Chaosium Digest Volume 23, Number 4 Date: Sunday, February 22, 1998 Number: 1 of 2 Contents: Le Selva de los Lobos, Part One (Erick-Noel Bouchard) FRENCH NEPHILIM Editor's Notes: Howdy everyone, and welcome to a special issue of the Chaosium Digest. I've got a lengthy Nephilim campaign in three parts waiting for the digest, so I've decided to break the normal biweekly status of the Digest to send it out. This week you'll find the first adventure in the campaign. Next week will be the regular issue of the Digest, featuring several other articles that are in the queue as well as the second adventure. A few things need to be said about the Nephilim campaign, because its odd in two ways. First, it uses the _French_ Nephilim rules. Rules are actually very scant in the article, so conversion should be simple. Second, and more importantly, it's set in 1320, not 1998. The main reason I enjoy Nephilim is because of its historical content, so I think that pushing the envelope, and running adventures back in historical times, is very cool. That's about it for this week; I'll see you next Sunday with the normal issue of the digest, featuring Nephilim and more. As always, contributions are welcome. Shannon RECENT RELEASES: These books started shipping to distributors on Tuesday and should begin appearing in stores around the end of the week. * Call of Cthulhu - _The Innsmouth Cycle_ (Chaosium, 256 pg., $12.95), edited by Robert Price, is a set of stories all about everyone's favorite decadent Lovecraftian city. From preliminary stories by Dunsany, Chambers, and Cobb, to the Lovecraft classic, and follow-up stories by Wade, Searight, Rainey, Sargent, Glasby, and others, this book has it all. * Glorantha - _Tales of the Reaching Moon_ #16 (Reaching Moon Megacorp, 64 pg., $6.00) has been around for quite some time, but it's now being introduced into the gaming distribution system in the US, and so you should soon be able to pick it up at your favorite gaming store. This is the Lunar Special: Danfive Xaron to the Red Emperor. -------------------- From: Erick-Noel Bouchard Subject: Le Selva de los Lobos, Part One System: Nephilim La Selva de los Lobos (The Wood of Wolves) An introduction story for three to six beginning heroes for NEPHILIM: THE OCCULT ROLE-PLAYING GAME First part of the Crown of Keter Chronicle by Erick-Noel Bouchard, copyright 1996, all rights reserved in all languages. Any similarity of names and places with real or fictionnous heroes and locations is certainly not a coincidence. (Unless you believe in such things.) Nephilim is a trademark of Multisim and Chaosium. September of the year 1320 after the Jesus Accident INTRODUCTION This story is intended for a small group of heroes of little experience, starting from simple wilderness adventures to city intrigues and politics. For background purposes, it has been assumed that the heroes are all low-ranking free men and women employed by a rich French merchant named Maitre Etienne, an ambitious man travelling to the Byzantine city of Instanbul. Although harsh, he behaves fairly towards his employees and pays them honestly for their work. For the heroes, this job offers the chance to travel safely to a renowned city rich in both wealth and adventure, as well as making a little money instead of having to pay just to get there. The Nephilim need discretion in this pilgrimage as the Templars are very active. They have been told that many foci are stored in the Ottoman capital, as members of Arcanum VIII have a powerful stronghold there. Different Nephilim would have different reasons to travel, but the old Byzantum's resources are appealing to any Fallen One. While the caravan makes its plans for the night, the heroes are sent to the nearest human settlement, the village of Santo-Felician (halfway between France and Spain, in the Alps), to get food and equipment for the caravan. Rather dull, perhaps a little degrading, but fairly easy work. That's where the adventure begins... Unknown to the heroes, an obscure secret society known as the Order of Holy Trinity has sent emissaries towards these lands, to warn the followers of of rumours about demonic worship swarming in the eastern Spanish kingdoms. In fact, the emissaries of this society believe that these same worshippers of an unknown demonic god possess at least one of the legendary cristal pyramids capable of opening the mythical gates of Geburah, realm of justice and rigor in the kabbalistic tradition. Three messengers have been sent: one of them got to Bilabali, one was slain and the last one was heavily wounded by cultists but managed to flee in the woods. There Simon, an old hunchback living as a hermit, hid Corbin the messenger in a cave and now tends to his wounds. Simon and his bear Momo