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TO: Newcomers
FROM: Ciorstan Macamhlaidh
SUBJECT: Going to your first event
written by Lady Alisky MacKyven Raizel, as published in the
Crown Prints, newsletter to Caid
There are many different kinds of SCA events, and going to your first
event can be a bit scary. You might wonder what the event will be like
and what things you will need to bring. In general, there a indoor
events (Coronation/12th Night) and outdoor events (Tournaments). ther
are, of course, other events that don't fit these general categories
(Game tourneys, picnics, The Festival of the Rose, etc.). Check the
Newsletter for information about the day's activities; call the Autocrat
if you have any questions.
Outdoor events:
Planning: Check the schedule for the event. Most SCA Tournaments last
all day, from set-up in the morning to Closing Court in the (late)
afternooe and on to a Revel in the evening. What do you need to plan
for? Something youSonething to wear, a place to sit during the day, lunch
and some activity that interests you. Something to wear-- the basic
tenet of the SCA is that everyone makes an attempt to wear a medieval or
renaissance costume. For a Tournament this can be as fancy or as simple
as you wish. Clothing for outdoor events is often termed Field Costume or
Field Garb. This means the outfit is easily washable but can range from a
simple tunic through Elizabethan. Simple costumes for your first event
can be obtained from Gold Key or you can construct your own. There are
costuming articles in the Known World Handbook as well as in the Compleat
Anachronist pamphlet series.
A Place to Sit-- In some parks, all you need is a blandket to spead
out under the trees; in others you will need some type of a sunshade an
your own chair (a director's chair is pretty standard). Find out if
there are others going to the event who will let you share their sunshade
or pavilion. If not, a simple sunshade with aluminum poles can be
cheaply purchased. Eventually you will want to replace the poles with
wood poles or replace the sunshade with a more period pavilion.
Lunch: occasionally there is food for sale at at Tournament but usually
you will need to provide lunch for yourself. A satisfying lunch can be
made form lunch meats, bead rools, cheese, raw vegetables, dessert and
something to drink. All of this can be purchased in a market and carried
to the event in a small cooler or ice chest (Covered!-C). Of course,
more elaborate meals can also be planned (see the Known World Handbook
for articles) You will also need some basic utensils; a plate, goblet,
bowl and eating utensils. These can be obtained at Cost Plus and other
similar stores at a reasonable cost (C:- a local chain akin to Pier One
Imports).
Activities- While you may be perfectly content at your first event to
sit and watch, you may also want to bring something to do during slow
moments. You may want to bring some type of needlework to work on or
other type of handwork (leatherwork, macrame), a game board such as
backgammon or chess, or a sketch pad. You may also wnat to get involved
in the events going on. Volunteer to help the Mistress of Lists, learn
Field Heraldry, be a Marshall in Training, offer to help the Autocrat.
Opening Court-- This is when the King and Queen (and/or Baron and
Baroness) address the populace, announcements for the day are made,
awards given out and presentations are done. Everyone should attend
court and should be as quiet as possible out of respect for the Crown
and in order to hear what's going on.
Lists-- this is a term you will see in the schedule for the day. It has
several different (but connected) meanings. it is another term for the
fighting competition, as in 'fighting in lists' or 'the winner of the
lists'. It also refers to signing up in order to fight in the
competition as in "Lists will open at 9:00' and 'Lists are now closed'.
Lastly, it refers also to the order of combat in the competition.
Fighting begins-- The fighting portion of the Tournament starts.
Tourneys are generally double-eliminations (which means a fighter has two
deaths before he or she is eliminated from the competition) and are held
in rounds. Often there is an opening general melee in which all the
fighters participate.
Closing court-- At the end of the day, after the final round of the
fighting portion of the day, closing court is held. Again the King and
Queen (and/or Baron and Baroness) address the populace, announcements are
made, contest winners are named and generally the winner of the fighting
is honored.
Revel-- this is an SCA-style party. It is usually held several hourse
after the end of a Tourney, giving people time to go out to dinner. The
revel is often held at a separate site away from the Tourney location.
There may be dancing, entertainment, contests, a bardic circle, and
evening court and light refreshments. It's a wonderful time to meet new
people, talk and relax.
Ciorstan here: more when my tired fingers permit.
---
* Origin: The Astro-Net, Not Just For Witches And Pagans. (Opus 1:103/903)

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ok well all of you guys are part of a
guild...the guild is sort of like a
buissnes...it employs all of you to do
things the guild is hired to do...
news has spread across the planits of
an evil man named yazar...he is as
roomered to be a cult leader...his men
go to town and ships to take all of
the people from them and bring them
back to his planit to be burned in a
sacraficing ritual...
well the government of the planit
yes the entire planit of which you
live(the 'Anthe' government) hired the
guild to go out and kill yazar...
it has been discovered that yazar
doesn't really have followers but he
hires all of his men...so there plan is
that if he is killed his men will just
leave...
his men wear a purple suit with a seven
pointed star on the front...some poeple
also want him dead because of his taste
in clothes...
you have one night before the guild
ship will leave on its way to the
city yazar on the planit yazar...he is
also very conceated...
you also notice that about half the
guild members decline the mission
because of superstisious reasons...
about 40 men are left...
if any of you decided to go to the
weapons shop here are the prices of the
things there...
you have a couple of days to decide
what you want I am going out of town
for 3 days be back on mon.
item #of them price
---------------------------------------
axe 3 15
whip 1 20
electric
sword 1 190
knife 23 10
pole arm 2 40
shock
gloves 3 50
sonic knife2 50
sword 7 30
vibroknife 1 25
power clip
(20 SEU's) 12 100
pwr belt 3 300
(50 SEU's)
pwr pack
(100 SEU's)2 500
pistal jet
clip
(10 round) 15 10
rifle jet
clip(20) 7 20
^
KING POSEIDON-LR5
58806308542
list continued...
item # cost
-------------------------------Ù----
pistal clip 6 2
(20 rounds)
rifle clip 6 5
(20)
pistal
needle clip 5 10
(10)
rifle needle
clip 5 20
(10)
laser pistal 7 600
laser rifle 7 800
sonic stunner 2 500
heavy laser 1 6000
auto pistol 4 200
auto rifle 2 300
needler pistol 1 200
rifle Ú 1 400
gyrojet pisãt. 4 200
g. rifle 2 300
grenades
--------
doze 4 10
fragmen. 3 20
tangler 5 25
well anyway that is the list + alot
of line noise...
you have one night before the trip to
yazar(the planit)
ß Kp
^
LUIGI-LR1
58806308830
Planit!!!1 HAR HAR HAR!!!œb5
ok seriously
for ME
1 electric sword - 190
1 knife - 10
$200
I have 205.00 so I have $5 left.
I took the ONLY electric sword so there are NONE of THOSE left. if you didn't
get the post buffered type O aat the end of bulletin prompt to read it over.
-Tiron
^
KRTE KD-LR7
68807010203
Ok heres my list
1 Knife
1 Sword
1 Sonic Knife
2 Doze Grenades
2 Fragmentation Grenades
1 Tangler Grenade
i have 183 Credits to start out with
after i have bought this stuff it
leaves me with 8 credits left...
œcL>>>>KRTE KD<<<<
^
LUIGI-LR1
68807018134
KRTE KD there was only 1 sword & I took it.. look at the amts..
^
DOOMER-LR3
68807018317
Ok I'm taking the Gyrojet pistol
with two clips. That leaves me with
about 3 credits. I'll go play some
video games untill KP gets back!
DooM
^
STECKS-LR10
68807018512
Ok I'll take gyrojet rifle 300
2 jet clips 40
laser pistol 600
100seu pwrpk 500
vibroknife 25
20seu pwrpk 100
Thats 1465 credits so I got about
800 credits left. Loans
anybody(Hahahahahahahaha)
Stex
^
KRTE KD-LR7
78807028504
Luigi there was only 1 ELECTRIC sword
there was 7 or so normal swords too.
YOU look at the list...
Stecks thats cute... im sorry im
broke....i get my welfare credits in
the mail next week... Ar Ar
œcL>>>>KRTE KD<<<<
^
KING POSEIDON-LR5
28807048548
well the electric sword runs on seu
clips...so does the sonic knife...
so you might think about getting
some...
ß KP
so where did everbody go I was gone
for 3 days and only 4 out of 8 people
posted what they wanted...
^
DOOMER-LR3
28807048616
Well I spent my last three
credits on video games and now I'm
broke. Where do I get well fare krte
DooM
^
MIJACOGEO-LR2
38807050113
Heres My list...
Vibro-Knife 25
Doze Grenade 10
Doze Grenade 10
Tangler Grenade 25
Tangler Grenade 25
Fragmentaion Gren.20
----
115
166
-115
-----
51 Credits for
Equipment or is there an Equipment
stand around If Not I'd Like to Put
it in the Pan Galactic Bank (in The
Knight Hawks rules) and Earn intrest
Or dont you USE the Pan Galactic Bank
and if so what Percent of intrest is
it>
^
KING POSEIDON-LR5
48807068657
sorry but all the banks closed hours
ago...and will still be closed when you
leave...
morning comes...the group gathers to
leave on there journy...you notice that
about 10 more men don't show...you
are lead to your room...all of you are
to stay in the same room a large
room...you are provided with a ship
map...
guild passenger transport ship
i
N Mescape pods
NMÄNM B
N NUMCMCCÂCKresturant/
N N<K M M<K ball room
N N M M the deck B
NßßßßßßßßßßßM UCCCKUCCCK
N UCCCCCMK UCCK
N JK <CCCMCKcargo
N ÄÄÄÄ ÄÄÄÄ M bay
blue ³ ³ ³ ³ B
indecate³ ³ <³CCC³CCCK
s ³ ³ ³ ³
a door! ³ LÄÄÄÄÄÄÄÄÄÄÄÙ ³ rooms
³ ³ B
³ ³ B
³ < C < CC³CCCK
³ ³air lock
³ UCCCCCCCCCCCC/C³CCCK
³ UI<KÚCCCCCC¿ UI ³
³ JK BengineB JK ³
ßßßßßßßßßßßßßßßßßßß
well there is sort of a map...
it lost a little in the buffering
including its color...so well if you
want to go a sertain place just tell
me and I will tell you where it is...
the guy that lead you to your room also
told you that you are to meet in the
ball room for lunch and more info at
1230...it is 723 now...
so you have a wile to do whatever...
