Chaosium Digest Volume 13, Number 7 Date: Wednesday, March 20, 1996 Number: 1 of 1 Contents: The Adventure of the Childermas Game (Timothy Ferguson) PENDRAGON The Talgarth Campaign (Shannon Appel) PENDRAGON Editor's Note: I finished up editing the _Nephilim Gamemaster's Companion_ last night, so finally, here is this week's delayed Chaosium Digest. I've got a couple of other things lined up, namely: an Elric! adventure, a Call of Cthulhu artifact, and a Delta Green plot. Thanks much to those contributors, and I promise they'll all be published in the near future. In the meantime, keep those submissions rolling in! See you in a few days. Shannon -------------------- From: Timothy Ferguson Subject: The Adventure of the Childermas Game System: Pendragon This is a scenario for squires or other children, such as acolytes or pages. It works best when the characters are the likely future PCs of the Troupe. This can be accomplished most easily by having the players switch from playing their knights to squires when they arrive at a certain village on the evening of December 28. Late that night, while the PCs are in the village and soundly asleep, each of the temporary PCs (the squires) will hear a scratching sound at the window. If they investigate, they will see, through the gloom, a tiny claw sliding up and down the windowsill. With an Awareness check, they will realise it is on a thin rod and being controlled from someone below the windowsill. If the Awareness check fails, they must make a Valorous check, or be too frightened to join in the adventure at this time. Outside the window, a group of children have gathered. One of them, a pretty girl called Rosemary, who the players met earlier in the evening, tells each PC that they are playing "Scratch Scratch", a game where they gather some of the children in the village for a night of pranks. If any of the other squires was too scared or lazy to come to the window, Rosemary will ask the PCs to climb into the "chicken's" room and fetch them for the game. Any such coward will be the one weilding the The Chickenclaw until another village child is too scared to come to the window. Should a squire attempt to wake their knight, either they will fail, or the knight will see nothing untoward and counsel the child to go back to sleep. All of the knights and other adults are under a spell which keeps them unconscious until the first rooster crows. After collecting a band of two dozen children between the ages of 10 and 19, Rosemary asks for the Chickenclaw back, and proclaims that a fire must be lit. Children sneak off in all directions, competing to be the first person to find the sack of coal or kindling that has been hidden in the village. This year, it is in the graveyard. Squires in this section of the game need to state where they are searching. If they choose the graveyard in their first two guesses, they find the bag, so long as they can overcome their fear of the place [Valour]. If they look elsewhere, they don't find it, but do find that some thoughtful parents have left out plates of biscuits, little cakes and other dainties. If they are Indulgent, they scoff the lot, although Generosity would lead them toward saving some for their fellow players. Players who do not find the bag will be called back to the group by the sight of the fire, burning near a menhir on a nearby hill. The other children gather around, sharing the cakes and goodies they have found. After all return, songs are sung, dances are danced, speeches are made impersonating parents and childish jokes are told. Some chatter will be about the knights, with a child impersonating the most overused mannerism of the PCs. If a squire takes offence, there will be a quick bout of fisticuffs, with each competitor using their DEX/2 as a skill. No serious injuries are done and if a PC becomes overheated, Rosemary will break up the fight by telling the PC to calm down. During these games, the Squires will be working off very low scores in their rolls. If they fail, make the player vividly describe the squire's failure, in as comedic a manner as they are able. Some of these children are of marriageable age. They may flirt badly with the squires, or skillfully in the case of the elder girls. Sexual liasons are profoundly unlikely, however some exagerated play at adulthood may be made, with the girls swanning about going "Woe is Me, I have no champion!" and the boys strutting around declaring their profound love for the wronged lady and challenging each other to duels. The boys playfight with sticks, using their sword skills, to determine the issue. A kiss (which is a great deal in Christian countries) might be given the winner of