Chaosium Digest Volume 23, Number 5 Date: Sunday, February 22, 1998 Number: 2 of 2 Contents: Le Selva de los Lobos, Part Two (Erick-Noel Bouchard) FRENCH NEPHILIM -------------------- From: Erick-Noel Bouchard Subject: Le Selva de los Lobos, Part Two System: Nephilim THIRD SONG: THE INTRIGUE Facing Sebastien the carpenter should be very useful for the adventurers, as he holds precious informations about the plot going on. Looking rather strange, Sebastien keeps looking nervously all around, like a would-be conspirator, and talks with a low and melodramatic voice. Behind his rather rude and gruff attitude, the carpenter is a very talkative man who loves nothing better than to tell folk tales about the village's people and strangers, especially if this seems to give him some sort of importance. If the adventurers behave properly with him, he shall confess to them his doubts about the nature of Pietro's wounds, inviting the heroes to meet him outside so as to not awake the still-sleeping man at arms: "Strange claws this hellish thing had, for they pierced and bludgeoned as well as they slashed. If thou ask me, this Garou [1] certainly wanders about with a sword or an axe, striking people before shredding them with its damned teeth. I would not be surprised that this hellservant of a hunchback would be mingled with such. Do not wander in the forest without silver-tipped arrows, for it is the unwary that strikes the Garou!" The villagers shall come back to the village for the evening meal. Santo-Felician has no hostellery (few travellers stop by) but Juan Francesco, the miller, shall offer the roof of his barn an the evening meal for a few coppers. When the men shall get together in the temple after the meal, the adventurers should get the chance to learn more about the Werewolf Hunt. The townsfolk have been conned by Pietro's well-crafted story: "Before yesterday, when darkness came, a strange and slim man passed by the village, refusing to respond to our calls. We were wondering what a man of good faith could do outside at such an hour, but he stubbornly fled towards the forest. When the moon raised high and full in the sky, he turned again into a foul beast and slayed the two poor axemen, Thibeault and Jouard. It hides from us, men at arms of baron Olivier, and knows we shall take its life if it is found. Our lord shall not tolerate that this village be victimised by the minions of Darkness, and he has promised a reward of thirty crowns to the man who would bring back to him the werewolf's head." Many villagers, their naive imagination fertilised by the conman's story, shall claim to have heard the strange howlings of wolves at nightfall, one of them going as far as pretending that a rooster with the voice of a toad roared in his yard at midnight the day before. Nobody will suspect the adventurers of the lumberjacks' deaths unless they behave strangely or did not mention their discovery of the bodies. The townsfolk are nervous and shall be quick to accuse them of witchcraft, however, if they should tell a tell different to that of the baron's men at arms. { 1 Garou: a werewolf (in French) } At the Miller's House Juan Francesco's barn is a humble but dry spot for the night. The meal, a few oatmeal biscuits and garlic, has been prepared by the miller's daughter, Ana Isabella. The miller makes his own (awful) beer and feels great pride for it, although it is not very popular with the villagers. He shall be flattered and joyful if complimented on its repugnant taste. Francesco lost his wife a few years ago and now lives with his only child, Ana Isabella. As bright and beautiful as a spring flower, she has sweat pinkish skin and long blond hair, the same color as the miller's straw. A fact he shall not neglect to mention, thinking his daughter is the source of his luck and fortune. She is the richest girl of the village, wearing a bright blue ribbon [2] to tie her hair. Although proud of her, the miller is very hash and stern towards her. He does not allow her to date boys from the village as he intends to marry her to a rich merchant or a noble knight. He feels very saddened that baron Olivier does not wish to marry, and wonders if the adventurers would know of a rich and powerful man searching a beautiful wife. At these words, Ana Isabella shall turn white and stay quiet for the rest of the evening. Should her father ever learn of her liaison with Nicolas, the gravedigger's son, a catastrophe would surely result! When preparing for the night in the miller's barn, the character with the highest Initiative score shall hear Ana Isabella and Nicolas exchange tender words and kisses in the woods behind the