KP
^
DOOMER-LR3
48807068854
Are we on the ship or in a hotel
somewhere Might be helpful to know...
Also I can't get graphics
(Apple//e) so....
DooM
^
STECKS-LR10
48807069000
Ok my guyBubbais going to look
around the ship. He will lock his
equipment up except for the laser
pistol and vibro knife. He has the
laser pistol connected to his 20 seu
powerpack. He hides the weopons in his
skein suit just in case. He will just
wander around and see if he can foind a
steam bath(dralasites are fond of them
ya know) and/or talk to people he
meets.
Stex
^
KING POSEIDON-LR5
58807078312
well you are in the ship it has just
departed...
so where exactly do you wander...
here is a ruff over-view of the ship...
escape escape
pods pods
deck
resturaunt/
ball room
cargo bay
rooms
air locks & engines...
È KP
^
DOOMER-LR3
58807078357
Ok I'm going to wander up to the
deck to try and find a computer that I
can get some more info. about the
planet and this cult leader out of it.
I will keep my weapon and clips with
me.
Krar
^
MIJACOGEO-LR2
68807080231
I'm Locking Up the Grenades execpt for
one of the dozers and I'll take my
Vibro Knife and I'll ckeck out the
Airlocks and Engine Rooms.
^
KING POSEIDON-LR5
68807088459
before eather of you get a chance to
leave the room there is a large crash
imediately followed by the sound of a
very large lazer a work...a sew second
later you here gun shots shouts and
screams...
KP
^
KING POSEIDON-LR5
68807088501
oh you also deduce that the sounds are
coming for somewhere around the right
side of the cargo bay area...
^
DOOMER-LR3
68807088735
(Another stupid questionHas the
space ship left the ground yet) Well I
say we should go down there and take a
look. I'll head up the group since I
still have all my weapons with me the
rest of you follow in whatever sort of
order comes handiest. If the coridors
are wide enough we can try making two
of us head up the line. Bubba and
whoever else put their weapons away get
out anything you might need and follow
the rest of us.
Krar
^
STECKS-LR10
68807089001
Damn! I wanted to get some chow
but I guess I'll go unlock my weopons
and prepare them for battle and follow
Doomer(whats your guys name) to kick
some ass! And after the ass kicking I
will go to the restaurant for some
breakfast lunchwhatever and then see
about that steam bath. I am side by
side with doomer so I can get 1st shot
at the scum.
Bubba
'Stex'
^
CRONUS-LR1
68807089159
1. when do we get paid
2. How MUCh do we get paid
3. how can we deposit $$ in the pan
galactic bank
I would suppose that electric swoord of mine already comes with a clip so i
will strap it on my belt for now (powered OFF that is..) and the knife goes on
my belt too my 5 remaining credits will stay in my credit card (which happens
to be IN my wallet on me) (just in case I wander into a pay-toilet area) I'm
going to look for money or mabue steal something small from the cargo bay.. I
will be heading there..
^
CRONUS-LR1
78807091202
POW! ZAP! sends me running in the
OPPOSITE DIRECTION I was heading LUIGI
(my guy here) will hang back while
everyone is investigating the noise to
mabye ACCIDENTALY borrow someone's
weapon (not to kill anyone just to
cover my ass in case those loud noises
are what I THINK they were..
^
KRTE KD-LR7
18807108554
Well since there seems to Be enough
people going to see what the messup is
i guess ill wander over to the bar
area look around and see if i can chat
up a convo with anyone in there..
(i also presume that this part from
here on is going to be in E-mail right
KP)
^
KRTE KD-LR7
18807108555
Oh i also have all my weapons and that
on me...
(goin to E-mail.....now.)
^
DOOMER-LR3
28807118727
What kind of group are we anyway
Let's see me and Stecks are going down
to do battle Cronus turned tail and ran
and Krte is off to the bar! Well I'm
still going full tilt to the
explosions!
Krar
^
KING POSEIDON-LR5
28807118921
ok well everone excluding
cronus(sp) runs out of the room...
well the few in front hear a yell and
well they as a natural reaction
decide to look behind them(where the
yell came from) and you see Timehopper
has been grabbed by a man dressed in a
purple suit and a large seven pionted
star on it...the man is holding
timehopper with a vibro knife to
his(timehoppers) neck...
oh and timehopper you do happen to
notice that you are being held buy a
man that has a knife to your neck and
has extreamly bad BO!!!
you also notice a man a little to the
left of timehopper with a auto mattic
pistol...he is yelling 'drop you guns
and follow us to ar' ship or we will
kill him(timehopper)'...
insidently all of you are about 15 feet
away fron them...this is excluding Krte
KD he is about 5 feet away...and
skecks because of his enormously slow
speed he is 9 feet away...
KP
you are all friends you would have a
tendency to stick together...
^
CRONUS-LR1
38807120442
ah! I SEE! KP WANTS us to stick together ok well see I'm still in the room
and at the moment I have sticky fingers AH! a grenade! mine now hmm a pocket
calculator! mine also.. GREAT! an
SEU clip I'll just click that into my electric sword and sneak up on the
first PURPLE dickshit I find..
^
KING POSEIDON-LR5
38807128254
ok well cronus wants me to continue
this post under a different title to
save disk space & time...
so continue this post under the next
post called...'continued!'
KP
^
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An Alternate System for AD&D
Forward:
This began as an attempt to "fix" the AD&D system to make it
playable. I soon found this task to be impossible, without
trashing almost everything in the system and starting from scratch.
The obsolete concept of "class" with it's built in restrictions
(weapons, armor, spell, skills... the list goes on and on) was
unacceptable. It is obvious to most people that a skill based
system has many advantages over a class based one, and I for one
was happy to see AD&D ver. 2 "take a step in the right direction"
by adding non-weapon proficiencies. However, a half step can cause
a fall, and the current NWP system gives some "feel" of a skill
based system while still holding ardently to it's class based
roots. The obvious solution? Play something skill based (GURPS,
for example).
Goals:
I set out making changes in the system with a few goals in
mind. First, I felt that the current magic system had too much of
a tendency for low level spellcasters to be "johnny one shots"
(cast one spell and be done for the day). Higher level spell
casters had quite a large selection of spells and were quite
powerful, but had no flexibility. The level 19 mage (for example)
could still only cast 5 magic missiles before being finished for
the day. The increased effect of spells (such as fireball) with
level without any additional cost to the caster also bothered me.
Second, I detested the weapons and armor restrictions. Why
can't a mage wield a sword? Gandalf did. [The astute student will
at this point realize that these restrictions had to be imposed for
some "balance" in the game--a limitation of the class based
system]. Why can't the rogue use a long bow and wear plate armor
(if they want to, that is)?
Lastly, I didn't like the hit point system. The system itself
describes hit points as a combination of luck and physical
punishment potential. [Note that this may not be true, as I
haven't bothered to track that exact quote down]. This is
obviously a pseudo-justification left over from the war gaming days
of D&D.
The next several sections will describe the changes that I
have made in the hit point system, the weapons/armor restrictions,
and lastly (and longest) the magic system.
Health and Hit Points
All characters and monsters now have two categories of hit
points. The first is their physical damage potential, or health.
The second is their accumulated luck, or luck points.
The health of a character is exactly equal to their
constitution. Use the following rules to generate health scores
for monsters whose constitution is not known. Roll an appropriate
number of dice depending on the size of the creature. Tiny: 1d6;
Small: 2d6; Medium: 3d6; Large: 6d6; Huge: 9d6; Gargantuan:
12d6. Note that this is not intended to represent the constitution
of the creature in general.
The luck of a character is given by their hit dice or level,
and is exactly equal to their hit points under the old system. All
damage comes first from these luck points and represents small
scratches, bruises and the like. For example: a third level
fighter with a 17 constitution would have a health score of 17, and
3d10+9 luck points (fighters still gain higher amounts of luck
points in combat due to high constitution, while other classes do
not).
Negative Health Scores:
When a character reaches zero health, they fall to the ground
barely conscious. They are able to crawl at 1", bind wounds, or
drink potions, but little else if they make a successful willpower
check (roll under wisdom+current health on d20). The check must be
made each round. For example, the fighter above takes a massive
wound bringing his health to -3. He must roll under his wisdom -
3 to remain conscious that round.
Unlike regular AD&D, characters do not die at -10 health.
Instead, when the character finally receives aid (from a priest,
for example), they must take their current health and divide it by
their maximum health (round all fractions up). A successful roll
on the system shock table (equate maximum health to constitution
for finding system shock roll, and add 5% for each point above 25)
divided by the number above will not result in loss of life. Say
that the fighter above reaches -26 health (for whatever reason)
before a priest can attend to him. He must roll 97% divided by 2
(26/17=2), which is 49% or less on percentile. Regardless of
health, a character will die at -5*maxhealth.
