Chaosium Digest Volume 21, Number 8 Date: Sunday, August 17, 1997 Number: 1 of 4 Contents: The Adventure of the Bandits and the Stag, Part One (Paul Williams) PENDRAGON Editor's Note: Welcome to the newest Chaosium Digest, which you'll find broken into four parts this week, featuring: a Pendragon adventure (in V21.8 and V21.9), a set of Call of Cthulhu reviews (in V21.10), and some more Mythos decks (in V21.11). I've already got a few articles pending for next issue from: Paul Williams (another Pendragon Adventure), Frank Sronce (a CoC Adventure), Dany St. Pierre (CoC chase rules), and Cedric Chin (one last Mythos deck). Keep those submissions coming! Shannon RECENT BOOKS OF NOTE: * Call of Cthulhu - _Return to Lovecraft Country_ (Triad), edited by Scott David Aniolowski, is a set of mostly new short stories all based in Lovecraft Country. ISBN 1-57502-535-3. RECENT MAGAZINE SIGHTINGS: Valkyrie #14 was just chock full of Chaosium-related material including two short articles on Nephilim in Britain; notes on Yibb-Tstll's avatars for Call of Cthulhu; "Selavial's Curse", a short adventure for Elric!; and "Tell Me About the Forest You Once Called Home...", an adventure with conversion notes for Pendragon and Fantasy Earth RuneQuest. Go buy it. NEW ELECTRONIC RESOURCES: Starry Wisdom Online http://www.sirius.com/~chaosium/chaosium.html The first two issues of Chaosium's Starry Wisdom 'zine are now available online. They feature notes from Greg Stafford, columns on Glorantha, and more. Issue #2 has a fun article I wrote up on the Great Race of Yith. Click on the "Starry Wisdom" button from the main Chaosium page. The Lhankor Mhy Library http://www.sirius.com/~chaosium/chaosium.html An initial offering of introductory material about the world of Glorantha is now available online. Included are articles from the long out-of-print _Cults of Prax_ and a number of other sources. Click on the "World of Glorantha" button from the main Chaosium page. Lost Realms of Hyperborea http://home.sprynet.com/sprynet/winner8/ A web site dedicated to Clark Ashton Smith's prehistoric continent of Hyperborea. Mythos Online #4 http://www.geocities.com/Athens/Forum/4162/ This online fiction 'zine is all about the Mythos. The fourth issue features stories by: Peter H. Cannon, E. P. Berglund, Franklyn Searight, R. S. Cartwright, Ron Shiflet, Stanley C. Sargent, John Tynes, Ian Davey, Boyd E. Pearson, Peter F. Guenther, James Ambuehl, John Tynes and John Fultz & Jonathan Burns A Web Page from a Friend http://members.aol.com/palo0303/mythos/mythintr.htm This is a Cedric Chin's Mythos-related web site, which I've mentioned before. It's also the original source for all those Mythos decks that have filled the Digest in recent weeks. -------------------- From: paulw@betanet.co.uk (Paul Williams) Subject: The Adventure of the Bandits and the Stag, Part One System: Pendragon This adventure can be set anytime during the reign of King Arthur, although its dark tone lends itself towards the latter phases. It deals with the sudden mental illness of a lord who rode out to a nearby hill to capture a group of bandits and the sudden disappearance of the knights who accompanied them. An ancient and malevolent faerie guardian stands sentinel over the hill and still performs its appointed task after nearly six hundred years. The adventure takes place in eastern Somerset (K20) and it is assumed at the beginning of the tale that the knights have friends there. Although there are several magical artifacts in the scenario, it is unlikely that any group of knights will be able to make off with them all for some years. The guardians present a tough challenge to any group of knights. Curing Sir Stephen of his madness is not the immediate goal of this adventure--defeating the bandits is. Trying to cure the illness that affects the Lord of Bruton may involve many trips to Creech Hill and even visits to druids. A complete bestiary is at the end of the adventure (V21.9) INTRODUCTION Whilst resting at a friend's manor house in rural Somerset the tranquillity of the knights' evening meal is disturbed by the constable for the market-town of Bruton--which lies just off the main trade route between London and Exeter--banging on the manor's door as if the Devil himself were hounding him. The porter of the manor answers the door and enquiries about the constable's business. From where the knights are gathered in the great hall they can hear approaching footsteps and the porter say, "You'd better come in and speak to the lord about this". A few moments later the porter enters the great hall, apologises for disturbing the knights, and introduces the constable of Bruton, Glyn the Stout. The constable is a large set individual and is well over six feet in height, tall for people of this age. His weathered face sports a neatly trimmed beard, and deep-set steel-blue