Chaosium Digest Volume 23, Number 9 Date: Sunday, March 1, 1998 Number: 4 of 4 Contents: The Convent of Shadows, Part Two (Erick-Noel Bouchard) FRENCH NEPHILIM -------------------- From: Erick-Noel Bouchard Subject: The Convent of Shadows, Part Two System: Nephilim [continued from V23.8] SECOND SONG The following section contains a description of the signficant places in this story and an outline of the events that are meant to happen while the adventurers travel to Rosecouronne. Bearing in mind the preceding section, the Keeper should arrange the following into a workable story outline of his own, distributing the NPCs and the events as he or she sees fit. As you can see, a large degree of freedom has been surrendered to the Keeper, as this is the way I usually like to write my adventures. Some Keepers may find it unfomfortable; I suggest reading the plot many times and getting familiar with it before running the game. What is important is not the order in which these events happen, but rather that they climax in the pilgrims' arrival and final "awakening" of the the dark moon entity. Events What follows is a briefing of events and encounters, as well as a description of the barony's important locations. The Keeper is final judge on how and when things should happen; if some encounters appear inappropriate, then he should feel free to modify or suppress them as he sees fit. 1: Brigand hunt Terrified peasants are roaming the forests with bows and forks, hunting for brigands. It is very likely that they shall stumble upon the adventurers, or that a hunted footpad confronts them and pleads for their help. Depending on the nature of this encounter, the adventurers could learn from the peasants of the barony's recent happenings or, from the footpad, of the the dark moon worship happening in Rosecouronne. If the adventurers manage particularly well, it might be possible for them to make contact with the brigand leader and negotiate terms with the tribe. It would be a good occasion for the players to get their hands on the secret message's contents (see above). 2: The sacrifice This encounter can only happen at night, in isolated regions of the forest. A small group of peasants, deadly frightened and with a paranoid demeanor, are carrying an old woman to the convent's ruins as a sacrifice to the spirit captured there (which they know as "Koh-Baal") in the hope that he shall spare them from the brigands and the baron's wrath. They believe that Santa Claudina, a local figure of mercy and generosity, has abandoned them and that only the devil, known to hunt the convent at nightfall, can help them. They are not affiliated with the dark moon or Bucardo in any way, and shall flee if any serious opposition arises. Investigations should point out to the adventurers that such sacrifices used to be quite frequent in the old days before a convent of Kabbalah was built over the sacred place, at the time when the tribes were masters of the land. 3: The Jewish wars It is very likely that the Jews shall come into conflict with the villagers and/or the werewolves in the convent's surroundings, as El Marquis intends to have his people prevent the evil ceremony from being completed. They shall attempt to destroy the ruins and burn them to the ground, actions that shall fuel Joltok's charade about their evil intentions. The Jews can be a valuable source of information about the convent's past and goals, and about the roamings of the dark moon in the region. An alliance with them could bring the adventurers great help into stopping the pilgrims from conjuring Baal. 4: The conjuring ceremony But a few days after the adventurers' arrival in Rosecouronne, Bucardo's "pilgrims" shall come into the barony, make a short sleep and meal at l'Auberge des Six Couronnes before joining him at the Castel and preparing for the nocturnal ceremony. One of the pilgrims carries with him a black jewel in a silvery casket: it contains the ashes of a slain entity of Kabbalah, primordial component for the dark ritual. If nothing happens to prevent the ceremony (which begins at nightfall and reaches a climax at midnight), Baal shall be freed into this world and wreak havoc, destroying the barony and burning most of the forest, before disappearing to Arabia to advance his dark plans. (Which the adventurers shall discover in the fourth episode of this campaing, The Sect of the Goat.) The Jews shall be slain in their attempt to defeat the cultists and the werewolves shall be prohibited from entrance, shortly after the ceremony's beginning, by a ward against shape-changers conjured by Bucardo and his associates. The five pilgrims have standard characteristics for Selenims. All of them share an academic bent and master the Scholar's Apprentice career. They bear swords but would rather fight with their daggers (or not at all, for that matter). All are bound to Bucardo's ring and would die before disobeying him. PLACES OF INTEREST The Lands of Rosecouronne 1: Auberge de l'Aigle Perce This old wooden inn bears a heavy straw roof upon which nest a whole family of birds. It takes its name (Inn of the Pierced Eagle) from the predator husk which the precendent owner nailed upon the door as a good-luck charm. (Spanish are known to be very superstitious.) Rare indeed is the traveler who stops at the inn for a night's rest, and since baron Olivier took reign over Rosecouronne it is slowly fading into ruins. The innkeeper, Maria-Eva Budro, lives there with her son Guillermo in miserable conditions. Guillermo is deeply ill, with burning fever and strange