Berserkers:
If a creature has gone berserk (for whatever reason) they will
fight until all enemies are dead, or they have died. They do not
have to make a willpower roll, but will fight until they are dead,
i.e. at -5*maxhealth. This makes berserkers (and cursed items that
cause berserking) much more deadly.
Healing:
Since luck points are not really wounds, I allow healing
magics of all sorts to act doubly on them (1 point of healing heals
2 points of luck). Optionally, you could disallow healing magic to
work on them, but regenerate them at a rate of 5 points per day
(the phrase "push your luck" comes to mind). Any method is
acceptable, depending on your game setting and GM's preference.
Armor and Weapons Restrictions
The obvious fix for armor and weapons was to free all classes
from any sort of restrictions. Note that priests may still be
restricted by their particular deity and wizards in metal armor
will have a chance of spell failure based on the amount of metallic
content. I still allow priests who worship the major (king,
father/mother, etc.) god of the pantheon to take the standard
cleric package (without any weapons/armor restrictions) given in
the PHB.
Use the following table to determine a wizard's chance of
spell failure:
Armor Type Casting Penalty
Hide, Padded, Leather 0%
Ring Mail, Studded Leather 10%
Elven Chain * 15%
Scale, Brigandine 25%
Chain 40%
Splint 50%
Plate 60%
Field Plate 75%
Full Plate 90%
Shields,
Buckler 0%
Small or Medium 5%
Body 10%
* - The casting penalty for Elven chain may be reduced if the
character is a wizard or a priest. The penalty for a wizard
or priest with a bond item is 0%.
Values for shield and armor are cumulative. For each magic plus of
a suit of armor, subtract 5% from the penalty. Note that priestly
magic is not affected by the presence of metals about the body.
For example, a mage in plate +5, with body shield +3 would have:
(60% - 25%) + (10% - 10%) = 35% chance of failure
The penalty for a shield or armor may never go below zero.
Magic
Spell Points:
The magic system now uses spell points. When a spellcaster
casts a spell, they pay for the casting in magic points. The base
number of magic points that the caster pays is given by the formula
below.
base number of points = (spell level)*3 - 2
This determines the base cost of the spell, cast at the level that
the spellcaster is required to be to initially cast the spell. A
spellcaster can "boost" the effects of the spell by putting an
additional magic point per level desired into the spell (up to the
level of the character).
For example, a mage must be 5th level to case fireball, and
the base cost for the spell is 7 magic points. If a 9th level mage
wishes to cast a fireball at 7th level, the cost would be an
additional 2 points for a total of 9 magic points. The caster
could have put 4 additional points into the spell (instead of 2)
and cast it at 9th level for a cost of 11 magic points.
The number of spell points per level for the various classes
is given below:
Level Priest Wizard Ranger Paladin Bard
1 2 2 - - -
2 4 4 - - 2
3 8 8 - - 4
4 14 14 - - 8
5 24 22 - - 10
6 30 28 - - 14
7 38 40 - - 20
8 52 54 2 - 24
9 68 64 4 2 30
10 86 78 8 4 38
11 106 102 12 8 44
12 130 132 18 12 52
13 148 156 20 18 62
14 180 170 26 20 70
15 198 188 30 28 80
16 222 230 36 38 94
17 254 260 36 44 112
18 296 278 36 44 130
19 302 294 36 52 138
20 330 324 36 60 160
You might note that the number of spell points is simply the number
of spell levels a caster could cast at a given level (in the
original system) times two.
Overcasting spells:
It is possible for a spellcaster to cast a spell that costs
more than they have in current magic points. This is called
overcasting a spell. When a spell is overcast, the extra points
come directly from the casters health points (i.e. they are
physically damaged by the overcasting of the spell). You may wish
to impose some form of penalty for overcasting spells (higher
failure, willpower check, etc.).
Spell Point Recovery:
Spell points are recovered at a constant rate per hour. This
rate depends on the prime requisite of the spellcaster (wizard or
priest only), and the availability of mana in the region. The base
rates for a "normal" mana area are given below:
Points Activities
0 Heavy work, Combat, etc.
1 Light work, Heavy activity (running, etc.)
2 Light activity (walking, etc.)
3 Rest, Relaxing activity (study, etc.)
4 Sleep
Wizards and priests with prime requisites above 14 add one point to
the above totals. Exceptionally high scores (above 18) may also
add to the recovery rate. Other spellcasters do not gain this
bonus (paladins, rangers, bards and the like).
Five categories of manna areas exist: very high, high,
normal, low, and none. In "very high" manna areas, the recovery
rate is as it is in "high", plus one point per hour, and the cost
of spells is halved (round down). In "high" manna areas, the
recovery rate is doubled (per hour) and the cost of spells is
reduced by one point (i.e. 1st level spells cost the same as
cantrips: 0). In "low" manna areas, the recovery rate is halved
(rates above are for every two hours) and the cost of spells is
increased by one point. In areas where there is no mana, all
spellcasters lose 1 magic point per hour to the surroundings,
spells cost double, and no mana is recovered.
For example, a wizard with an IQ of 16 in a very high manna
area, who is sleeping has a rate of 4 (sleep) + 1 (high prime
requisite) times 2 (very high manna area) + 1 (very high manna
area) = 11 points per hour. It is very beneficial for powerful
wizards and priest to build strongholds in these areas. In
addition, a 9th level spell would cost 12 points!
Spell Memorization:
All spellcasters can memorize a number of spell levels equal
to their effective level plus their wisdom (if they cast priest
spells), or intelligence (if they cast wizard spells). This forces
spellcasters to choose a good selection of midrange spells at
higher levels, while allowing lower level spellcasters to know a
wide range of spells. Rarely will a spellcaster keep greater than
6th level spells in memory. Spell memorization takes only 15
minutes per spell level to replace spells in memory. No rest is
required (other than regeneration of spell points).
Bond Items:
A wizard or priest may bond an object to themselves (other
spellcasters cannot make a bond object), which will increase the
number of spell levels a character may memorize. For the wizard
this item must be organic (i.e. once have lived). It is typically
a wand of wood or bone, or a staff of wood (hence the stereotype of
a wizard with a staff). For the priest the item will be an
excellent quality holy symbol. The bonding process takes 1 week of
constant attention by the spellcaster, putting 1 spell point per
waking hour into the item. This activity counts as light work for
the purpose of spell point recovery. After one week, the item is
ready for the final enchantment. The spellcaster pours all of
their remaining magic points into the item. The caster then must
roll under the number of magic points that they poured into the
item on a d100. A successful roll indicates that the item has
bonded to the caster. A roll of 100 always fails. The caster then
may memorize an additional number of spell levels equal to one half
their level, rounded up. Only one such item may be bonded to a
character at a time.
A bond item may be intentionally destroyed. A priest may
strike a single foe with their bond item, destroying the item. The
foe will take 6d6 damage + 1 point damage per level of the user.
If the creature struck is extraplanar (i.e. summoned) it must save
vs. spells, or return to it's plane of origin. A wizard may break
his bond item, causing an explosion in a 20 foot radius centered on
the caster. All creatures in this radius take 6d6 damage plus 2
points damage per level of the user. Creatures in the area of
effect may not make a saving throw. If the wizard fails a saving
throw vs. magic, he will take twice the indicated damage, otherwise
the wizard will be unharmed. In most cases a bond item will be
destroyed when the bond with the caster is broken. A spellcaster
that intentionally breaks a bond item may not bond another item for
a period of one year.
A spellcaster that wishes to dissolve their bond with their
bond item may do so, without the one year penalty. The bond is
dissolved, and the caster immediately loses all spells that were
memorized with the item. The caster must then wait for a number of
days equal to their level to bond the new item.
Magic Items:
Several magic items have changed under the new system. These
are described below. All items that can be recharged may be
recharged by the appropriate spellcaster by pouring 10 magic points
per charge per hour into the item. An item cannot be recharged
faster than one charge per hour.
Potion of Mana Restoration:
The entire potion must be consumed in a single round. If this is
done, the potion restores 3d10+3 magic points.
Potion of Greater Mana Restoration:
This potion may be consumed in thirds, in which case the effect is
as a potion of mana restoration (above). If the entire potion is
quaffed in a single round, the potion restores 3d10+40 magic
points.
Scrolls:
Scrolls work the same under this system as the previous one.
Ring of Wizardry:
The ring increases the number of spell levels the wizard (and only
a wizard) may memorize. Roll on the following table to determine
the additional spells available:
Roll Additional Spell Levels
01-70 Level/2
71-95 Level
95-99 3*Level/2
100 2*Level
The level referred to is the character's current level. The
effects of this ring are cumulative with a bond item.
Rod of Absorption:
This rod works as described in the DMG with regard to absorbing
spells, but will only provide the base cost of a spell to be cast
by the wielder. If the user wishes to cast the spell at a level
above the base, they must provide the extra magic points.
Staff of the Magi:
Acts as the staff in the DMG, but doesn't absorb spell levels as
described. Instead, the staff may store 50 magic points which are
available to the caster as if they were the caster's own. The
staff will absorb spell energy in the form of magic points, instead
of spell levels. The cost of the staff's functions is doubled and
paid for in spell points, not charges/spell levels. This item may
be used as a bond item, with double the effect. Effects of the
retributive strike and bond breaking are cumulative. Assume that
the current magic points divided by 2 is the current number of
spell levels in the staff for purposes of a retributive strike.