such a show, as might a hankerchief, as a favour. Rosemary will flirt with the boy of highest appearance, or the squire of a PC who is a Romantic knight. The difference here is that the Squire should be as old as Rosemary, old enough to have a first Amor. The GM should choose his victim carefully and tailor the bait to the fish to be caught. The point is to create a boisterous atmosphere, where squires can make courtly skill checks without being heavily penalized for failure. One squire, the victim, is to be encouraged to fall in love with Rosemary. It is possible to snare ALL of the PCs this way, if one is careful. In such a case, one requires additional bait. The other children will mostly follow the PCs lead after the fire, doing acts of bravado if they are suggested. Climbing the Churchtower, swimming the millrace and pinching the priest's donkey are all suggested and require DEX, Swimming and Horsemanship rolls to win, although failure creates no harm save a funny situation. Players catching on that this is a chance to choose where they get experience checks will give you more suggestions for games than you can handle, usually. As false dawn begins, the fire will burn down and the children will begin to wander off, to go back to their homes. Rosemary will allow her "Brave Champion" to escort her home and will tell him that he will not see her in the morning, as she is sleeping in. She will have, by this stage, made sure he has her favour. She will promise him that so long as he keeps it, she will see him again, no matter what and tries to get him to promise never to discard it. She will kiss him at her gate, then walk away inside. Squires should try to get home before their knight awakes. When they do, they will find out that they are leaving again this morning. Squires who mention last night's goings on allow their masters to make a Folk Lore roll. If the knights critically suceed, they already know what has happened, as described below. Later that morning, the old priest comes to collect his donkey, which has been left wandering about. He offers a brief prayer for the knights' journey and asks if their horses have been meddled with. The knights can check, but they will find them untouched, but terrified and in a cold sweat. Asked to explain, the priest will tell the knights that last night was the 28th of December, Childermas, the Christian Feast of Dead Children and that some years the village is haunted by the spirits of children who have passed on in the previous year. They play practical jokes, he says. Anyone who has an Armor for a dead girl will find it difficult to form an Armor for a living one. If any PC keeps a promise not to throw away his favour, ever, then the promise will be kept. Many adventures and months of Real Time play later, as the PC lies on his deathbed, he will hear a scratching sound, coming from his window. -------------------- From: Shannon Appel Subject: The Talgarth Campaign System: Pendragon This article forms the basis of a Pendragon Campaign set in Wales in 495. However, it should also be helpful to those Pendragon gamemasters already running their own Pendragon campaign. Simply use it to form an interesting land of barbarians that PC knights might visit and adventure within. Shannon -- THE TALGARTH CAMPAIGN This campaign centers around the Talgarth tribe, one of five commotes of the Cambrian land of Brycheiniog. At the start of the campaign, the year is 495, and Uther is crusading in the South against the Saxons. It is assumed that the players will be playing a small band of friends centered around the sons of Cadfael. Note: This background is intended to be compatible with that in _Savage Mountains_, but it is set up 35 years earlier. Things change. BRYCHEINIOG Ruler: Brychan Brecheinyavc of the Cantref Mawr Capitol: Mawr Culture: Cymric/Christian Vassal of: No One. Army: 10 knights, 500 warriors. Commotes: Cantref Mawr (ruling), Ewias, Hay, Selyf, Talgarth History At the start of the fifth century, the rugged land now called Brycheiniog was home to many warring Cymric bro. They had little cohesion, and were barely able to eke out a survival in the rugged land. Then, the Irish raids into Cambria begun. The Irish settled the Western coast of Cambria first, driving out the natives. By the time they had arrived at the interior, their numbers were less, and thus after conquering the lands, they were willing to settle as rulers of the Cymric people. The Irish chief Anlac filius Coronac won his final victory in Brycheiniog in 435. Afterwards, he gave the land to his first son, Brychan Brecheinyavc, claiming the Western land of Ystrad Tywi for his own. Though Brychan was barely more than a boy