eyes peer out from under his long hair. He is dressed in dirty leather armor and is visibly out of breath. He carries no weapon, having left his spear at the front door. The constable of Bruton bows politely, steadies himself mentally and then begins to speak to the assembled knights. "My lords, I beg your pardon for disturbing you at so late an hour," he begins whilst still gasping for breath, "I apologise if my speech is flustered, but I have ridden hard, without stopping for food nor sleep, from the town of Bruton for I know that the news I bring will be of most import to your ears. My lord's wife, the fair Lady Rowena, did send me with news and an urgent request. "Bandits have been plaguing the road just outside of Bruton and my lord, Sir Stephen of Bruton, believed them to be camped out on a hill just above the town. He rode forth five days ago with his three knights to bring the bandits to justice. Nothing was seen of them for two days, until a farmer came to my house with a most worried look upon his face and urged me to follow him quickly. "When we got to the spot where the farmer was digging his crops I saw poor Sir Stephen lying there in the filth and muck, laughing like a madman. His armor was all dirty but I could see that he wasn't wounded at all. He had lost his sword and shield, and I could see no sign of his horse. There was no sign of the other knights not their horses either. We took Sir Stephen back to his manor house and called for the village priest, Brother Justinius, to come and tend to him. My mistress then charged me to travel here and bring you this news. "Begging your lords' pardon for speaking so foolishly, but there is an old legend amongst the farmers who live near the hill that an evil monster dwells on the top. Lord Stephen, being a good Christian man, never paid it much attention. Some say that the same night Sir Stephen left the manor, the beast was seen performing its strange dance atop the hill. The Lady Rowena beseeches you sirs in the name of merciful God, please come and aid us in finding out what happened to my master, and what has become of his knights." The player knights may know something of Sir Stephen. [Heraldry. Critical = Sir Stephen is one of King Arthur's companions and has an unbetrothed fifteen year old daughter. Success = Sir Stephen is a staunch and loyal supporter of King Arthur and has fought with him against the Saxons on many occasions. Fumble = Sir Stephen once fought against the King and only swears token loyalty to him.] Sir Stephen is a generous man, treats his peasants fairly and rules his lands wisely. Whilst not exceptionally wealthy he maintains a modest manor and has three vassal knights in his permanent service, each with their own manor on Sir Stephen's lands. Aiding him could certainly do no harm to the knights' reputations. The town of Bruton is two days ride from the knights' current location and Glyn the Stout asks to travel back with the knights, to guide them as much as secure protection from bandits and wild beasts. The hill that the constable is referring to is known locally as Creech Hill (from the Celtic crigh, meaning hill) and it is indeed haunted. What Happened to Sir Stephen? Sir Stephen and his three vassal knights left his manor house late in the afternoon, planning to surprise the bandits when they returned to their camp after a day's villainy. However the bandit camp was not on the hill as Sir Stephen had presumed. Seeing the remains of the old temple that stands on the summit of Creech Hill Sir Stephen decided that whilst he and his men were there they would explore the place anyway. Chances are, he reasoned, the bandits may have been here recently and left signs of their camp. As night began to fall, having found nothing of interest, the knights were preparing to leave for the comfort of their manor when the Guardian of the hill appeared and attacked the group. Driven insane by the beast, Sir Stephen ran off into the night, dropping his weapons and leaving his horse. The other knights managed to flee from the creature with their wits barely intact, but were ambushed by the bandits of their way back to Bruton. In their panicked state the knights were easily despatched. Sir Stephen, by now a gibbering wreck, wandered aimlessly around the edge of the hill for a day and a night before collapsing in the farmer's field where he was later found. SIR STEPHEN'S MANOR On arriving at the manor house the knights are met by Maurice, Sir Stephen's senior squire, who greets them, has their horses led to the stables, and welcomes them inside for food. He does not yet know who the knights are or why they are at the manor, but he is following standard custom by offering the knights hospitality. He is polite but is a little reserved with his information. [Suspicious. Success = the seneschal does not entirely trust