Staff of Power:
This staff is charged, to a maximum of 25 charges, and does not
contain magic points for the wielder to use. This staff does,
however, increase the rate at which magic points are recovered by
1 point per hour. In no mana areas, this staff prevents the loss
of magic points to the surroundings. This item may be used as a
bond item, with double the effect. Effects of the retributive
strike and bond breaking are cumulative.
Phylactery of Faithfulness:
Acts as described in the DMG, with the additional bonus of letting
the priest memorize additional spell levels, as a ring of wizardry.
Spells:
Several spells have changed, as noted below. Note that all
"caps" on maximum dice for a spell (10 dice for a fireball, 5
missles for magic missles, etc.) have been removed, since the extra
power must now be paid for.
Wizard Spells:
Cantrip:
A cantrip costs zero magic points to cast, except in low manna
areas.
Dispel Magic:
If the caster is dispelling his own magic, this spell costs a
single magic point.
Vampiric Touch:
The caster may drain magic points instead of hit points from the
target. If the target has no magic points, the spell fails.
Anti-Magic Shell:
The shell does not protect against dragon breath. This is (should
be) a separate sixth level spell.
Limited Wish:
The additional cost of the spell above the base will be determined
by your GM.
Permanency:
The cost of this spell is 500 times the cost of the spell to be
made permanent. The caster must spend a minimum of 1 hour a day
with the item/area to be enchanted, and must put a minimum of 20
magic points per hour into the enchantment. At the end of this
time, the spell is made permanent. If any day is missed, the
enchantment fails. The caster does not lose a constitution point
from the casting (due to the increased casting time).
Wish:
The additional cost of the spell above the base will be determined
by your GM.
Priest Spells:
Dispel Magic:
If the caster is dispelling his own magic, this spell costs a
single magic point.
Imbue With Spell Ability:
Only one such spell may be active at a time. The caster imbues the
target as normally. The caster does not lose the spell levels
imbued to the target! The target may then cast the spell using the
caster's magic points.
Raise Dead:
This spell costs the base cost, plus 5 magic points per level of
the dead to be raised. The casting time is 1 turn per level of the
target plus 1 turn. This spell may only be used on the recently
dead, up to 1 hour per level of the caster. The reverse of this
spell takes 1 round to cast, and costs only the base.
Resurrection:
The spell costs the base cost, plus 10 magic points per level of
the dead to be resurrected. The casting time is 1 hour per level
of the target plus 1 hour.
New Spells:
Some new spells are described below.
Mana Gradient (1st level priest/wizard, Divination)
Sphere: All
Range: 10 yards plus 5 yards per level
Components: V, S
Duration: 2 rounds/level (subject to permanency)
Casting Time: 1
Area of Effect: caster
Saving Throw: None
When this spell is cast, it gives the general direction of
increasing mana concentration within the range of the spell. This
spell may be used to find locally higher mana areas, but not
necessarily regions of higher manna. Moving away from the
direction of increasing mana may be used to find locally lower mana
areas. Optionally, this could be an innate ability of wizards and
(to a lesser extent) priests.
Shape Mana (6th level priest/wizard, Alteration)
Sphere: All
Range: 0
Components: V, S
Duration: 1 hour/level (subject to permanency)
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None
When this spell is cast the caster may locally shape the mana
concentration within the area of effect of the spell. Certain
areas may be reduced by one category, and a like area increased by
one category. The area of effect is at most the size of a small
tower or keep, not to exceed 16,000 cubic feet. Repeated
application of this spell may shift the category by two places, not
to exceed "very high" or fall below "none". Note that the Mana
Gradient spell is ideally suited to find places that have been
affected by this spell.
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THE NEW AND IMPROVED
ALTERNATIVE WRESTLING SYSTEM
INTRODUCTION
Wrestling is the most basic of combat skills, unknowingly
practiced by almost all children as they rough and tumble with each
other. However, there exists a fine art of wrestling that only
professional wrestlers use. Thus, the Alternative Wrestling System
exists for those characters who are willing to spend a weapon
proficiency slot to learn and master the AWS.
COMBAT
Before the player makes an attack roll, he should roll the
percentile dice (1d100) and consult Tables B-G for the results. If the
die result is on table B, C, D, E, or F then the player is attempting
to do a standard, lifting, strength, agility, or illegal hold. If the
character meets the appropriate requirements given for the hold that
was rolled, then the player can make a normal attack roll to see if the
hold is successful.
Table G contains special items that require additional rolls on
the tables or no attack rolls whatsoever.
TABLE B: Standard Holds
Roll Move Damage Requirements
01-02 Arm Bar 1 Str > 9
03-04 Chinlock 1 Str > 9
05-08 Chop 1 Str > 9
09-10 Elbow Smash 1 Str > 9
11-12 Headlock 1 Str > 9
13-16 Knee Lift 1 Str > 9
17-18 Stomach Kick 1 Str > 9
TABLE C: Lifting Holds
Roll Move Damage Requirements
19-20 Backbreaker 2 MP => Oppt's
21-24 Weight Bodyslam W MP => Oppt's Weight
25-28 Piledriver W MP => Oppt's Weight; Dex > 9; Int > 9
29-30 Reverse Atomic Drop W MP => Oppt's Weight
31-32 Suplex W MP => Oppt's Weight; Dex > 9; Int > 9
TABLE D: Strength Holds
Roll Move Damage Requirements
33-34 Bear Hug 1/rd Str > Oppt's Str; MP => Oppt's Weight
35-36 Boston Crab 1/rd Str > Oppt's Str; Dex > 9; Int > 12
37-38 Head to Hard Object 1 Str > Oppt's Str
39-40 Shoulder Block 1 Str > Oppt's Str; Dex > 9
41-42 Takedown 1 Str > Oppt's Str
43-44 Test of Strength 1 Str > Oppt's Str
45-48 Whip to Hard Object 1 Str > Oppt's Str
TABLE E: Agility Holds
Roll Move Damage Requirements
49-50 Clothesline 1 Str > 9; Dex > 9;
51-52 Flip 1 Str > 9; Dex > 9; Int > 9
53-54 Flying Mare 1 Str > 9; Dex > 9; Int > 9
55-56 Hammer Lock 1 Str > 9; Dex > 9
57-58 Hip Toss 1 Str > 9; Dex > 9; Int > 12
59-62 Drop Kick 2 Str > 9; Dex > 12; Int > 12
63-64 Flying Head Scissors 2 Str > 9; Dex > 12; Int > 12
65-66 Leg Takedown 1 Str > 9; Dex > 12; Int > 9
TABLE F: Illegal Holds
Roll Move Damage Requirements
67-68 Gouging 2 Str > 9
69-70 Head Stomp 2 Str > 9
71-72 Choke 1 Str > 9
73-78 Closed Fist 1 Str > 9
79-80 Hair Pull 1 Str > 9
81-82 Genital Buster 3 Str > 9
TABLE G: Special
Roll Effect
83-84 Blocks opponent's next melee attack.
85-86 Power Surge (PS) of +1 to Str for move, Roll again ignoring PS.
87-88 Power Surge (PS) of +2 to Str for move, Roll again ignoring PS.
89-90 Power Surge (PS) of +3 to Str for move, Roll again ignoring PS.
91-92 Power Surge (PS) of +4 to Str for move, Roll again ignoring PS.
93-94 Combination. Roll twice for two moves ignoring rolls over 82.
95 Recover 1 lost hit point, if any.
96 Recover 2 lost lit points, if any.
97 Wild. Player may choose.
98-00 Specialty
Notes for Requirement Section of Tables
MP refers to the maximum press of the character as defined by his
strength. W refers to the opponent's weight. Oppt's is an abbreviation
for Opponent's.
Damage
Damage for the holds are given as hit points loss. Thus, a person
who receives a chop suffers 1 hit point of damage.
In the case of a few lifting holds where damage is listed as W,
the victim of the hold suffers an amount of damage equal to his weight
divided by 20. For example, a man who weighs 200 pounds gets body
slammed. He suffers 10 (200/20) points of damage from the devastating
move.
In the case of a few strength holds where damage is listed as
1/rd, the hold is a continuous hold. Until broken, the victim suffers 1
hit point of damage per round. To continue the hold, the character
cannot do other moves or actions. Of course, the character may opt to
voluntarily break the hold. The hold can be broken if the character is
successfully attacked by an outside force.
Modifiers
If a character is attempting to wrestle in armor, the modifiers on
Table A are used (these are penalties to the attacker's attack roll).
Normal modifiers to the attack roll are also applied.
TABLE A: ARMOR MODIFIERS FOR WRESTLING
Armor Modifiers
Studded leather -1
Chain, ring, scale mail -2
Banded, splint, and plate mail -5
Field plate armor -8
Full plate armor -10
Penalties for being held or attacking a held opponent do not apply
to wrestlers. Wrestling involves a lot of holding and twisting as it
is, and the damage resolution system for wrestling takes this into
account.
BEING PROFICIENT
Upon spending the 1 weapon proficiency slot for AWS, the character
must create a specialty hold that would be used in the case of a roll
of 98-100 on the tables. The specialty hold can be almost any type of
hold within reason. The only requirement is that damage done by the
hold doesn't exceed 4 points with the exception of a Lifting Hold that
does damage depnding on the oppenent's weight. Players are encouraged
to make an exciting and imaginative hold. GM's should make sure that
the hold has reasonable requirements.
WRESTLING SPECIALIZATION
A player can spend another weapon proficiency slot to specializing
in the AWS. Any character of any class can specialize in wrestling.
Although other rules may state otherwise, any character of any class
can specialize in wrestling in connection with a specialization in
punching or martial arts.