hide and protect the wounded man from the wrath of the villagers, their anger stirred by the baron Olivier de Rosecouronne, a secret supporter of Darkness. Hateful of the Nephilim since his wife was executed (wrongfully) for witchcraft by Arcanum VIII, the baron sent his men to the village of Santo-Felician to search for the messenger, accusing him (ironically) of being a satanist cultist and a werewolf. Although not "officially" ruler of Santo-Felician, de Rosecouronne bears power over the village and has many times in the past exerted his terrible wrath upon those who opposed him. The townsfolk do not really like him, but they fear him a great deal. The baron put a price of thirty crowns on Corbin's head, more money than most of the villagers shall ever see in their whole life. Corbin was assaulted by three of the barons men - Pietro, Emmanuel and Beck - and two lumberjacks were witnessess; the baron had them killed and blamed it on the "werewolf". Now, aside from greed, anger and vengeance also drive the villagers to hunt and slay Corbin. One of the baron's men, Pietro de la Francia, was badly hit during the fight and conned the naive folk into believing his wounds (dagger inflicted) are proofs of Corbin's lycanthropy, for who as ever seen animals make marks as large as these? The men at arm's plans works perfectly, as they have the peasants working for them as well as managing to cover up their messes. Only a few flaws betray their schemes: 1) First, a competent physician surely could identify the true origins of Pietro de la Francia's wounds. Sebastien, the village's carpenter, who healed the soldier, has doubts about this but dares not speak of it. Pietro de la Francia, although still weak, is able to walk again (on crutches) and wanders by the village, listening for gossip. Should he ever suspect the old man, ill fate would result... 2) Ana Isabella, the miller's daughter, heard the three men at arms - Pietro, Emmanuel, and Beck - plot late at night, at the eastern crossroads. She overheard them while waiting for her secret lover, Nicolas (the gravedigger's son), and has felt deadly afraid since then. Unfortunately, her father would punish her harshly were he to learn of this secret liaison, for he utterly despises the gravedigger ("that lousy French"), a feeling which is shared both ways. 3) And last, the hunckback who showed Corbin hospitality has been informed of the three villains' plots but, unfortunately, the villagers think of him as a warlock and a probable follower of Darkness. His schizoid temper also puts him apart from humanity, as he prefer the loneliness of his forests to the company of his fellow men. It shall be the role of the adventurers to unveil the mystery of *La Selba de los Lobos*, as their fates are already tied with Corbin's... FIRST SONG: THE PATH OF HORRORS (To read to the players) "Dame Claudine, the 'matrone' responsible of the caravan's welfare, charged you with the unpleasant mission of getting to the nearest hamlet to buy and bring back some goods needed by Maitre Etienne, as well as hiring, if possible, an armorer or metalsmith to repair dammages suffered during a violent storm, some days ago. As the closest human settlement (according to your - rather old - map) is Santo-Felician, you ride down the rocky and used road aboard a squeaky topless chariot carried by a very, very slow donkey. About an hour ago, the rain and the wind decided to inflict misery upon you, and the icy torrent which showers upon your heads makes you appreciate the warmth of the Spanish autumn. Still seven more hours before getting to this damned village, across a forest so huge that the sky can barely be seen through it. Humble, a very humble day for the great Nephilim, yet even a caravan has to eat. An exercice in humility, as the times demand secrecy: the Templars are everywhere and more than the Simulacra's life is at stake. "'It is a very easy job,' said Dame Claudine, 'three days of vacation just to get to the village and back. The caravan cannot move any further until the wheels have been repaired, and the company has to eat. Thou shall not even have to make the effort of walking, one of our donkeys shall pull the chariot! Just bring back three bags of weath, one tonnel of ale, five drams of salt, an iron cauldron, two pigs and a few other things. Three days been given to thee for this fairly easy task; as it takes a whole day to get to the village and one to get back, one shall be left for your errand. Thou can even keep the pennies leftover, as Maitre Etienne feels very generous today.' Still, the caravan has to eat... "This last mention is your only consolation in the grim weather, getting even worse as the sun hides behind the gigantic trees. The roaring thunder, the jingle