the knights. Fumble = the seneschal is plotting something.] Only when he is told that the knights are at the manor in answer to the request for aid given to the constable by Lady Rowena does he relax and speak more freely. As he takes their travelling cloaks he says "I shall inform my mistress of your arrival whilst you freshen up. I am sure that she will be with you shortly. Unfortunately," he adds, "my lord is still bed-ridden and cannot come down to welcome you personally, although I am sure that in his heart he thanks you." If the knights so wish, hot water and clean clothes can be made available for them. CONDUCTING INTERVIEWS Lady Rowena Sir Stephen's wife, the attractive Lady Rowena, is informed of the knights arrival by Maurice. Lady Rowena is a tall, slender Cymri woman whose clothing accentuates her perfect figure. Her brown hair is kept neatly up in a bun. As a young woman she had many suitors and enjoyed flirting with attractive young knights, but now she is devoted to her family. She greets the knights in the great hall whilst they dine. "Brave knights, I thank you most kindly for offering your services so quickly. It is reasuring to know that in moments of need there are knights who would so speedily aid a lady in distress. As you are no doubt aware, my husband suffers from an unknown malady and his vassal knights has disappeared. You are most welcome to stay at the manor house whilst you make your enquiries into husband's sudden ill health and the disappearance of our loyal retainers. I insist that during this time you eat at the lord's table, which, alas, is deserted except for myself." Lady Rowena has no idea what happened to her husband whilst he was hunting the bandits. If questioned she merely answers, "When my husband left here with his knights he was in good spirits and anticipated being home before nightfall." If the knights know of Lady Rowena's daughter and mention her in conversation Lady Rowena is immediately put her on her guard and she begins to doubt the veracity of the knights' claims to be here to aid her husband. After all, there is no reason for the knights to bring her daughter into a conversation, especially since they are strangers to Bruton and the girl is not around. [Courtesy. Success = openly asking about a host's daughter is bad etiquette unless you know the host well.] Inquiring knights are informed icily that her daughter is currently at Sarum. Wiser knights find out information about the young lady by more subtle questioning of the manor staff. [Intrigue. Critical = Lady Rowena is extremely protective of her only daughter. Success = Lady Rowena's daughter Madeline is fifteen years old and unbetrothed. Failure = Lady Rowena has a daughter.] Sir Stephen Sir Stephen currently rests in his bed and is still insane. He continually speaks of the "dark one" and the "horned beast." His personal servants believe that he is possessed by spirits. During his mad ramblings he laughs continuously, shouts at the top of his lungs, and is frequently seized by fits. He is of no use to the knights if they attempt to ask him questions about his ordeal. Brother Justinius The local Christian priest, Brother Justinius, has taken it upon himself to tend Sir Stephen around the clock and can be found at his bedside at almost every hour of the day. What little sleep he grabs is at Sir Stephen's bedside and his meals are taken up to him. Only trips to the latrine cause him to leave Sir Stephen's side for any length of time. Brother Justinius is a little overweight and has the tell-tale bags under his eyes that go with a lack of sleep. If questioned about Sir Stephen's health he emphatically tells the knights that "poor Sir Stephen is possessed by the Devil himself!" If asked about the legend of the creature on Creech Hill he dismisses it as "peasant superstition and too much strong drink." [Deceitful. Success = Brother Justinius does believe in the legend. Critical = the good Brother obviously fears whatever lives on the hill.] No matter how hard he is questioned he does not venture any other opinion about Creech Hill or its supposed inhabitant. Under no circumstances can he be persuaded to leave Sir Stephen's side. The Villagers The knights may wish to approach the inhabitants of Bruton to discover more tales of Creech Hill. It is not common practise for knights to question peasants in matters such as this, but few others know the hill or its legends, as well as the folk that live near it. Being knights, the players are treated very well by the peasants, who are extremely courteous and give the knights no reason to be offended with them. The locals are mainly farmers and herdsmen. Knights who question the peasants about legends concerning the hill may roll [Folk Lore. Success = a monster lives on the hill but it only comes out at night. Critical = (told only to a Pagan knight