When a character specializes in wrestling, he gains the following
benefits:
- He gains a +1 bonus to all his attack rolls with wrestling.
- He gains a +1 bonus to all damage rolls for a successful high
impact maneuver.
- He gains a +1 chart bonus with all wrestling attacks. The chart
bonus is a reflection of the character's superior accuracy with
wrestling. As already known, when the character successfully hits, the
roll itself determines which maneuver was used. But the specialist can
modify the result. With the +1 chart bonus, he can choose the maneuver
one higher or one lower on the chart.
- He gets to choose a strike, hold, and high impact maneuver that
becomes his own personal attacks. When his personal attacks are rolled,
double damage occurs.
CONTINUING SPECIALIZATION
Although other rules may state otherwise, any character of any
class may continue to devote slots to wrestling. For every additional
slot devoted, the wrestler gets the following benefits:
- He gains an additional +1 bonus to all his attack rolls with
wrestling.
- He gains an additional +1 bonus to all damage rolls for a
successful high impact maneuver.
- He gains an additional +1 chart bonus with all wrestling
attacks.
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*****************************************
The following text is from a book found at the 42nd St. Library, on
Rene' d'Anjou, or good King Rene' as he was called, and it gives his
advice on the running of Tournaments. This was translated from the
French by Lady Kate the Highly Tolerant who is the Lady of Viscount
Sir Edward Zifran of Gendy. It is too bad the brilliantly colored
pictures could not be included herein as well. But then again you
probably saw them in other works. This is an incomplete project, but I
hope to get the rest of the document and the translation photocopied
soon.
*****************************************
To Very High and Powerful Prince, my very dear and well-loved and
only brother Charles d'Anjou, your brother, am informing you, that in
pursuit of pleasure, and knowing for some time that you take pleasure
in seeing new pictures and writings, would make a proposal, the most
expansive I know of in form and manner, which is a tourney to be
contracted for at court elsewhere on some procession from France, when
any prince wishing to do so, does. The form I took is nearest to one
kept in Germany near the Rhine when a tourney is held and according to
the manner which they hold in Flanders and in Brabant: and the same in
the old fashion as is the custom in France, which I've found through
writings. Of these three fashion, I took what seemed best to me, and
compiled a fourth fashion as you will see, if it pleases you, by what
follows hereafter.
He who wants to hold a tourney, it is necessary that it be some
prince, or at least a high baron or banneret, which will be explained
hereafter.
But to better understand the manner, I will use here as example
the Duke of Brittany, Appelant, on the one hand, and the Duke of
Bourbon, Defendant, on the other. And for all the emblasons necessary
for this present tourney. I please myself to be concerned only with
imagined ones.
Therefore so follows the words of the Lord Duke of Brittany,
Appelant, to the opposing King at Arms opening and presenting to him a
tourney sword:
"King at Arms, hold this sword and go towards my cousin the duke
of bourbon and say to him on my behalf that for his valiance, wisdom
and great chivalry, which is a part of him, I send to him this sword -
signaling that I wish to strike a tourney and gathering of arms
against him, in the presence of ladies and maidens, and all others, on
a named day and set time, and at a place both fitting and convenient.
For which tourney I offer to him for judgement-sayers [marshals?]
eight knights and squires from which the will choose four, and said
judges will assign the time and place and will make ready the area.
When the said King at Arms will go towards the said Duke of
Bourbon, Defendant, and , in the greatest company and honourable
place, outside of a holy place, that he is able to find, will present
to him the sword, which he will hold by the point, thus saying to him:
"Very High and Very Powerful Prince and Formidable Lord, Very High
and Very Powerful Prince and My Very Formidable Lord the Duke of
Brittany, your cousin, sends me before you, for the greatest chivalry
and reknown of prowess that he knows to be your very noble character,
and, with all love and benevolence, and without any malice, requests
of you and proposes to you a tourney and gathering of arms before
ladies and maidens. For which event and a sign of this, he sends you
this ready sword to do this".
And if the said Duke of Bourbon accepts the tourney, he takes the
sword from the hand of the King at Arms saying: "I do not accept this
for any malice, but believing to please my said cousin, and for the
ladies pleasure".
And after he has taken the sword, the King at Arms will say these
words:
"Very High and Very Powerful Prince and Very Formidable Lord, Very
High and Very Powerful Prince and My Very formidable Lord the Duke of
Brittany, your cousin, there send you the arms of eight knights and
squires in a scroll of parchment, to which end, of the eight you shall
list four of those who will be most agreeable to you for said judges".
That said, he will show him the said scroll of parchment; the Duke
will take it and review the arms at his pleasure;he then will respond
to the said King at Arms:
"As for the said judges of whom you here show me the arms, the
lords of such place please me very well as knights, if it pleases
them; and the lord of such place please me as well as squires. And for
that you will carry to them letters of credential on my behalf; and
will also beseech my cousin the duke of Brittany, if he would write to
them that he is happy to accept, and at the earliest possible
opportunity for them, if they will let me know the day of said
tourney, and also the place".
That said, the Duke of bourbon will present to the King at Arms
two measures of gold cloth, or of velvet, or at least of patterned
crimson satin, with which he will draw the two lords leaders of the
tourney, done in paint on a large skin of parchment, on horseback as
they will be at said tourney, armed and crested, and he will attach
the said parchment to the said piece of gold cloth, or velvet or
satin. And in this state the King at Arms will take it, putting it in
a cloak fastened on the right shoulder, and with the good leave of the
Duke will go towards the said judges to know if they would like to
accept the office to be said judges.
And when he will be before them, having letters from the two
Dukes, Appelant and Defendant, with the said piece of clothe on his
shoulder, as well as having spoken of it, and on this attached
parchment will be painted the said lords on horseback, will present to
them his letters, as seen by one, the Appelant, and by the other, the
Defendant, which will be narratives of that stated above, and will
also contain credentials, informing that they wish those to be said
judges of said tourney undertaken by them.
And if the said judges accept the offer, the King at Arms must
thank them, as judges; if it pleases them, to order the day of said
tourney, and the place also, so that he is able to announce to the
places that it is agreed, it is seen: firstly, at the court of the
Lord appelant; secondly, at the court of the Lord Defendant; and
thirdly, at the court of the King and especially where it will be
decided by the said judges.
And as soon as the said judges have accepted the charge, the King
at Arms will paint the four shields of those said judges at the four
corners of the said parchment: it will be those of the two knights at
the top and those of the two squires at the bottom.
When the King at Arms will announce the festival of the tourney,
he must be accompanied by three or four heralds and poursuivants; and
the poursuivant with the highest voice must announce with three great
reposes: "OR OYEZ, OR OYEZ, OR OYEZ". One must make known to all
princes, lords, barons, knights and squires of the company from the
Ile-de-France, of the company from Champagne, of the company from
Flanders, and of the company from Ponthieu, of the company from
Vermandois and from Artois, of the company from Normandy, of the
company from Aquitaine and from Anjou, of the company from Brittany
and Berry, and also from Corbie, and all other of whatever company who
are of this kingdom and of all other Christian kingdoms, if they are
not banished or enemies of our sire King, to whom God gives good life,
that such a day of such a month, in such place of such area, will be a
great gathering of arms and very noble tourney held of measured clubs
and cutting swords, in proper armour, in crests, coats of arms and
coverings of armed horses of the arms of the noble fighters as well as
every ancient tradition as is the custom. Of which tourney are very
high leaders and very powerful princes and My Very Formidable Lords
the duke of Brittany as Appelant and the Duke of bourbon as Defendant.
And for this fact, one informs anew to all princes, lords, barons,
knights and squires who have the wish and desire to fight to acquire
honour, that they bring some small shields that I will give here
presently, so that one knows that they are the fighters. And for that,
in request of those who would wish to have it, these shields are
quartered with the arms of the four knights and squires, those who
intend to fight, are held to be in the inns the fourthe day before the
day of said tourney, in order to place their arms in the windows,
under pain of no longer being received at said tourney. And I, begging
pardon, make known to you this on behalf of my lords the said judges".
Hereafter follows the fashion and manner for which must be the
armour for the head, body and arms, crests and mantling, coats of
arms, saddles, armour and coverings of the horses, clubs and swords
for fighting.
The helm-padding must be a piece of boiled leather, which must be
well padded of one finger's thickness or more on the inside, and will
be covered with mantling of the arms of the one who will carry it. And
on the said helm, at the highest point, will be placed the said crest
and around this will be a twist of colours of said fighter, as large
as the arms or more or less to his pleasure.
Also, the helm is in the fashion of a bassinet or of a capeline
(iron with neck-piece), except that the visor is otherwise, as it is
drawn below.
Likewise, the body armour is as a leather breast-plate that one
calls a tonnelet (keg). And especially necessary is that the said body
armour be so wide and so ample that one can wear beneath a doublet or
padded corset of three fingers thickness on the shoulders, and along
the arms to the neck, and also on the back, for the blows of the clubs
and swords fall more voluntarily in these places than in others.
Of the forearm and guard arm there are two ways, of which one is
of bleached armour and the other of boiled leather.
The form and fashion of the guantlets is such that one can see
below in the drawing.
Also, the cutting sword must be in the form and manner hereafter
drawn, and similarly the club.
The coat of arms must be made neither more nor less than that of
the herald, reserving that it must be without folds by the body so
that one knows better whose are the arms.