at the time, he and his men were accepted by the Mawr Commote. Brychan has ruled over the five commotes of Brycheiniog wisely, and they have prospered greatly. Many of his Irish warriors have married into Cymric families, and so the two people have become one. Though he is greatly aged, having outlived both of his sons, Brychan still rules wisely. His sole grandson, Bruatur, is prepared to become ruler when Brychan passes away. Economics Herding is the most common life style for Brycheiniog. Cows, sheep and goats are all common. The Brycheiniog occasionally raid outside their kingdom in order to supplement their herds. Technology The hilly terrain of Brycheiniog has prevent cavalry from ever becoming a viable military technique. Certainly, warriors are occasionally seen upon Cambrian ponies, but they usually know better than to try and ride them into battle. Although a few mercenary knights have come to Brycheiniog from the more civilized lands to the East, they are the exception. Spears are the preferred weapon of the Brycheiniog warriors, though swords, daggers and even shields are also known. Leather (3 pt) is the most common armor, though Leather (4 pt) and Cuirbolli (6 pt) are occasionally seen. Chainmail (10 pt) is very rare, and usually only possessed by chiefs and mercenary knights. External Relations BULITH: Though the Bulith and the Brycheiniog occasionally raid each other's herds, for the most part their relationship is a cordial one. ELAFEL: Never touched by the raiding Irish, the Cymric people of Elafel particularly dislike the rulers of Brycheiniog, who they still call The Invaders. They are too disorganized to do any damage to the Kingdom, but the lands near the Elafel border are considered dangerous. ERGYNG: King Peibau cares little for outsiders. He has never offered either friendship or war to Brycheiniog, and appears simply to want to be left alone. For the most part, Brycheiniog has respected this wish. ESCAVALON: Though a Roman Kingdom, Escavalon has very good relations with Brycheiniog. They frequently trade up the Usk River. YSTRAD TYWI: After being settled by Brychen's father, Ystrad Tywi was subjected to additional Irish raids. Though Brychen tried to lend aid, the cause was a lost one, and the land soon fell. King Daig map Hall of Ystrad Tywi bears no animosity towards Brychen, but the feeling is not a mutual one. Unfortunately, Ystrad Tywi's number of warriors is greater than Brycheiniog's, and thus Brychen can only plot futiley. Important Locations Cerrig Duon: The largest stone circle in Cambrian lies between Brycheiniog and Ystrad Tywi, in a contested land. The most hearty come here seeking the Old gods. Mawr: The largest Maenor in Brycheiniog is the home to Brychen, the aging King of the land. He rarely travels, and thus petitioners are forced to come here to see him. NPCs of Note Bruatur: Brychen's grandson, and the heir apparent. Brychen: the aging ruler of Brycheiniog. TALGARTH Ruler: Cadfael Capitol: Brecon Culture: Cymric/Christian Vassal of: Brychen of Brycheiniog Army: 2 knights, 100 warriors. History When chief Anlac came to Cambria, he brought with him many warriors. After victory had been won, the greatest of these were given mighty grants. The warrior Echen fought best of all, and so he was given the first choice of lands. He asked for the fertile banks of the Usk river, and even though Anlac had coveted them for himself, he kept his promise. Thus did Echen's family become the Lords of Talgarth. Like many of his warriors, Echen took a Cymric wife, and so his son Edern was born to the native ways of the land a year after the conquest. In 456, Edern's first son was born, and that was Aravn. He was destined to be the third Chief of Talgarth, and so when Edern's second son, Cadfael came of age, he travelled to the old land of Eire to seek his own fortune. When Cadfael returned from Ireland with his new wife in 478, he learned that disaster had struck in his absence. Edern and his eldest son had led a cattle raid into the land of Elafel, and they had met with unexpected resistance. The raiders had fled in disarray, and neither Edern nor Aravan had since returned. Edern's body was eventually recovered, and on that day Cadfael was named Chief of the Talgarth Cadfael and his wife Maeve have ruled well. One day, their first son, Hayarn, will follow in their footsteps. Economics Although Talgarth still keeps many cattle, sheep and goats, these herds is not as important to the land as they were a generation ago. Fishing provides Talgarth with much of its food. Cadfael has always been found of hunting, and has raised dogs since he was a boy. Since he became chief, this has turned into a regular