south. The very air is thick with
the pungent aroma of spice. The Turks, when not sleeping or praying amuse
themselves with assorted activities like walking on hot coals, fire
breathing, juggling, playing instruments, acrobatics, et cetera. Even though
the camp is spectacular, there's really nothing remarkable about it. They
have everything they need for a prolonged stay; stacks of grain and other
food stuffs, a large goat enclosure, several beat up pickup trucks are
parked close to pumping equipment and drums of gasoline. The players may
take a moment to wonder where they are getting all their supplies from.
Water is drawn from a magically created wellspring courtesy of the High
Priest. At night everyone will bed down for the night and movement will be
kept to a minimum. No one will be all that alert, so it may be easier for
the players to move about providing they disguise themselves. If you wish
you can have the cultists perform a trial / practice run of the full
ceremony without the obvious effects whenever the players first arrive.

The players will be tolerated so long as they do not cause a disturbance,
though they will be viewed with a great deal of suspicion. A couple of other
curious onlookers drift about. Anyone who can understand Turkish learns
nothing of import when listening in one of the many conversations. Striking
up a rapport with some of the more friendly Turks, the players learn what
they already know: "We are here to pray to the mountain god." They'll deny
the fact that they are there to summon Cthugha, if pressed to concede the
point - which for all intents and purposes is true to the average Turk. Even
though they believe Asha/Cthugha will return one day, they don't think that
it's their place to force his return - if that's possible. It's up to him
when to come back.

Closer inspection of the city reveals it to be split in two: the sprawling
metropolis of the faithful and the smaller encampment closer to the mountain
base which belongs to the sect leaders and of course the High Priest, Mobed
Abd al-Yilderim, and his personal guards. The players will be prevented
access here by armed guards who wield AK47s. These fanatical guards are not
afraid to use them. There is also a chance that the players are recognized,
in which case moves to apprehend them will be made - especially if they
still have the scrolls of Nestar. Their fate to be decided by the keeper.
Access to the summit of Fire Mountain is also restricted, but not impossible
for the determined player.

During their visit here (or whenever it is convenient) the ground begins to
tremor and quake. Boulders and rocks tumble down the mountainside. The mini
quake lasts 14 seconds and is felt all over California, causing minor
structural damage. It's epicenter is here at Fire Mountain. An almighty
audible and visible crack fractures the mountainside as a huge gout of flame
momentarily belches out from the rupture. Those making a POWx1 check here
briefly see that the flame, for a split second, take the shape of a demonic
face. 0/1 sanity loss. The atmosphere around Fire Mountain then seems to be
electrically charged somehow which is felt by the characters. All the Turks
rise in cheer. The mountain god has spoken. Euphoria sweeps everyone
present. 'tis truly a wondrous sign, and as such everyone kneels and begins
to pray, or play instruments and dance with new vigor. If the characters
can make a SPOT HIDDEN check, they see the High Priest and a two others
disappear into the newly formed crack.

The characters require successful SNEAK rolls to follow undetected,
otherwise a couple of armed guards intercede - firing if necessary. Making
it in unobserved, the characters descend into the mountain's interior. For
the most part, the jagged passages are wide enough and high enough to walk
through, however, there are some passages (not shown) that are too small to
squeeze through. Despite the gout of flame, the air is relatively cool,
maybe a little warm, but not so much to cause discomfort. Scattered about
are small burning fires that give ample light to see by.

Eventually, as the characters wend their way through the tunnels, they come
to the cavern marked X. They detect a slight breeze blowing and up ahead
they see the flickering yellow light of a large fire. They may even hear it
burn fiercely, its light causing shadows to dance and weave.

Dwelling within this cavern is the sacred Fire Entity which was once
worshipped by the F'tag'ua tribe and has now been uncovered by the Turks to
use in their ceremonies. The High Priest believes it to be part of Cthugha
himself, but this may only be a romantic notion on his part. In any case the
entity is alive and is here, measuring roughly 40 cubic feet in size, and
appears to emanate from a very large boulder. Any attempt to identify the
creature by a Mythos roll will fail except to identify it as possibly
belonging to the Greater Servitor Race. No sanity roll is made until it is
quite clear the fire is alive. The entity can sense when it has visitors and
can read their emotions. If the players approach with hostile intent in
harming the entity, it will lash out, turning white in the process.
Otherwise it will just burn away.

As the players took wrong turns and retraced their steps, the High Priest
had no trouble in coming to this cavern directly, and so by the time the
players arrive they see him and his entourage engaged in some kind of
ceremony. The High Priest stands before the fire with his arms raised and
outstretched. He jabbers something in ancient Persian. Most likely he's
paying homage to the Flame Entity, while appealing it to open the gateway
when the time is right. His assistants stand either side of him, fully
disrobed save for a cloth to cover their modesty. The Fire Entity reveals
little to them, but does seem to revel in renewed worship. Just then two
jets of flame peel from the fire, reach out and engulfs both aides and pulls
them into the inferno's core (1/1d6 sanity loss), where they disappear from
view, leaving two piles of neatly folded clothes. Sacrificed. All the time,
the High Priest continues his adulation.

This, incidentally, is probably the best time for the players to resolve the
scenario. The entity will not be overly concerned if the players move in to
attack the High Priest and his aides, providing it is left alone. It will do
nothing to prevent the Priest's death, even if he beseeches it to do so.
What does it care about these puny insignificant humans. If Yilderim becomes
aware of the players, he immediately casts Cloak of Fire upon himself, and
attempts to escape.

High Priest, Mobed Abd al-Yilderim
STR CON SIZ INT POW DEX MOVE HITS
9 11 10 17 16 11 8 11

WEAPON ATTK % DAMAGE Skills: Archaeology 65%, Astronomy 90%,
Fist 30 1d3 Astrology 85%,Cthulhu Mythos 65%,
Dodge 25%, Occult 70%, R/W English 80%,
Recite Letters of Nestar by heart 97%

Spells Known: Summon / Bind Fire Vampire, Contact Fthaggua, Fire Dance,
Death Spell, Enchant Torch, Brew potion of Phan, Call Cthugha, Cloak of Fire


The two attendants
STR CON SIZ INT POW DEX MOVE HITS
12 13 12 15 15 13 8 13

WEAPON ATTK % DAMAGE Spells: Summon / Bind Fire Vampire,
Fist 50 1d3 Contact Fthaggua, Fire Dance, Death Spell,
Enchant Torch,Brew potion of Phan, Recite Letters of
Nestar by heart 37%

Flame Entity
STR CON SIZ INT POW DEX MOVE HITS
-- 30 35 15 41 10 0 Special

WEAPON ATTK % DAMAGE San Loss: 1d3/1d6
Heat Burst -- Special Spells: Summon / Bind Fire Vampire,
Contact Fthaggua, Death Spell, Fire Dance,
Open Gateway

Hit points
The Flame Entity has no armour and no hit points. It cannot be damaged or
extinguished by any means other than by a command given in Cthugha's name -
and then only on a successful POW resistance check.

Heat Burst
The Flame Entity affects an area roughly 40 cubic feet in size in its
passive stance. However, once enflamed to attack the being can expand out to
an area roughly 100 cubic yards providing it spends one magic point per ten
yards. Anyone caught within this area must make a resistance roll matching
their CON with the entities POW. If the roll is failed, the target takes
damage equal to the entities remaining magic points. If the roll is a
success, half damage is taken. Armour does not protect.

(continued)




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