Moreover, a fashion of harness is very necessary that one attaches
in front of the saddle-bow and which descends the length of the
measure of the saddle embracing the breast of the horse, such armour
is good to protect the horse, and also the leg of the fighter from all
strains. This armour is made of long straw between strong canvas
whip-corded doublets, and inside there is a bog full of straw, in the
manner of a crecent, which rests on the breast of the horse, and lifts
up the said armour, so that it doesn't rub against the legs of the
horse.
Also, one covers the said armour with a covering of the arms of
the lord who carries it.
The lists must be a quarter longer than wide, and of the height of
a man, or of an arm's length and a half, of strong squared wood, to
two across, the one high and the other low just to the knee. And must
be doubled, that is to have other lists outside a quarter step from
the main lists, to protect the servants and those non-armoured
sppointed by the judges to keep the fighters from the crowd of people.
And as ffro the size, it is necessary to make them as large or small
according to the number of fighters, and by the advice of the judges.
And for what seems to me that hereafter the armour and dress for
fighting are sufficiently declared, by right I return to apportion out
and declare the manners, statutes and ceremonies that are left to
keep, in order to do well and honourably to accomplish the said
tourney. And to begin, it is necessary to know the order and manner of
how the fighters must enter the city where they must hold the said
tourney.
First, the princes, lords or barons who wish to fly their banners
at the tourney must take care to be accompanied, principally at the
entrance that they make into the city, by the greatest number of
fighting knights and squires that they are able to assemble.
The war-horse of the prince, lord or head baron of other knights
or squires who accompany him must be the first to enter the city,
covered with the colours of the lord, and four shields of the arms
with four members of the company, and his head enplumed with ostrich
feathers, and at the neck, the collor of crests, a good small page on
his back, with or without saddle, as is pleasing. And after the said
war-horses must come the trumpeters and minstrels, trumpeting and
sounding, or playing other instruments such that will please then; and
then after, their heralds or poursuivants, having revested their coats
of arms; and after them, the said fighting knights and squires with
their following of all other people.
Also, as soon as a lord or baron has arrived at his inn, he must
place his arms in the window in the manner which follows: that is to
have, to be put by the heralds and poursuivants before his lodging, a
long plank attached against the will, on which are painted his arms,
it is to have crest and shield, and those of all in his company who
wish to fight, knights and squires as well. And at the high window of
his said lodging, he will put his banner unfurled, hanging over the
street.
And the said judges must make their entrance into the city the day
that the lords and other fighters make it, and must take pains to
enter first, if they can, in the form and manner which follows:
And the siad judges must have before them, four sounding trumpets,
carrying each of them the banner of one of the said judges; and after
the four said trumpeters, four poursuivants each one carrying a coat
of arms of one of the said judges, similarly as the trumpets. And
after the said four poursuivants, must come alone the King at Arms,
having on his coat of arms the piece of gold cloth, velvet or satin.
And after the said King at Arms must come side by side the two knight
judges on beautiful palfrey, each covered to the ground with his arms;
and must be vested in long robes, the richest they are able to find;
and the two squires equally after them.
And each of the judges must have a footman, holding in his hand
the bridle of the war-horse. And they must also have each one a white
rod in hand, as tall as they, that they will carry upright in the air,
on foot, on horseback, everywhere they will be during the festival, so
that one knows better that they are the judges. And after them must
come all of the others who are able.
The judges must hold their state together during the said
festival, and, if it is possible for them, to lodge in a religious
place where there is a cloister, for there is no other place so
convenient to display the crests of the fighters.
And the said judges must put before their lodgings a canvas of
three arms in height, and twice the width, where are painted the
banners of those four held together by the King at Arms; and above
will be put in writing the two names of the two leaders of the
tourney, and below the name, family names, lords, titles and offices
of the said four judges.
In the evening of the day of the coming of the lords, fighting
knights and squires, and of the said judges also, all ladies and
maidens who will be coming to see the festival will gather themselves
in a great hall after, supper; and will come there the said judges
having their white rods, with their trumpets sounding, and the
poursuivants before themand the King at Arms. In the hall they will
find their place prepared and will begin. All other knights and
squires will arrive in the same manner at this time in the said hall.
And then, by order of the said judges, dances will begin, and after
having danced some half hour, the said judges will present their
poursuivants and the King at Arms on the balcony where the minstrels
play in order to announce the display of the crested helms and of the
banners which will fly the next day, which will be better explained
below. And after, the dances will begin again, for as long as it will
please the judges; then they will ask that wine and spices be brought,
and thus will end the festival for the first day.
The next day, one will bring the banners, pennants and mantles of
the two leaders to the aforementioned cloister, to present them to the
judges; and following all other banners and crested helms, in the
order and manner which follows:
And first, the banners of all princes must be brought by one of
their knight chamberlains and the pennants of said leaders by their
first valets or prominent squires. And the banners of the other
bannerets by their gentlemen , so that it will please them. The helms
of these must be carried by their stablemen. And the helms of the
other bannerets, knights and squires, by gentlemen or noble valets.
Also, when all the helms will be thus placed and arranged in order
to display them, will come all ladies and maidens, and all lords,
knights and squires, visiting them from one end to the other, in the
presence of the four judges who will lead three or four turns of
ladies, to best see and inspect the crests: and there will be a herald
or poursuivant who will announce to the ladies, according to the place
where they are, the names of those to who belong the crests, so
that.....

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THE BAG O' WONDROUS ITEMS
This bag, constructed of heavy cloth, is about two feet wide and
four feet long (the size of any large bag or sack). A character who
opens it will find several small, multi-color pebbles inside. The exact
number of pebbles can never be verified by counting or other means.
Even if only one pebbles remains, looking into the bag will reveal many
pebbles.
If the pebbles are dumped out of the bag, they explode for 5d4
points of damage each. All creatures within a 10 foot radius must
successfully save vs. spell or suffer full damage. To be removed
safely, the pebbles in the bag must be taken out by hand - telekinesis
won't prevent them from exploding, nor will working them out with
tools.
When a pebble is fully removed from the bag it will transform into
an item (sometimes animated). Roll 1d100 on the table below.
In every case, the GM may make any adjustments to these results he
feels is appropriate.
An interesting feature of the bag, is that non-living items may be
placed in the bag. Even if an item seems to big to get into the bag, as
long as a person holds the bag and attempts to put the item in, the
item goes into the bag. An item that goes into the bag becomes a pebble
as described above. A person has the same chance of drawing that
specific pebble out as much as any other item. This feature of the bag
explains how some less wondrous items got into the bag.
If the bag should every become empty, it will explode causing
10d10 points of damage at ground zero, 9d10 points of damage 10 feet
out, 8d10 point of damage 20 feet out, and so on. The GM may allow
appropriate saving throws if necessary.
When Detect Magic is cast on the bag, it radiates strongly of
Alteration and Conjuration/Summoning magic. How strong this glow is
depends on the number of items available in the bag. Thus a full bag
would radiate a brilliant glow.
-----------------------------------------------------------------------
01. A parchment that explains that if the bag becomes empty, it will
explode causing cataclysmic damage. It also tells how items can be put
into the bag.
02. A coin. Roll 1d8 on the following:
1 Bronze Bit 5 Steel Piece
2 Copper Penny 6 Silver Piece
3 Electrum Piece 7 Gold Piece
4 Platinum Piece 8 Adamantite Piece
03. A T-800 101 series Terminator. Information on it can be found in
the "Terminator" section of THE COMPLETE GUIDE TO TECHNOLOGY.
04. A Buffalo Bills Super Bowl ring... wait a minute... its actually a
plain tin curse ring that bestows a -3 penalty to hit and to damage.
05. A small piece of parchment with one of the following message:
"I.O.U. one magic-item."
06. A wicker basket full of radishes, the love of hobbits.
07. A spellbook of the GM's favorite spells; preferably spells not in
TSR products so they will be unfamiliar to the players.
08. A gem. Roll on the appropriate table in your core rules book.
09. 10 ft. ladder.
10. A S&W repeater, a S&W spas scattergun, or a S&W rattlin gun.
Information on these weapons can be found in the "Schnell & Wilkes
Products" section of THE COMPLETE GUIDE TO TECHNOLOGY.
11. A potion or oil. Roll on the appropriate table in your core rules
book.
12. A newspaper from the GM's town.
13. A set of bagpipes. There is a 50% chance that the bagpipes are
magical and can summon sea monsters. Of course, the character must be
near the sea and be proficient in bagpipe playing.
14. A large 500 pound boulder.
15. A 120 lb., 10" cubic inch, gold cube. This cube appears normal to
magical detection, but melts into nothingness one hour after getting
out of the bag.
16. A magical scroll. Roll on the appropriate table in your core rules
book.
17. A 20th century digital watch. The watch might have extra features
like a calculator, depth gauge, pulse reader, mini-television, mini-
radio, etc..
18. An iron skillet.
19. A metal-framed window, which when placed against a wall attaches
permanently. The window then can open into a 10'x10'x10' extra-
dimensional space.
20. A ball of Silly Putty.
21. A Star Trek phaser.
22. A treasure map, detailing a nearby mountain range and tons of
treasure in a cave at the heart of a mountain. An insane Red Dragon
will be there, guarding its hoard. Unfortunately, all treasure, except
for a few copper coins, were stolen by a party of adventurers a week
back.
23. A handbook to the mathematics department at Frostburg State
University (put your favorite college here).
24. Hammer +3, Dwarf Thrower. This appears to be a standard hammer +2.
In the hands of a dwarven fighter who knows the appropriate command
word, its full potential is realized. In addition to the +3 bonus, the
hammer has the following characteristics: The hammer has a 180' range
and will cause the dwarf to be thrown like a boomerang. It has a +3
bonus to attack and damage rolls. When hurling, the hammer inflicts
double damage against all opponents except against the dwarf being
thrown. Against him it causes triple damage.