industry, and now Talgarth hunting dogs are prized all across Cambria. Important Locations Brecon: The largest maenor in Talgarth, and the home of Cadfael's family. Llangorse Lake: A magical lake whose waters appear multicolored in certain lights. It is considered a source of omen and prophecy. NPCs of Note Lord Cadfael: Though Edern's second son never expected to be Chief of Talgarth, he had adapted well. Cadfael is married to Maeve, who he rescued from dire straights during his time adventuring in Ireland. The symbol of Cadfael's house is a Hound Couchant. Lady Maeve: In Cambria, Maeve has found a new life, much better than the one she lived in Ireland. There, she married Brion O' Shea, an elderly widower who already had two sons of his own. Though she gave Brion three more sons, she was never truly accepted by the family. When Brion passed away, his elder sons took control of the family from Maeve. Maeve was saved from an unhappy life by Cadfael. Though she regretted leaving her three children by Brion, she had little choice, and thus she came to Cambria. Hayarn: The first son of Cadfael and Maeve, heir to Talgarth. Aeddan: The second son of Cadfael and Maeve, just a year younger than his brother. His bright red hair has always made him Maeve's favorite. On his fifteenth birthday, Aeddan received a bronze sword from Maeve's brother, Conall, an ancient heirloom of their family. The Lady of the Lake: A elderly seer who lives at Llangorse Lake. She claims to be able to read the future in the waves. OTHER NPCS OF NOTE IN PHASE ONE Sir Balan, Forest Sauvage (age 21 in 503) Sir Balin le Sauvage, Forest Sauvage (age 21 in 503) Sir Brastias, Tintagel (age 34 in 495) Sir Darnantes "The Brown Knight of the Woods", Listencisse (age 21 in 505) King Lak, Estregalis (age 33 in 495) King Lot, Orkney (age 25 in 495) Sir Marhaus, Leinster (age 21 in 502) Merlin, Wanderer (age 41 in 495) King Pellinore, The Isles (age 21 in 496) CHARACTER GENERATION The standard Pendragon character generation system should be modified as follows, to allow for Cambrian characters in 495. 1. Region. Select "Cambria" unless you specifically wish to play an outlander. 2. Lands. Homeland is automatically "Talgarth" unless you specifically wish to play an outlander. Roll on the Talgarth Culture Table. Talgarth Culture Table d20 Culture Class Table 01-18 Cymric/Christian #2 19 Irish/Christian #2 20 Cymric/Pagan #2 All Talgarth characters have sworn allegiance to Cadfael. Mark down experience due to Father's Class, as per Pendragon pg. 51-52, and son number as per Pendragon pg. 52. 3. Peoples. Determine Name, Father's Name and Trait Modifiers as per Pendragon pg. 52. All Talgarth locals have the special directed trait "Indulgent (wine) +1d6". Instead of the normal skills, use the Phase One skills listed in The Boy King pg. 9. Mark Inherited Glory and roll on the Luck Table as per Pendragon pg. 53-54. Base Starting Equipment upon the tables given in The Boy King pg. 9-10. All players native to Cambria may elect to exchange any of their Horses for Celtic Ponies (see Knights Adventurous pg. 108) which are better adapted to the hilly countryside. 4-8. All per normal Pendragon rules, pg. 54-56. 9. Qualify for a Career Class. Note that there are next to no knights in Talgarth. Characters will typically try to qualify for Warrior, and will emerge from character generation aged 15-18 or so. 10. Other Information. As per Pendragon pg. 58. Native Talgarth characters will not have squires. STORY IDEAS * Uther's Burial - Though Talgarth never swore allegiance to the last High King of Britain, they will mourn his loss as a fellow warrior against the Norse invaders. A small band of warriors will be dispatched to pay their respects. Not only will they face the dangers of a British civilization already quickly disintegrating, but also mockery from knights who dislike the "primitives". * The Enroaching Forest - After Ergyng disappears into the forest (see _Savage Mountains_ pg. 51-62), the woods will continue to move towards Talgarth. Players will have to face powers of vengeance within the Dean Forest in order to stop the woods from overgrowing their home. * Dog Hunt - When Cadfael's best dog goes missing, players will have to discover who would want to steal it and why. * Irish Feuds - The Shea family in Ireland does not think kindly of Cadfael for taking Maeve away. When they come to Cambria and try to kidnap Cadfael's sons, the players will be forced to intervene. * The Bronze Sword - When Cadfael's sons learn of an ancient prophecy surrounding Aeddan's sword, they may be forced to quest to Ireland, to help Maeve's family. -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.