or a knight wearing pagan symbols) within the temple atop the hill stands a magical statue whose tears and blood can heal the sick. Failure = a monster guards the hill. Fumble = the monster is just some local lads fooling about.] CREECH HILL Location Creech Hill is a long wooded hill situated approximately two miles north-west of the market town of Bruton, which is in east Somerset. The hill, according to local history and superstition, is haunted by a maniacal, large black figure that is often seen bounding around the hilltop at night. The locals do not venture onto the hill after sunset, save for the most dire of circumstances. On the summit of the hill stands the remains of an old Roman temple. Description The hilltop is some 215 feet higher than the surrounding landscape, and is only twelve feet wide at the top, where it is relatively flat. An overgrown but passable trail leads up the hill and passes along the entire length of the summit. From the summit the hill slopes away steeply to each side before it begins to level out into farmland. The north side is considerably steeper than the south side, although a little-used track winds down it. The hill is only lightly wooded, but the amount of ground ivy, nettles and other such vegetation, the majority of which grows to around two feet high, makes travel on foot a slow business. During the autumn and winter the rain makes the ground very slippery, and it is easy to lose one's footing. Horses have great difficulty climbing the hill by any route other than one of the two trails [Horsemanship rolls suffer a -10 penalty]. In the winter months a light mist seems to hang over the top of the hill, adding to the peculiar atmosphere. Observant knights may notice that whilst birds can be seen nestling in the trees and occasionally walking along the ground foraging for food, there is no sign of any actual ground animal life, such as badgers, voles or rabbits. [Awareness. Success = no signs of ground living wildlife are visible.] Upon the hilltop there once stood a temple to the Celtic stag god Cernunnos. When the Romans invaded Britain in the 1st century AD they took over the site, built their own temple on top of the existing one and continued to worship Cernunnos, although in the changed form of the Romanised stag-headed god Silvanus. Given that the Romans only vacated the British Isles comparatively recently, it is perhaps not surprising that the temple is virtually intact. The elements have done some minor damage to the outer walls of the building and ivy now covers much of the stonework, but, all things considered, it has faired very well. The Hill by Night At night the hill is a much more daunting place. The undergrowth seems thicker and the trees appear to bunch together, making passage even more difficult than it already is in the day. The air temperature is also noticeably colder than elsewhere in the area, sometimes by several degrees. The knights certainly notice how their breath seems suddenly frosty when they are on the hill. Anyone remaining on or near the hill for more than a few minutes hears footsteps behind them, although no one can be seen. Distant, cackling laughter can also be heard on moonless nights. During the hours of darkness the guardian prowls the hilltop, looking for those who would trespass upon the site it has been bound to protect. Knights and their squires are as fair game to the guardian as unarmed peasants are. The guardian gives trespassers one half-hour to be gone from the hill before it materialises and begins to torment them. It gives no warning to trespassers that they are on a time restriction, nor does it warn them of its impending arrival. Once started, only the coming of dawn or the trespassers leaving the hill stops it tormenting further. In the latter case this is not always enough as the creature delights in the terror it causes. Upon seeing the guardian, the knights may recognise it from general legends and superstitions [Faerie Lore: Success = it is an Unseelie faerie guardian. Critical = the creature is unlikely to cause physical harm but will have dark powers at its disposal.] THE ROMAN TEMPLE Description The temple itself is divided into two sections. The outer most section was open to the public and allowed them somewhere to pray in peace and to discuss matters that troubled them with the priests. The inner area, known as the sanctum, houses a statue of the god and was open only to the priests who attended the temple. Members of the public were forbidden from entering the area on penalty of flogging. The inner walls and floor of the temple sanctum are covered in mosaics depicting mundane scenes. Although weathering and plant growth have damaged some of the mosaics they are still clearly discernible. Each mosaic had a specific meaning, mostly for propaganda purposes, to the priests who designed