25. A magical ring. Roll on the appropriate table in your core rules
book.
26. An extra large (3 pound) bag of M&Ms.
27. Lohocla's Tome of Ultimate Chaos. Information pertaining to its
contents can be found in THE COMPLETE GUIDE TO ALCOHOL.
28. The favorite pipe of a well known and very powerful mage of the
land.
29. A translation dictionary of some odd humanoid language and of the
language of the person who drew this item. Hopefully, the idiot
adventurer can read the language he/she speaks.
30. Baseball bat, +1/+2 vs. baseballs.
31. A magical whistle. When the whistle is blown, no sound comes from
it but the whistle does summon a monster. The GM should on an
appropriate encounter table for the region or to be really nutty the GM
should roll on the most unappropriated encounter table for the area.
32. A ball-point pen (blue ink).
33. A magnificent table with a great feast atop that serves 1d10+5
people. The feast take one full hour to consume and the magical effects
do not set in until after this hour is over.
Those partaking of the feast are cured of all diseases, are immune
to poison for 12 hour, and are healed of 1d4+4 points of damage after
imbibing the beverage that is part of the feast. Also, the feast raises
their attack dice rolls by +1 for 1d6 hours. Furthermore, during this
same period, the people who consumed the feast are immune to fear,
hopelessness, and panic.
34. A 5 inch square block of Albus Ater Ante Magicus Metallum
(described in the THE COMPLETE GUIDE TO TECHNOLOGY).
35. A magical rod. Roll on the appropriate table in your core rules
book.
36. A roll of pink toilet tissue paper; very soft.
37. A golem. Roll 1d6 (1 Flesh, 2 Stone, 3 Clay, 4 Iron, 5-6 other).
38. The GM's choice of a 20th century weapon from the list in the
"Weaponry- Past & Present" section of THE COMPLETE GUIDE TO TECHNOLOGY.
39. A 1" x 2" x 1" gum eraser.
40. A street car named Desire. This "car" a miniature ox-drawn wagon
with "Desire" carved into the driver's seat. It expands when place on
the ground.
41. A Ring of Spell Turning. When the command word (Raskilivus) is
spoken, the ring spells the word "turning" in the common tongue loudly.
42. A miscellaneous magic item. Roll on the appropriate table in your
core rules book.
43. The royal crown of the nearest royalty.
44. A manual titled "Daron's Book of How To Simplify Those Income Tax
Forms". It contains 990 pages of fine parchment, but is completely
filled with numbers, letters, and strange symbols.
45. A vial of holy water.
46. A Donnie & Marie Osmond metal lunch box with a thermos.
47. One plush chair which happens to belong to the head of royalty in
the nearest kingdom. Of course it happens to be his/her favorite chair.
48. An iron ration.
49. A solid oak door that permanently attaches itself to its current
location in space. This door is a portal to another universe. Roll 1d8:
1 Car Wars 4 Dinosaur Era 7 Ghostbusters
2 Real-World 5 Star Trek 8 Star Wars
3 The Old West 6 Toon
50. A comfy, cosy sweater that magically keeps its wearer warm (around
70 degrees Fahrenheit).
51. A magical wand. Roll on the appropriate table in your core rules
book.
52. A telephone booth from the late 20th century Earth. The phone
booth comes equipped with a phone book chained to it. Characters can
use the phone to communicate with people on Earth if they figure out
how to work it. 1-900-
53. A 1000 page manual filled with the writing, "I will be good next
time."
54. Brick of Throwing. This brick when used as a weapon (with normal
penalties for non-proficient weapons) causes 5d2 points of damage on a
successful hit. The thrower gets a +1 to hit and a +2 vs. golems.
55. A 20th century Earth fire extinguisher.
56. A life jacket.
57. A scroll inscribed with the complete list of the Ferrengi Rules of
Acquisition (from Star Trek). The study of these rules gives the
character a +1 bonus on all roles relating to business activities, and
eventually ruins the character's reputation.
58. An ioun stone. Roll on the appropriate table in your core rules
book.
59. An iron spike.
60. A container of alcohol. To get specifics on the type of container
and its contents refer to "Getting to Know Your Booze" section of the
THE COMPLETE GUIDE TO ALCOHOL.
61. A golden key that unlocks nearest locked item (i.e. door, chest,
drawer, etc.).
62. A football helmet of the player's favorite football team.
63. A toon hammer. This is a very small metal hammer that is silver and
about 3 inches long with a 2 inch head. When anything is gently taped
by this magical hammer tiny stars erupt from the hammer and many cracks
form on the object. The cracks will quickly connect with each other
creating some sort of pattern. Once the object is completely covered by
cracks the object will shatter and fall to the ground forming a pile of
small pieces of the object and dust. The effect can be reversed with
the appropriate spells.
64. A T-1000 series Terminator. Information on it can be found in the
"Terminator" section of THE COMPLETE GUIDE TO TECHNOLOGY.
65. A small golden altar (worth about 5000 silver pieces). A person
can gain the attention of a deity by touching the altar and calling out
the deity's name. Of course, a deity might not like to be called upon.
66. A bottle of 20 pills. The pill bottle is marked "Aspirin". When a
pill is taken, it cures the imbiber of all wounds (total hit point
recovery), all diseases, all poisons, all curses, and any natural
afflictions (ex. blindness, deafness, etc.).
67. A life-sized bronze statue honoring a great hero of the nearest
settlement.
68. A Spelljammer ship. Hopefully, there will be enough room in the
general area for the ship to fit or there will be trouble.
69. A dead armadillo.
70. A large leather belt blazoned with gold. On the belt, it declares
"World Wrestling Federation Champion".
71. A 20th century Earth computer terminal that seems to function
perfectly. Characters who make a successful Intelligence check (-5
modifier) can communicate via electronic mail to a strange group of
people on something called the INTERNET. In fact, some of these people
can give the characters great insight into their world.
72. A yummy 30-lb. baked turkey (still pipping hot). The turkey is
stuffed with delicious dressing.
73. A roll of duct tape. A label on the tape says "McGeyver".
74. A small (about three feet long) ruby statue of a red dragon.
Whenever a person argues with the owner of the statue, the dragon
retaliates by flaming the person causing 1d12 points of fire damage.
This makes a nice addition to politicians desk.
75. A mood ring. This ring has a mystical rock that changes colors
based on the wearer's mood.
76. 1,000 pounds of freshly cooked dinosaur meat.
77. A steamer trunk full of clothing. There is a large variety of
clothing including winter and summer clothing for all sizes.
78. A scroll which just so happens to be a map of the surrounding
area. If in wilderness, the map shows things like traveling routes,
hazards (including monsters), and other things not typical of a map. If
in a settlement or dungeon, the map shows things like secret passages,
hazards, and the quickest escape routes.
79. An undead creature. The GM should roll on his/her favorite undead
encounter chart. If the GM allows the undead to be controlled by the
adventurers, the morality of such actions should be strongly examined.
80. A snow shovel.
81. The GM's choice of a high tech weapon from the list in the "High
Technology Items" section of THE COMPLETE GUIDE TO TECHNOLOGY.
82. A bag of delicious oranges (15 total).
83. A 50' long and 20' high steel fence (like prison bars) that
becomes implanted in the ground and anything else that the fence
reaches.
84. The resume of one Reid Bluebaugh (hey, he needs a job).
85. A closed wooden wagon. The inside of the wagon is an extra-
dimensional area that is 100 sq. ft. in size. Currently it is empty,
but clever persons can make the inside of the wagon into a nice hovel.
Contents inside the wagon do not manifest themselves as weight on the
outside.
86. A magical weapon. Roll on the appropriate table in your core rules
book.
87. A crate marked "Ghostbusters". The crate contains: four Official
Ghostbuster's Proton Packs, one Atmospheric Ionization Analyzer, two
Ecto Visors, twenty Ghost Traps, four PKE Meter, and one Spectroscope.
All items are described in the "Ghostbusters" section of THE COMPLETE
GUIDE TO TECHNOLOGY.
88. A plastic bag of 100 assorted rubber bands.
89. A crate of various spell components like bat guano, hemlock, salt,
diamond powder, spider webs, eye of newt, etc.
90. A condom.
91. A ring with florescent swirling colors that flow in the ring not
allowing it to be any one color. When a person puts the ring on, he/she
turns into a cartoon character (possible that of an animal). GMs should
treat the character as a character from the TOON RPG universe.
92. Magical armor. Roll on the appropriate table in your core rules
book.
93. A tarot card. This card tells the future of the person who drew
this item from the bag.
94. A Hershey's chocolate candy bar.
95. A katana sword that belonged to an Immortal (see the GUIDE TO
HIGHLANDER for more information). The sword bestows a +1 to hit, +1 to
damage, and a +1 to initiative. The person who possesses this sword has
flashes and visions of its previous owner (the Immortal). The character
should be shocked to see much of the world's history in the visions of
the Immortals life.
96. 10 ft. pole.
97. A tiny piece of paper with the address of a prostitute named
Honey. There are five stars by her name.
98. A cute magical teddy bear that when touched causes 5d4 points of
electrical damage. Rubber gloves will negate the effect.
99. A dead horse because sometimes one feels like beating a dead
horse.
00. Bag O' Beans.
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What follows is an introduction to a new character of my creation - Tracy
Jessup. Tracy is (very) loosely based upon myself, and she has now been
placed in Central Casting. If you're looking for a character for a story
you're working on, and she seems to fit the bill, you are welcome to her.