marks since he came back from the abandonned convent. An intelligent if little educated child, he took great pleasure in studying the carvings and scriptures of the chapel. The dark moon emanations from the corrupt church inflicted upon the child the curses of the dark moon, and he is now suffering from mutations tearing apart his insides. In little time, the boy shall be dead and a demonic creature shall rise from his body to slay everything in its path. The innkeeper, although visibly anxious, shall be very courteous to customers and offer them what little she can. She shall ask any traveler if he would be knowledgeable in medicine or magic, for she fears for her son's life. Magic could ease the child's pain but nothing short of death can prevent his transformation into a foul dark moon creature, a kind of "dark moon Dragon effect". If the adventurers spend the night in the inn, they shall be awakened at two o'clock by the howlings of the boy in his final transformation stage: his appearance shall be truly repugnant and horrendous tentacles shall emerge from his drooling body. The adventurers shall have little time to slay the beast before he aggressively turns upon them. As he slays and yells, the boy tearfully pleads for pity and deliverance, and shall call upon his mother for help.. If not slain but the adventurers, Guillermo shall run towards the village, where his rampage shall cause the deaths of half a dozen peasants, and then flee deep in the forest, to die of hunger and internal bleeding a few days later. 2: Village of Rosecouronne No more than two hundred peasants live here, all in the most dirty and poor shacks the adventurers have ever seen. Rats crawl everywhere and garbage is abundant in the muddy streets. The townsfolk are paranoid, xenophobic, and fearful in the extreme of anything strange or supernatural. Centered around the ruins of an unnamed church, the village is a place where villagers trade necessary goods (wood, crusty bread, clothing) and gossip. At nightfall, all doors and windows are shut and nothing but violence can make them open until sunrise. Only the baron's men at arms and wolf hunters dare to set foot outside. The village is paralysed by fear of the werewolves and suspects any stranger of being one. In fear, a small number of them have turned towards the devil for protection (see above) and offer the god sacrifices of animals and men at the desecrated convent, once built over an ancient church of evil to purify the area. This same convent has now turned to the dark moon, and the sacrifices benefit none other than Baal, the Selenim who longs to become once again a god. Some of the village's features: La Grande Place: Built around the church of Ste-Jeanne d'Arc, this public place is used as a gathering ground by the populace for hangings, burnings and religious celebrations. Farmers, artisans and shepherds sell their goods, monks of Ste-Jeanne d'Arc preach virtue and peace, while the baron's men patrol grimly. Since the baron's demise, Bucardo has begun to purge the villagers' ranks of "werewolves" and heretics, that is anyone that appears menacing to his plans. Executions are crude and horrifying, the bodies being exposed in black iron cages on Le Chemin des Pendus. The crowd is paranoid and superstitious, seeing witches everywhere and impulsive to condemn "warlocks" to be lynched. The church of Ste-Jeanne d'Arc: This small church, built of dark rock bleached with sulfur, is crushed between two fat towers on top of which hang large bronze bells. Windows are filthy and ridden with spiders; the inside appears abandoned, although the place is frequently visited. Three monks and a nun live there in poverty, preaching the laws of Ste-Jeanne d'Arc, saint of mercy, and condemning heretics who fight against the baron's will. Most of the saint's followers are descendants of those who used to worship Santa Claudina, and many of the Nephilim society's beliefs and doctrines have been adopted here. It is inside the eastern tower, near the bell, that Joltok hides during daylight hours. Were he discovered there, he would valiantly fight to escape and flee for Instanbul. La Taverne des Six Couronnes (Six Crowns Tavern): Rosecouronne has but two inns, this one being the most frequented by locals and foreigners alike. The innkeeper, Gorshu, is a slim and androgynous-looking man, with fair skin and long hair; his is always laughing and his voice sounds a little weird. He also carries with him a strange smell, not unlike cannabis. Six rooms are open to visitors at the second story; about twelve to thirty folk dwell here after the dinner hours, including some of the baron's men. It is the right place to find gossip about Rosecouronne and the neighbourhoods, including some strange happenings in Santo-Felician... It is also here that Bucardo's pilgrims intend to pause before joining their master for the ceremony. Upon the wall lies a broken candelabra with but two of its seven candles bringing light. If asked, Gorshu would reply he had gotten this menorah from a travelling Hebrew, for the meager cost of six crowns. (Hence the inn's name.) The innkeeper would not easily separate from it as he feels some nostalgia over the times when he bought the place, while he was but a young man. He knows not what it represents, neither what the cursive inscriptions upon it mean: "... when the Saint, blessed he be, created the world, he gave the earth all the creative strength she needed. But this strength remained captured within her flowers up to the time when man was created; it is but