Chaosium Digest Volume 10, Number 10 Date: Monday, June 5, 1995 Number: 1 of 1 Contents: Wid the Giant (David Dunham) PENDRAGON PASS The Youngest Daughter (Eric Rowe) PENDRAGON Julian, Guardian of the Roman Wall (Shannon Appel) PENDRAGON Announcement: Beaumains (Eric Rowe) PENDRAGON Editor's Note: As promised, this issue of the Digest has been inspired by the newest Pendragon supplement, Beyond the Wall. Besides my scribblings, you'll also find a peek into Pendragon Pass, penned by David Dunham, and a supplement to The Adventure of the Treacherous Pict, written by the author of the same, Eric Rowe. Shannon RPG RELEASES: * Call of Cthulhu - _The Cairo Guidebook_ (Chaosium, 112 pg, $16.95) is a brand new guide to Cairo of the 1920s, full of mythos and mystery. (FRENCH) MAGAZINE SIGHTINGS: * Call of Cthulhu - "Le regard dans L'abime", a scenerio, Casus Belli #87 [June, 1995] * Elfquest - "Renoncement", a scenerio, Casus Belli #87 [June, 1995] * Elric! - "Les Quatre Parchemins, Part 2", a 12 page scenerio, Tatou #23 * Pendragon - "Le Sorcier du Cheshire", a 12 page scenerio, Tatou #23 NEW ELECTRONIC RESOURCES: * Beaumains Index ftp://ftp.csua.berkeley.edu/pub/rpg-index/beaumains An index to the first five issues of Beaumains, Gareth Jones' Pendragon fanzine, is now available. Gareth's magazine has been going strong for a few years now (see V2.11, V3.2 and V6.10 for info on older issues), and is now available from some new distributors, here in the States and elsewhere (as detailed in an article at the bottom of this Digest). * Chaosium Digest Archive http://www.tierzucht.uni-kiel.de/~sma/chaosium/index.html Stefan Aust's WWW page has recently been updated (it was previouslly mentioned in V9.12). As before, it contains all the old Chaosium Digests, a nifty sorted index, and links to other interesting stuff. Stefan is still looking for more Web references to Elric, CoC and other Chaosium games, to link in to his site. If you know of any, drop him a line at sma@tierzucht.uni-kiel.de. * Chaosium Catalog ftp://ftp.csua.berkeley.edu/pub/chaosium/info/catalog This is the newest update of Chaosium's catalog, containing all of the new and upcoming releases. -------------------- From: dunham@hamachi.pensee.com (David Dunham) Subject: Wid the Giant System: Pendragon Pass [After reading Beyond the Wall, I ran this short adventure in my East Ralios campaign, using my PenDragon Pass variant rules. However, it ought to be pretty easily adaptable to Arthurian Pendragon -- the Hsunchen would be Picts, the Pralori are elk folk.] While travelling through Aryatling lands, the adventurers learn that a giant has been taking a toll on the cattle of the Aryatling clan. Several Aryatling warriors have died facing him. Others claim he can disappear, and is thus hard to track. The adventurers should be able to ask around and find farmers who lost cows to the giant, and from there, use Hunting to track the giant to an ancient hill-fort, just outside Aryatling lands. His footprints are twice the size of a man's. They'll see the tracks lead up to, and around, the hill. However, no tracks lead up the hill. [Hunting. Success = You find some drops of dried blood near the tracks. Critical = The blood goes all the way around the hill, just like the tracks.] The giant's name is Wid. He wears only a loincloth, made of two bull hides, since it's too hard to get clothes to fit. If he travels 3 times widdershins around the hill-fort, while sprinkling blood, he travels to a place and time where the fort is intact, with a huge central hall where he fits without stooping, and where he has an old man and old woman as his retainers. [Custom (Pralori). Success = his tattoo marks him as having Crow as a personal totem. Custom (other Hsunchen). Success = they are Pralori.] They are his parents. [Recognize. Success = there is a family resemblance between the giant and the old humans.] They had asked a Crow spirit that their son grow up big and strong, but forgot to make offerings one hard winter. In retaliation, Crow gave him more they'd asked. Wid is now very large and almost always hungry and cranky. It might be possible to learn about Crow's curse from Wid's parents (knowing something of hsunchen customs would probably help). A large offering to Crow (he is Greedy) might cause him to cancel the curse. The Aryatling might be induced to help contribute towards this offering, since it would save them trouble. If Wid is killed, his father will become inspired by Love Family and attack the killer(s). His mother will say something like, "Well he's dead then," and attempt to treacherously poison them as part of a feast. If either are attacked, they may use their Pralori magic to turn into elk and flee. It's quite possible that the adventurers won't figure out how to get into the hill-fort. As they camp out in the vicinity and wait for the giant, they'll be bothered by ghosts or spirits associated with the area. I had them encounter totem spirits (from Beyond the Wall), a dangerous thing if you're not prepared by a shaman. WID THE PRALORI GIANT SIZ 32 Move 6 DEX 7 Damage 11d6 STR 35 Hit Points 60 CON 28 Unconscious 15 POW 13 Armor 20 APP 4 Attacks: Club 14, two Stomps 10, Grapple 13 Modifier to Valorous: -3, to Prudent: +3 Significant Skills: Awareness 12, Hunting 15 Traits: Love Family 16 Magic: Crow - Farsight. Pralor - Transform Head. Status to kill: 350 Status for removing the curse: 500 David Dunham Pensee Corporation dunham@nw.pensee.com Voice/Fax 206 783 7404 http://www.pensee.com/dunham/ "I say we should listen to the customers and give them what they want." "What they want is better products for free." --Scott Adams -------------------- From: Eric Rowe Subject: The Youngest Daughter System: Pendragon The Youngest Daughter: Additional Material for The Treacherous Pict Lady Elenore is the youngest daughter of Sir Bagdemagus. Like her sister before her, Lady Elenore was sent at the age of 14 south to Logres to learn the proper ways of a lady. Her year is now up and it has worked much better for her in taming her wild ways than it did for Lady Mellisant; Lady Elenore is very much the proper young lady. Her return opens numerous possibilities for player knights in Gorre. Perhaps several are staying in the area after a successful campaign againt the Picts, or possibly the player knights have failed to impress Sir Bagdemagus and aid is still needed by Strangorre. In this case, rescuing Lady Elenore would be a +5 in the measuring how much aid Gorre sends. And, Lady Elenore is indeed in need of rescue. Lady Elenore and her companions were traveling on the well-used and usually safe main road northwards to Gaiholm when they were ambushed. A strange knight and a small giant burst out into the road, slaying all her companions and kidnapping her. When Elenore does not arrive in Gaiholm, Sir Bagdemagus asks the visiting player knights to check on her safety. The player knights must travel south on the road until they reach the section closest to Birrens, the abandoned Roman Fort. There, they find several locals completing a few fresh roadside graves. Upon questioning they reveal the results of the slaughter they are cleaning up after. Easily followed tracks leave the road and take the player knights directly to Birrens. Birrens has been long abandoned and has suffered the result of such a fate. Over the last few decades the Otherword has slowly crept over the ruins and accepted them into its realm. A strange faerie being was attracted by strange emanations from the site. After spending too much time frolicking about the ruins his mind was warped even further than normal. The faerie now believes itself to be a powerful Roman noble, stranded in this hostile land, and with only his faithful squire Eibrab (a Giant) to aid him. The player knights arrive to find Elenore on friendly terms with the Faerie knight. She is teaching him some of the finer points of court manner. Marcus, as the Knight calls himself now, introduces himself and his squire. His conversation rambles, often mentioning obscure references to the glories of Rome that either no longer exist or never did. If the players knights ask for Lady Elenore to be returned, he refuses, stating that she is training him to be a proper husband. It is clear that he is mad for even a faerie. Lady Elenore is much more forgiving and trustworthy. She believes that if she can teach the knight enough about proper behavior, he will release her of his own free will. She attempts to convince the players of this to the best of her ability. Of course, as the players should realize, Marcus has no intention of ever releasing her. They must free here by force. Marcus accepts proper challenges if any of the player knights so wish, but he and his squire are open to a general melee as well. Elenore becomes furious at the player knights for not allowing her a chance to teach the knight (if they don't). Unless they handle her well and convince her their actions were appropriate she retains her anger against them. Upon returning to Gaiholm she lets all who listen know of the unchivalrous behavior (in her eyes) of these knights. This does not affect the deeply grateful Badgemagus or his wife Heledd. MARCUS THE FAERIE KNIGHT SIZ 20 Move 4 Major Wound 20 DEX 20 Damage 7d6 Unconscious 10 STR 20 Heal Rate 4 Knock Down 20 CON 20 Hit Points 40 Armor 15 (+shield) APP 20 Attacks: Sword 23, Lance 21, Great Spear 21, Dagger 10, Horsemanship 15, Battle 15 Modifier to Valorous: -5 Significant Traits: Valorous 16 Significant Passions: Loyalty(Roman Emperor) 20 Significant Skills: Awareness 15, Courtesy 15, First Aid 15, Hunting 15 Faerie Charger: 7d6, Move 10 Glory to Kill 200 EIBRAB THE SMALL GIANT SIZ 25 Move 4 Major Wound 25 DEX 8 Damage 8d6 Unconscious 13 STR 20 Heal Rate 5 Knock Down 25 CON 25 Hit Points 50 Armor 15 APP 5 Attacks: Club 13, Grapple 15* *Does 3d6 damage and restrains victims with STR<20 Modifier to Valorous: 0 Glory to Kill: 100 LADY ELENORE Glory 120 SIZ 11 Move 2 Major Wound 13 DEX 15 Damage 3d6 Unconscious 6 STR 9 Heal Rate 2 Knock Down 11 CON 13 Hit Points 24 Armor none APP 19 Age 15 Attacks: Dagger 3, Horsemanship 8 Significant Traits: Chaste 12, Energetic 13, Forgiving 16 Significant Passions: Love(Family) 15, Hospitality 12 Significant Skills: Chirurgery 6, Courtesy 10, First Aid 10, Flirting 6 Woman's Gift: Natural Healer -------------------- From: Shannon Appel Subject: Julian, Guardian of the Roman Wall System: Pendragon I have found one of the best Arthurian sources of the twentieth century to be Hal Foster's Prince Valiant, a weekly comic strip which has, for fifty years, beautifully pictured an ancient Britain in full color. A good portion of Prince Valiant is currently in print in a series of collected volumes put out by Fantagraphics Books. I have used the seventh of these volumes, The Roman Wall, as a source for this article. The Roman, Julian, was originally conceived of by Hal Foster 52 years ago, but he should fit in quite well to any Beyond the Wall campaign. JULIAN, GUARDIAN OF HADRIAN'S WALL Current Glory 1900 SIZ 18 Move 3 Major Wound 15 DEX 13 Dam 5d6 Unconscious 7 STR 13 Heal 3 Knock Down 18 CON 15 HP 28 Armor 14 (+shield) +3 chivalry bonus APP 11 Combat Skills: Spear 16, Sword 19 Significant Traits: Energetic 20, Generous 14, Just 15, Valorous 19 Significant Passions: Hospitality 18, Loyalty (Roman Emperor) 25 Significant Skills: Awareness 21, First Aid 15 In 412, the Romans abandoned Hadrian's Wall, when their attention returned to their Empire, which was crumbling about them. When the Romans marched away from the Wall, they left one of their number behind, a centurian named Julian. He had been nearly slain by Pictish warriors on the very day that the order came to abandon the wall. Before the legions marched away, Julian's officer spoke to him and said: "Farewell, Brave Julian. We must leave the Wall in your care until we return." Miraculously, Julian recovered from his wounds, and he took his final orders to heart. A lone figure, he tirelessly walked the length of Hadrian's Wall, protecting it to the best of his ability, and has continued to do so for over a hundred years. Or so the legends go. In truth, Julian did keep his vigil as long as he was able, but also, he married, and had a family. When he became too old to patrol, he passed on this duty to his eldest son, Julian. And so the tradition has continued. Although Julian has never claimed that he is not the first of his name to guard Hadrian's Wall, he does not openly deny it either, and thus the locals of the area now hold him in awe. Many superstitious tales are told about Julian, especially among the wild picts of the North. It is likely that Julian could hold off an army of Picts with his presence alone, for they all fear The Immortal Man. When the player knights meet Julian, they will discover that he is honorable, cultured and refined. He is also stern and grim, set in his tradition of loyalty. Julian wishes for the glorious days of old, but for now is willing to carry out the ancient task laid upon his family generations ago. Adventure Ideas: * Player knights are asked to investigate tales of a ghost that haunts Hadrian's Wall. They should meet peasants who tell of Julian's history before finally confronting the Roman themselves. If Julian determines that the players are honorable and trustworthy, he will reveal his story to them. At this time, the players will face the dilemma of whether to keep Julian's secret, and seemingly fail in their mission, or reveal all. * Julian knows the lands of the North well, and often senses movements among the Picts before any of the other peoples in the area. When he foresees an impending Pict invasion, he travels to Camelot, determined to warn the knights of the South before it is too late. How will the grim Roman fit into the beautiful pomp of Camelot? Will he be able to convince the knights there of the very real danger he has seen? * Julian yearns to see the wonders of Rome, which he has heard of only in tales, passed down through his family for years. He would make a pilgrimage to that ancient capitol if only he could be sure that others would fulfill his hereditary task while he was gone. -------------------- From: Eric Rowe Subject: Announcement: Beaumains System: Pendragon Beaumains: The Arthurian Magazine for Gamers Beaumains is a fanzine that concentrates on Pendragon and the world of Arthurian Britain. It is published in England by Gareth Jones and has been announced in the Digest previously. It is now distributed in North America as well. Beaumains #5 is currently available. This issue features an early adventure against the Saxons, information on minstrels (and how to use them as player characters), character generation for earlier campaigns, and the "How To" guide to Battles, as well as other regular features. Beaumains #6 is almost finished. To order or subscribe contact... North America: Eric Rowe 1635 Julia St. #3 Berkeley, CA 94703 Subscription information: $4 per issue. Checks payable to Eric Rowe. Sweden: Jussi Hyvonen Ektorpsvagen 9 I S-131 45 Nacka Sweden Luxembourg: T. Jones 37 Rue D'Ernzen L-7635 Ernzen Grand Duchy of Luxembourg UK and Everywhere else: Gareth Jones 69 Atherley Road Southampton, S015 5DT Subscriptions 2.00 sterling per issue. Add 1/3 in EC, 1/2 elsewhere. Cheques payable to Beaumains. Back issues may be available for issues 2, 3 and 4. Contact your distributor if you are interested. -------------------- The Chaosium Digest is an unofficial discussion forum for Chaosium's Games. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.berkeley.edu. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.