barn, desperate about their parent's cruelty. If he goes outside to spy on them, he shall hear the beauty tell her lover about the men at arm's plot, which she overheard shortly after Jouard's dissapearance: "I heard two of the baron's men, the two tall ones, near the entry of the woods as I was running to you, my beloved. They were saying strange things about their hunting of a heretic named Corbin the Lucky, who fled in the Selba de los Lobos. Would he be the werewolf? They talked about a battle in the forest and noisy witnesses. The soldiers said they wanted to slay the man for he followed Law, but must not all men follow it? Slaying someone for that surely is not good! If I talk to Father about this, he shall punish me, but it would be a great sin to allow someone being unjustly slain. What should I do?" Should the adventurers seek out the lovers, the girl shall flee in the woods while the boy shall fight to protect her escape. If attacked, both shall yell and the village's population shall be awakened and come to their aid. If interrogated (now or later) about the men at arms, Ana shall confess that a hermit, Simon le Bossu, haunts the woods and that he is surely not as evil as the townsfolk believe, for she has seen him carry a small child on his breast. Surely this man knows where to find the werewolf, but he is both feared and hated by the villagers and shall surely not come to their aid. The carpenter, that old fool, told everybody he saw Simon crossing the woods on the back of a giant toad with horns, but he is very fond on stories fueled by his rampant imagination. Ana Isabella would surely not recommend a trip in the woods, however, because they are infested with hungry wolves. ("And please do not forget, there is a Garou on rampage.") { 2 In the middle ages, blue was a very difficult color to obtain and was the mark of great wealth, hence "blue blood". } FOURTH SONG: IN THE FOREST The adventurers should already have noted that something is amiss in this werewolf hunt. If not, then either the Keeper should give more clues, or the players should play something easier, like dancing ropes. If they decide to search the forest the next day, it should not appear especially notable for about half of the village's men (including the gravedigger's son, Nicolas) are searching the woods for the beast. Pietro, still at the village, told them that the werewolf cannot change shape by day and is already wounded by their swords - which, ironically, are not made of silver, a fact that intelligent heroes should notice. The forest is dark and profound, but beautiful in her own way, with swirling greens, dancing mists and strange and vaporous sounds. Strange foggy faces, reminding those of imps and witches, form themselves out of the mists in the darker regions of the forest, where the Small Folk are said to live. The adventurers might encounter a few pack of wolves, which shall flee unless they clearly have an edge over the adventurers. They shall roam and wait, however, for the heroes to pause, and will wait for any chance they might have for a snack. Competent trackers should eventually stumble upon two set of tracks; those of two running humans, one very tall and heavy, the other light and small, and those of a pack of wolves accompanied by light human-like tracks. The first series of tracks is fairly easy to follow, leading to a clearing in the woods where their has visibly been a fight. Many bushes have been broken and adorned with bright green clothing shards; apparently, a man of large size had been pursuing a women with a long dress and forced upon her the evilest of all crimes. A careful observer shall find a blue ribbon bathing in the mud, and the traces of a broadsword... The baron's cruel men at arms having been having their way with the village's women, in particular beautiful Ana Isabella. After threatening Ana Isabella with death were she to ever speak of what happened, Beck told the girl that the baron would surely punish both her lover and her father for her resistance. Terrified, the poor soul took refuge in the barn and sank into a deep catatonic state, refusing to talk or even to react to her own environment. Ignorant of the situation, Nicolas shall suspect the adventurers of having cast a spell upon his beloved. After all, they are the last ones to have slept in the barn, and who knows what sorcery the outsiders might bear? Impulsive and desperate, he shall pursue them and try to slay them with his axe. Fortunately, Nicolas is not a trained fighter and disarming him should not be a problem. If captured, he shall fall into tears and confess the reasons for his anger, cursing the gods for the