after man had been created that the creative strength of the earth came to the world's sight." (Zohar I, 97a) Le Castel de Rosecouronne: This dark construction lies about three hundred steps away from the village. Erected centuries ago on the site of a battlefield, the castle has been inhabited by the Rosecouronne family for seven generations. Its ancient stone walls, sometimes carved with obscure pagan runes, are covered with vegetation and the towers seem to be crouching towards the center, like an old beast preparing for death. At the dungeon tower's summit flies the flag of the Rosecouronne family: a red griffon rampant upon a blue moutains. Like all of the castle, they have lost their colors and appear to be dying. The citadel's doors are low and it are small rooms; the floors are all humid and wet and the wood is everywhere eaten by tiny but ferocious worms. The inside is filled with heavy curtains and crumbling statues; the whole place feels sinister and abandonned. All of the castle's windows are shielded with iron bars which let only air and light pass. Baron Olivier's ancestors apparently found gothic to their liking, as the castle's inside is invaded by literally hundreds of gargoyles, from small incrustations in doorsteps to large demonic sculptures in the dining room and the stairs. Knowing the baron endured his whole childhood in this scary place, it is no wonder he went mad after his wife's death. But two servants and eleven soldiers live with the baron and Catheline in the grim castle. The villagers enter the place only if they have to and hurry themselves away from it as soon as possible. Catheline de Rosecouronne is captive in the dungeon's highest room with a rook, a prayer book, and a bed. Rosecouronne's fortune has been lost over the centuries and what little remained has been seized by Bucardo who sent it to Instanbul, in a small caravan accompanied by three men at arms. Some of the castle's important places: The dungeon tower: Residence of the baron and his daughter, it features a strange spiral stairway, many trophy rooms, a large dining room, many unused bedrooms and a small kitchen, as well as an observatory, in which Catheline has been confined. Centuries old furniture fills the rooms and heavy, locked doorways pierce the walls. The baron has locked himself up in his room with his gold, a primitive arquebus imported from Cairo, a kitchen knife and a large (fourty pounds) tonnel of black powder. In his madness, baron Olivier prepared himself for the brigand's assault and intends to have the castle (and his daughter) explode with him. He would not hesitate to make everything blow up if anxious enough. And it does not take much to make him anxious! He can hardly be reasoned with, and directs people friendly with him to his seneschal, Denis Bucardo, "his only friend in a cruel world". He shall threaten to shoot the barrel if his friend is accused: death for him or others does not frighten him, as he believes the gods of the dark moon and the devil shall spare him. If the gun powder is taken away from him, baron Olivier shall cower under his bed and threaten with the vengeance of Khorne, holding his kitchen knife like a sword: without it he is inoffensive and slaying him would be outright murder. Baron Olivier bears on his breast a most precious device which is of high interest to the heroes. First of the cristal pyramids, a small pyramid of cristal which allows, along with the two missing ones, access to the fabled Geburah's gates. Inside of it strange characters (Hebrew) have been inscribed, not decipherable yet. Should our heroes manage to get their hands on the cristal, they shall accomplish a great advancement in their quest. Only in the next episode of the chronicle shall they truly discover its meaning... If they could not manage to take hold of it, Bucardo himself will manage to take it among the ruins, as the cristal is harder than iron despite its appearance. Guided by unfathomable purposes, Bucardo would surely bring the key to Instanbul as destiny itself seems to play in the city's walls its final act. Chapel: Located at the dungeon's entrance, what used to be a sacred place to Santa Claudina has been perverted into a shrine to the devil by the baron. An old and trustworthy guard has been ordered to watch over it day and night by the baron, for it is in this foul place that Denis Bucardo gets his sleep. Paranoid in the extreme, he lies (from five am to eleven am) in a vault hidden in the altar, which is diabolically hidden and locked up by a complex combination lock. During most of the day and all of the night, the vault contains no more than letters from the archbishop di Ducre and Weissenstadt which mention of Geburah's cristal pyramids, Selenim wars in Instanbul and a rival bourgeois named Erico Navidad Bucardo. The guard, Felipe, does not know where the man sleeps but knows that he carried with him a mechanism the first time he moved him. Although courageous, the guard is not suicidal and shall surrender if overpowered. Guard's quarters: This aging building of stone and wood houses the baron's men. During the day, but one or two of them wander here while at least six sleep here every night. All of them are relatively aged (no less than 35 years old) and relatively loyal to the baron, in that they shall not betray him if their lives are not endangered. If problems arise, one of the guards shall run to the tower and ring the bell to warn the castle's inhabitants and the villagers of danger. Vault: The baron hid in this dark place, amidst the rotting