them. It is important that the gamesmaster describe each mosaic with the same detail and tone of voice, so as not to draw attention to the mosaic on the floor. The north wall mosaic depicts a legion of Roman legionnaires travelling down a paved road. This signified the strength of Rome and its armies and also showed that the Roman army could quickly reach anywhere it wanted. The east wall mosaic shows a band of Romans hunting a wild boar and was designed to show that the Romans were lovers of sport as well as fighting. In some respects it also shows the Romans mastery of nature. The southern wall mosaic shows a collection of non-Romans offering gifts to a Roman lord, signifying that the local people adored their Roman overlords. That this was not always true mattered little to the priests who designed it. The west wall mosaic shows a group of priests dressed completely in white and holding hands to form a ring whilst a naked man stands in the middle. This is actually a representation of an old Roman healing rite once performed at the temple. Finally the floor mosaic depicts a procession of people standing before a closed door. The only meaning to this mosaic is to conceal the trapdoor in the floor. The trapdoor is constructed from wood but has been covered with a layer of clay, into which the ceramic mosaic pieces have been pressed to help camouflage it with the rest of the floor design. It is an ingenious piece of craftsmanship and the knights have little chance of discovering it by accident. [Awareness. Critical = spot door hidden in mosaic.] Observant knights who take the time to examine the mosaics closely may see a glint of gold in the mosaic covering the south wall. [Awareness. Success = spot gold item hidden in the mosaic.] The mosaic contains a gold key which hangs from the lord's belt. It can easily be pried from the wall. It may take the knights some time to realise that the door in the floor mosaic has a keyhole which is not a piece of tile but is an actual hole in the mosaic. Knights examining the mosaics in detail spot this automatically when they examine this particular design. The gold key fits perfectly into the lock and when turned the knights hear an audible click. Merely applying gentle pressure to the door causes it to swing downwards. This leads to the Celtic Temple, below. A slightly damaged stone statue of the horned god Silvanus stands in the centre of the inner sanctum, his arms spread wide, facing the rising sun. The face of the statue is carved so the god seems to be glaring at those who would dare to enter his sanctum. Pagan knights who see the statue may recognise it. [Religion Pagan. Success = recognise the god as a Roman representation of the Celtic god Cernunnos, the god of wild nature. Failure = recognise it as a Romano-Celtic god but cannot remember which one. Fumble = mistake it for the Roman god Jupiter, who is often depicted as wearing horns.] The Temple's Secrets The temple holds two secrets. The first, that a Celtic burial mound rich in treasure lies under the temple floor, was known only to the priests. The priests sealed the mound and built on it when they ran across the avatar of Cernunnos that guards it (see The Celtic Temple in V21.9). They hoped that their god would be powerful enough to subdue the spirit. The second secret was known to the locals as well and was cause for great celebration twice a year. It is of a more mysterious nature than the first and is only visible on certain days of the year. Each spring, on the High Holy Day of Silvanus, blood drips from the statue's chest, where the heart would be in a normal man. On mid-winter's day the statue cries tears of water. There is no logical explanation for this phenomena. The current locals know of this miraculous event, and some even come to watch it unfold over the course of the day, although they keep it a secret in case the Christian priests ever hear of it and destroy the statue. It is said that the blood and water can be used to heal sick animals and plants, as well as humans. Enough blood or water flows to fill a typical drinking flagon. If the blood or water is collected in a vessel and drunk it heals 1d6 hit points worth of damage to man or beast. Crops sprinkled with water containing either liquid are exceptionally healthy the following harvest. Of course these are pagan acts and Christian knights may balk at physically having to drink blood or pour it on the earth. Christians must test their faith if they wish to drink any of the liquid. [Pious. Success = remain strong in their faith and will not partake in so pagan a ritual.] If the knights somehow discover the healing powers of the blood or tears they may use either to cure Sir Stephen of his madness. Once again, Christian knights may refuse to allow a good Christian to be healed by such pagan methods. [continued in V21.9] --