evil that fell upon his lover. The second series of tracks lead to Simon's cave, well-hidden between pine trees and a majestic oak. Momo, the hunchback's bear friend, watches the entry and scares away the unwary, although never venturing much more than a few feet from the cave's entry unless he is severely wounded, in which case he might succomb to Frenzy and fight to the death. If attacked by arrows, the bear shall retreat inside the cave, where Simon and the recuperating Corbin shall be ready for them. If approached politely, the hermit shall listen to the adventurers' tale, although he visibly thinks too much people are invading his privacy nowadays. If asked about the werewolf, the shall point out that the only evil creatures wandering about his forest are men, and that these supernatural stories are nothing but old women's lies. He shall not reveal the presence of Corbin, unless this name is mentioned, and then he shall ask why the adventurers want to meet the man. In all cases, he shall demand that visitors leave all their weapons outside. ("My bear does not like visitors which seem too heavy for his taste.") Simon the Hunchback This hunchback is gifted in the ways of the woods and, despite his bad reputation as a follower of Darkness, has a pure and noble heart, a fact that he maintains hidden behind his gruff attitude. He owns little more than his staff and a pork-skin pouch containing eight sous. Corbin is lying upon a bed of leaves, his wounds enveloped with strange herbs kown only by the hermit. He is fully conscious, but capable of little movement. He already told his whole story to the hermit, and would surely tell it again to the adventurers should they seem honest. He claims he must transmit a very important message to the Order of Holy Trinity, refusing to reveal its contents even under threats of death. Despite his strength of will, he is but human. He shall resist torture, and the parchment is written in coded language. Near the end of the conversation, a young child (Alexis, the hermit's adopted son) shall run into the cave yelling: "Father, Father, the evil men are coming!" The men at arms have finally discovered Simon's hideout by following the adventurers' trails. They have now decided to slay the adventurers ("Heretics! Followers of Darkness!"), the hermit, and the "werewolf". The group shall have very little time to make decisions, as the villagers are already on their tails. Either they associate with the townsfolk and capture (or slay!) Corbin, the hunchback, and the bear, or they ally with them and try to flee as best as they can. If they wish to remain neutral, Simon shall remind them that the villagers think of them as collaborators. Maitre Etienne's caravan is still far away, but seems the only hope of survival for all. The tollguard watching over the bridge over the Malingre river is known by the adventurers and is perhaps a friend of them; if they could just get to the bridge before their pursuers, maybe they could convince the guard to raise the bridge and prevent the men at arms from slaying them. This is also what the men at arms think, so the first to get to the bridge shall complete this adventure. Simon knows the woods like his own pocket, and the adventurers shall not become lost or disoriented as long as they keep up with him. The only problem is Corbin, who can barely move and is certainly not able to stand a fight. He could be carried by the bear if a harness can be found (or built!), but time is something the adventurers are short on... FIFTH SONG: THE HUNT Managing the hunt is something the Keeper should take into consideration, as it is the climax of this story and determines the survival of both Corbin and the adventurers. The roads to the east lead to the lands of baron de Rosecouronne, and it is very certain that they shall offer help to the men at arms in slaying the adventurers. The northern road leads to Risible, and the southernmost leads directly to the baron's caslte. Simon knows that, and certifies that the bridge is their only hope. Besides, the men at arms have dogs and an overlong trek troughout the woods would give them an advantage. Eighteen men pursue the adventurers, sixteen of them being simple villagers (travelling by militias of four), the last two being Beck and Emmanuel and their dogs. Although the villagers are by no means trained fighters, they are familiar with the forest and armed with forks, axes, and bows. A direct confrontation could easily lead to the deaths of Corbin and Alexis, a fact the players should keep in mind. All pursuers communicate with hunting horns and direct themselves towards the roads, the bridge, and the cave. The