weath, all of his belongings which he could not carry with him to the dungeon. Statues and other large valuables can be found here for those who search carefully. Convent of Santa Claudina (ruins): Santa Claudina's society used to be a paganised and Spanish version of Geburah's society, which explains the Solkanites' interest in Rosecouronne. Few but those who follow Kabbalah nowadays remember its existence, as most of the old followers of the holy woman were converted to the belief in Ste-Jeanne d'Arc over decades. Now but a ruin of stones and rotting wood, the convent is void from any form of life: plants, animals and even people shun its presence, feeling thecorruption of the dark moon lying within it. The Nephilim cultists built this building long ago over a sacred place dedicated to the powers of life, where spirits of Kabbalah (Those Who Hunt At Night) were laying dormant to be called by the werewolves. Nowadays, the werewolves have forgotten its presence and know only of Bucardo's wish to summon evil there. Baal, being a Daemon, cannot enter the Old World without having being properly called to this place. In this intent, he used his mad but faithful servant, Joltok, to subtly modify the runes upon the convent's sacred stone: this stone used to bear inscribed upon it the magical words necessary to call Those Who Hunt At Night, but now speaking the altered words summons instead Baal and his court. The ceremony must last at least one hour before Baal appears. He will destroy the summoners and bring death upon all Rosecouronne before flying to Arabia, laughing madly (where he shall be encountered later by the adventurers.) Destroying the stone destroys the gateway and traps the Daemons on whatever side they are at the moment. After their corporal forms has been slain, the Daemons' souls return to the roaring madness of the Warp. Although a Prince, Baal is far from the strength and might of Nurgle or Khorne, and cannot stretch his form much outside of the Warp. His material form looks like a large and fat imp as black as ink, with a large smile of shark teeth, pointed ears, a barbed tail, ridiculously small bat wings, and glowing red eyes. He has characteristics of a Greater Daemon but with values ranging from 9 to 10 (or 90 to 100) and masters all Illusionist spells at no cost. When summoned, he will appear with a dozen fiery Servant Daemons sharing the same aspect (but of considerably smaller size) who shall take great pleasure into setting the convent, forest, castle, and village ablaze with their fiery breath. Significant locations in the convent: The prayer room: Almost completely overwhelmed by fallen stones and crumbled walls, this room still presents signs of the runes, coverings and garments of the Nephilim society, as well as many books spilled amongst the dirt. Adventurers who spent at least half an hour scrouging through the ruins may find the following after succeeding in an Intelligence test: * Prayer books about Santa Claudina written in different languages, notably Spanish and French. * Christian parchments and drawings about witch torture, inquisitorial questioning and demon hunting. * Manifests of important Templars about the fate deserving those who follow the dark moon and evil, and the destruction that awaits those who remain neutral in the great fight. * An old book in French with an iron covering, named "Le Cartulaire des Mirages Temporels", teaching the arts of Demonology from the viewpoint of Kabbalah. Demonologists might find in it a few spells about banishing Daemons or protection from them, but most of it it theology about the fight between the five elements and the dark moon and the need for the destruction of the latter. (Keepers in need of inspiration should take a look at Warhammer 40.000's Imperium to get an idea of the propaganda within the manuscript.) The garden: About two dozen yards across, this garden has kept no traces of the beautiful flowers that once dwelled in it. In the center of a great ring of shiny pebbles lies a great stone of obsidian, upon which has been carved the incantion needed to summon Those Who Hunt At Night. As noted before, the corrupted words no longer call thess spirits but instead summon into existence Baal, a forgotten god of fire and perverted virility, ready to uncover his greatest vengeance in the following sequels of the chronicle. In this foul place the Selenim shall attempt to summon the spirit. What happens next depends upon the actions of the adventurers and their allies. EPILOGUE The ending of this story shall be determined by the way the adventurers handled the situation as presented by the Keeper. The basic idea was to stop the meddlings of baron Olivier, but it should appear obvious to any intelligent player that he is no longer the leading character in the chain of events. The best way to end this story would be to arrest or slay Bucardo and his minions with the help of the Jews and/or the werewolves, preventing Baal's appearance. Witty players might think of summoning Those Who Hunt At Night with the true summoning process to bring back nature in this place and free Rosecouronne from its oppression... details are left to individual Keepers, but in any case this episode should entice the adventurers to uncover the dark secrets lurking in Instanbul, which shall be encountered in the next adventure in this campaign, A Kabbalist's Dream. Then shall they face their true foe, archbishop Francisco di Ducre, and his master Weissenstadt. The vengeance continues... Erick-Noel Bouchard Copyright 1996 All rights reserved --