of the donkey's walk and the visquous cold that cling to your souls make you dream of a hot bed in the village's hostellery. The ten crowns tinkle in their pouch and this increase of your meager salary warms your heart a little. More than an hour ago you passed a little tower nearby a bridge, which could have provided cover if this damned rain showed itself earlier. It seems like a bad joke from the gods... After crossing a second bridge, nicknamed by the natives 'The Virgin's Bridge' (for an unknown reason), the elements got wild as if they had reason to persecute you, but the humble wooden structure was insufficient to protect you from its hail. Just how much can a Nephilim endure? "Night is coming and the donkey stops to advance forward, assaulted by fatigue and sleep, silently protesting against its ungrateful work. In the forest's miry dirt, no roof or dry spot seems to appear, and the donkey stubbornly refuses to cover the few remaining miles. At least another hour would be required to reach Santo-Felician, amidst the putrid and peculiarly revolting perfume of humid dung." For the Keeper The chariot is too small to provide effective cover agains the storm. The forest's ground is too humid and dirty to lie on, and is even less safe and secure than the meager cover afforded by the wooden vehicule. The Keeper is invited to describe the scene as desperate and sinister as he sees fit, with the stupid and stubborn animal, the cruel rain (which pierces clothing like nails), the laughing crows under the cedars, etc., at least until his fellow players seem about to sink into a chronic depression. If anyone is stupid enough to remain under the rain for a time that seems unreasonable to the Keeper, especially if stubborness seems the cause, the poor fellow shall be deprived of a Toughness point for the rest of this adventure. If he should decide to sleep under the falling rain, make him loose another point and take a Wound for his stupidity. If the donkey is left under the rain for the duration of the whole night, it shall be dead in the morning. (Hypothermia: It was an old donkey.) After a few inspections and a lot of despair, the heroes should finally see a less vulnerable spot under the falling branches of an old willow tree. After a little while, the buzzing of flies and a strange odor of decomposed meat shall disturb their senses. Adventurers proficient with the ways of the woods should notice the tracks of half a dozen of wolves who stopped there while ago. The willow's bark is marked with profound lashes (nothing less than dagger stabs or bear claws), and is bathed in a dark ocre substance. After a few seconds of inquiry, drops of this disgusting liquid shall slide on the adventurer's nape. It is the blood of the two murdered lumberjacks, cut up and mutilated by something straight out of a slasher movie. The two men, Jouard and Thibeault, were assassinated by baron's men as they came to help poor Corbin. The men at arms disguised their wounds as being caused by a foul and mad beast. it has been over two days that the bodies have clung to the tree's summit and their smell should not disappoint a Water Nephilim. One of the men was tall and slim, the other was older and tougher, with tick horn on his palms. Hidden between the leaves, their tangled limbs gripping the trunk, the men are not a pretty sight. At the base of the tree lies a red beret, adorned with a blue pyramid. Maitre Etienne bears such a symbol, embroded upon his raincoat. Knowledgeable adventurers should identify this as the mark of Toulouse's guild of merchants, which hides a small but very dedicated society of the Geburah. It is bathed in blood in the inside. Long hours separate our heroes from the dry beds of Santo-Felician... SECOND SONG: THE VILLAGE OF SANTO-FELICIAN "From far away the village appears as nothing more than a dozen houses all far from one another, covered by green majestic trees. The small houses, built from dark wood and bright straw, are covered with shining waterdrops and seem as old as the surrounding forest. Amidst the fair and swirling fog, purple flowers gleam with marvelous color streaks, as if hidden leprechauns had sprinkled rainbow dust upon them. Nearby the humble hamlet the road seems easier and rather well maintained, decorated with spaced but bright red and yellow stones. Far to the east, beyond Santo-Felician, the road seems to separate in two directions. A light wind from the east, laden with raindrops, brings the pleasant odor of burning wood, as well as that of hot vegetable soup. A warm feeling of well-being accompanies this wind, bringing peace to your hearts. The village seems peaceful, like an old bear waking from its winter sleep, but still bright dancing colours emanate from some of