men at arms and their dogs can certainly follow the tracks of the adventurers. A bear is not something very concealable, you know. Keeping a tense pace and deciding the course of action is the Keeper's tasks, who must decide how he (or she) chooses to resolve the hunt. It can be a simple matter of die rolls, a climatic run with randomly assigned attacks from the townsfolk, or a purely narrative description of the hunt. I encourage Keepers to be creative on this and to reward player involvement and ingeniosity. Winning a fight with enraged peasants could surely give a good boost of adrenaline while a fight with the trained soldiers shall probably result in a bloodbath. It is also up to the Keeper to decide whether convincing the bridge guard (named Guerond) to lower the portcullis is easy or difficult, depending on how they managed the hunt. If a thrilling flight ended at the gates, then it should be easy; if action was missing, have a few peasants break in as they negotiate with the guard, before having the guard make up his mind. Emmanuel This brooding man, although taciturn in the extreme, has a remarkable afinity with animals. Of average height but massive and wiry, he has icy blue eyes which contrast with the dark tone of his skin. His long and fine hair is platinium blond, and gives him a pretty strange look. Apparently deprived of any normal human emotion, he can slay with cold blood and seems utterly unfazeable. Nevertheless, he feels a deep fear towards the Baron, a fact he hides from his companions. He prefers the company of animals better than his fellow men. Emmanuel is very enduring and a though combattant, well-versed in the arts of war. He is not very bright, especially regarding to social situations, but is far from being an idiot. Beck Beck is a very hateful man and loves nothing better than to exert his might over the weak. Large and brutal, he is rumoured to have ogre ancestry, his stature (over seven feet tall) attesting this. He wears a devilish short beard and shaved black hair, looking a little like a modern "skinhead". His only eye (he lost the other to a vengeful victim) is dark and round, like that of a goldfish. A most impressive sight is his pudgy fingers, as large and as greasy as sausages. He comes from a western province of the Empire, but fled to Rosecouronne when famine struck his village. Skilled in all matters of combat, especially the crudest ones, Beck will certainly prefer fighting a weak opponent rather than facing defeat. Although arrogant and proud, he has no dignity to speak of and will flee rather than die. This poor fellow really has no quality to compensate his flaws, aside from feeling pain and guilt for this pathetic creature that he is. Ugly and not very bright, he was persecuted as a child and now feels the world owes him a vengeancee In fact, he despises and hates himself more than can be seen, and surely will feel (a bit) relieved when the final blow from an avenger shall free his tormented soul. Pietro de la Francia His fight with the lumberjacks wounded Pietro, who is no longer able to stand a fight. He remains at the village during the hunt, and prepares to warn his sire of the "betrayal". The most intelligent of the threesome, he has been named seargent of the guards by baron Olivier and feels very proud of this. Of slim built, he looks like the stereotypical "thief", with a dirty and triangular black beard and dark shaggy hair which make him look like an unkept (and slightly crazy) crow. SIXTH SONG: THE HUNT'S CONCLUSION The hunt shall be over when Corbin and Simon are beyond the river Malingre or when they are slain. The villagers shall abandon the hunt when they realise their prey to be beyond their grasp, but the men at arms (especially Beck) shall burst with anger and menace the adventurers with "a far worse future to come"... The messenger shall be welcomed to the caravan by Maitre Etienne himself, who apparently seems to know Corbin and be an acquaintance of his. In fact, both are members of the same Nephilim society... a fact that shall be reveiled later, in "The Convent of Shadows". Although Dame Claudine might make a few statements about their uncompleted errands, she will find in her heart the generosity to forgive them. Maitre Etienne might even think of raising their salary! What of Corbin and his message? His plans uncovered, baron Olivier de Rosecouronne now has personnal reasons to want the adventurers' heads, and will prepare for them. In fact, as the adventurers shall soon learn, they have not seen the last of their nemesis. To be coninued... Copyright Erick-Noel Bouchard Copyright 1996. All rights reserved in all languages. --