the houses. The temple's steeple is especially bright, polished like a coin by some experienced and scrupulous artisan." For the Keeper Santo-Felician is a hamlet whose population does not have more than a hundred souls. A road pierces the Wood of Wolves to become two rocky paths going north-east and south-east. Two rivers pass by the village: the Malingre (west) and the Rio del Virgin (the River of the Virgin, east). At the center of the village is erected a small church to Saint Teresa. (Marked "c" on the map.) On the map, the letters a, b, c, d, e, f, g and h represent respectively the toll house (a), the Virgin Bridge (b), the house and workshop of Sebastien (d), the mill of Juan Francesco (e), the gravedigger's house (f), the crossroads where the baron's men at arms camp and leave their hounds (g), and the well-concealed cave of Simon the Hunchback, where Corbin the messenger is hidden. The village does not officially belong to any fief but in practice is under the authority of the baron de Rosecouronne, both feared and respected by the townsfolk. Four times a year, men at arms come to request taxes in exchange for which the village is protected by the baron from outlaws and marauders. This arrangement seems honest to most Felicians, as they do not have heavy work to do and the taxes they pay are much lower than those of many French or Spanish peasants. As such, the Felicians are (relatively) friendly towards the baron's men. Their relations with people "from the outside" are very neutral, as they know very little of what happens in the surrounding kingdoms and like to keep it that way. A visiting troubadour or musician is always welcome, though, as the villagers (mostly farmers, hunters and lumberjacks) live a rather dull life. Unless directly provokued, however, no hostility should arise between the Felicians and strangers. Arriving in the village, the adventurers shall learn that almost all of the men are absent, searching for Jouard and Thibeault, two lumberjacks who did not come back from the forest yesterday night. Three men at arms from the baron Olivier de Rosecouronne, one of them deeply wounded, have come to Santo-Felician to warn the villagers of a roaming werewolf, already guilty of the massacre of goats, lambs, and three men at the village of Risible, in the baron's domains (About ten leagues east). The wounded sergeant of the men at arms has been taken to the carpenter's house while the two other are hunting the beast in the woods, along with most of the village's men. The carpenter shall be home at the adventurer's arrival, tending to the wounds of Pietro. If the adventurers confess to anybody their discovery of the slain lumberjacks, the carpenter, the priest, and two teenagers shall hastily run to bring them back and give them a decent burrial. If not, the adventurers shall face many complications, as it is likely that the woodsmen shall discover their tracks, follow them and discover that they have been in contact with the dead bodies. The rest is purely speculation, but speculation can work its way pretty far when uneducated townsfolk are faced with a supernatural menace. The grim discovery of the corpses should not make the adventurers forget of the nature of their presence at Santo-Felician. They are supposed to do errands for Maitre Etienne, remember! Just one problem (you guessed it): they do not have enough money to buy all of the goods. It seems that prices are higher in distant and small villages, at least that is the answer Maitre Etienne shall give to any future enquirerer. If they do not want to face the wrath of Dame Claudine, the adventurers shall have to negotiate (or steal!) the merchandise - a tough job for some of the objects. In all cases, the strangers shall be suspected if anything dissapears. Fleeing with the money is a bad idea, as Maitre Etienne is a very well-known man and could easily spread word of his employee's foul attitude. He still has the rest of this month's salary, anyway, and that represents more money than a few poor coppers. Bargaining should be more a question of roleplaying than a question of dice. Let the player make his best impression and then make the Fellowship tests, with bonuses if he masters the appropriate skills. His performance could also vary the score needed by as much as 30. Prices bargained could be lowered or increased by as much as 25%. Note: The adventurers shall have to repeat this procedure with Juan Francesco (the miller), Godefroy (the merchant of spices), Sebastien (the carpenter), and Juan Christiano (the smith). Here is the shopping list: 2 pigs - 36 sous 1 iron cauldron - 44 sous 1 anvil - 230 sous 2 round shields - 25 sous each 3 bags of weath - 6 sous 1 bear tonnel - 40 sous 5 drams of salt - 10 sous --