I have only two requests:
1) Send me a copy of the story (snail mail - I only have once-a-week
Net access, and can't always get to everything here) at:
Kirsten M Berry
35 Newell Rd #303
E Palo Alto, CA 94303-2728
USA
2) Don't kill her, whatever you do. Grievous injury is okay - just be
sure to mention she recovers.
And now, on with the show.
*****
All her life, Tracy Jessup had been a believer.
The things she had believed in throughout her 27 years had been numerous and
varied. She believed in the power of the human spirit - she didn't
necessarily *understand* it, but she believed in it. She believed in the
power inherent in the American justice system, and saw it as a source of
positive change in the country. And, above all else, she believed beyond a
shadow of a doubt in the power of the supernatural. She couldn't say why;
she didn't have first-hand experience; she didn't have anything that could
be considered "proof." It was just the way she felt.
The first two beliefs led Tracy to tackle what most people told her was an
insane double major - Behavioral Psych and Administration of Justice - at a
university thousands of miles from home (which in itself was a good thing:
It gave Tracy the opportunity to realize that she didn't have to be "Mama's
little junebug" anymore), which in turn led to the mythical "opportunity of a
lifetime" that people in Greenfield, Connecticut, just never got: An
opportunity to enter the Academy. The last item on that list, as she made
her way through the final weeks of study, was turning out to be a bigger
burden than Tracy could ever have imagined.
It had started out as a fairly straightforward class session, and when the
instructor opened the floor for questions, Tracy hadn't hesitated to raise
her hand. _That has got to be the best thing college did for me_, she
thought. _I don't think I could have survived being that shy much longer_.
Her question brought up several experimental theories, which the instructor
patiently explained had relatively little bearing on the situation they had
been discussing, although she _had_ seen cases which, if not for theory and a
willingness to consider it, would remain open to this day. The ensuing
clamor for details, which resulted only in cryptic answers, if any, took up
the rest of the time period, and with a solemn vow to herself to keep the
class on-topic next time, the instructor left.
Tracy was set to follow quickly, but stood transfixed as she heard the
comments from the back of the room, deliberately pitched just a little louder
than conversational tones would generally permit. "Well, there she goes,
ladies and gentleman - Deanna Troi," remarked one wag.
"How'd she get in the Academy, anyway?" asked another. "You'd think the
Agency would have enough on its plate with *one* Spooky Mulder."
"I guess we'll just have to call her 'Spacy'!" the first offender responded,
to be greeted with peals of laughter from the rest of his entourage.
_I will *not* rush out of the room_, Tracy chanted silently, a personal mantra
designed to retain as much of both her dignity and sanity as she could. For
the first time since freshman year, being "Mama's little junebug" again looked
very tempting. She made it as far as the door, then prepared to bolt - only
to run into her instructor. Notebooks poured onto the floor, and Tracy sank
into a heap alongside them, as much to try and clean up the mess she had made
as to avoid looking her in the eye.
"Hey, it's all right - I've got it." Agent Dana Scully dropped to one knee
next to her student, dividing papers up amongst their original owners.
Abruptly, she turned and brushed Tracy's hair out of her face. Despite the
negligible difference in their ages, Scully felt an almost maternal urge to
take care of her - to let her know it was all going to be okay. "I heard
everything, you know, and while I deplore their lack of tact in this
situation, I have to admit I've noticed the resemblance myself - I'd be
blind not to."
Tracy looked up at her and smiled ruefully. "You know, if I'd heard it from
you first, I'd have considered it the highest possible compliment."
Books in hand, the two stood. "See me in my office tonight at 6:30, Ms.
Jessup. You might be interested in what you find there." Leaving Tracy to
ponder one more cryptic statement for the afternoon, Scully departed.
Fox Mulder was *not* having a good day. Surveillance had never been one of
his favorite elements of field work, and knowing that he was there as
"punishment" was just one more twist of the knife. When Scully called,
reminding him once more of what he wanted to be doing - what he *should* be
doing - he rather resented it. "The Agency does not allow me time in this
fabulous schedule for a dinner date, Scully."
"It's not a date, Mulder - this is business. I'm asking you to come in for
a consultation with one of my students." The voice coming out of his cellular
phone was insistent - _just like she always is when she wants me to take her
side of a case. Damn_! Mulder shook his head, vainly trying to clear the
cobwebs - and the memories. "Just be at my office at six, okay?"
"I'll see if I can find one more favor to call in."
The relief in Scully's voice was almost visible. "Great. Oh, and Mulder?"
"What?"
"Try and shake the sunflower seeds out of your hair first."
Automatically, his hand went up to his head. She was right. "I think one of
your cadavers is calling you, Scully." Mulder hung up, resisting the urge to
throw the phone across the room. Looking at his watch, he started making
calls. If there was one thing he had learned working with Scully, it was
that she didn't push her ideas unless she was utterly convinced that she was
right. After all the wild hunches of his that she had followed - however
begrudgingly - he owed her this one.
It was difficult to determine which of the two people remaining in the room
was more uncomfortable - Tracy or Mulder. What was clear was that neither
one was likely to forgive Scully anytime soon for leaving them to their own
devices like this.
Figuring one of them had better say something before they both went crazy,
Mulder plunged blindly ahead. "I've heard a lot about you, Tracy -" she
looked at him, shocked - "and it was all from Scully in the last half hour.
She seems to think the world of you."
Tracy squirmed in her seat. "I have a lot of respect for her - for the both
of you, actually. Your reputation does, after all, precede you."
"What - that I'm dangerously insane and that the Agency plans to have me
burned at the stake by the end of the year?" Mulder lashed out, tormented by
the incessant references to his "reputation" that he'd had to endure in
recent months.
"That you're one of the best critical thinkers the Agency has ever seen, and
that to try and get rid of someone with your talent *would* be insane!"
Suddenly, Tracy was on fire. She leapt across the room, oblivious to the fact
that yelling at a superior could easily ruin the career she had worked so hard
to obtain and was not yet firmly within her grasp. "I'm still expendable. I
could let what happened today totally defeat me - walk out this door, off the
property, and back home to Mama - and nobody would give a good God damn one
way or the other. But I'm not going to do that. I refuse to give a handle of
people who think they're so much better than me the satisfaction of knowing
that they've won. You have so much more at stake here. Why is it so easy
for you to just sit there and let yourself implode? You and I may never have
met before, Agent Mulder, but I know a hell of a lot more about you than you
might think. I know that you've spent all your life dedicated to the thought
that you can make a difference in this Godforsaken world. I know that, at
least until recently, you still believed you could. And then the most
expedient way to do that is challenged, and you're just going to let them take
it away from you? I don't think so."
"And just what makes *you* the expert on what goes on in Fox Mulder's head?"
They were both on their feet now, inches from each other, yelling as if to be
heard over a blast furnace.
"It's going on in *my* head, too!!!" Tracy screamed. "They wanted to
humiliate me into leaving - into giving up everything in my life I thought
was worth living for. And...I...was...going...to...let them...." She sank
down, clutching the edge of the desk for support, tears streaming down her
face. Every last ounce of bravado had left her. "I *finally* get to a point
in my lifee where I am in total control of my own destiny, and *one* smart-
assed comment sends me spiralling back down where I started this crazy game.
But I deserve better than that, by Jesus - and so do you."
The two sat there for a long moment, Mulder perched on the end of Scully's
desk, Tracy on the floor at his feet. Neither one spoke. Suddenly, Tracy
looked up at Mulder. "Hey, wait a minute - just who was this pep talk
supposed to be for?" He stared at her blankly for a second, and then they
both began to laugh.
They were still laughing when Scully finally returned. "Well, this is
unexpected," she said, smiling. "I was half expecting to find one of you
dead when I came back."
"We were too busy plotting how we were going to kill you for ducking out like
that," Mulder said, shrugging back into his coat. "Tracy's still counting
her blessings that she doesn't have her gun yet." He reached a hand down to
her, helping her up off the floor.
"That's for sure - d'you know how bad killing your teacher *looks* on a
resume?" Tracy giggled, still a little overwhelmed by the events of the past
hour.
"The way *your* mind works, Ms. Jessup, you would have found a way out of it,"
Scully remarked, giving Mulder a look that wordlessly asked, _Just what
happened while I was gone_?
"Well, I've got to get back to work," Mulder said, avoiding the question.
"Scully, go buy Tracy a cup of coffee - I think she's going to be okay." The
three of them left the office. "And Scully?"
She turned, not knowing what to make of the tone in Mulder's voice. "Yes?"
"I think I will be, too."
*****
Any comments, questions, criticisms, will be readily responded to.
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Article 1194 of rec.games.frp.dnd:
Path: nntp-server.caltech.edu!elroy.jpl.nasa.gov!usc!cs.utexas.edu!ut-emx!anchor.as.utexas.edu!heath
From: heath@anchor.as.utexas.edu (James Heath)
Newsgroups: rec.games.frp.dnd
Subject: Missile weapon damage/Weather Generation
Message-ID: <74955@ut-emx.uucp>
Date: 30 Jun 92 16:31:07 GMT
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Organization: McDonald Observatory, University of Texas @ Austin
Lines: 95
Originator: heath@anchor.as.utexas.edu
Here's how we do bow damage in the two AD&D campaigns we are running.
"Matt's system" operates on the principle that bows (and especially x-bows)
should do a buttload of damage. It includes the mini-ballista, the Mauler
Crossbow:
Matt's System:
Type Weight Size SF FR DMG
S-M L
Mauler Crossbow 20 5' 15 1/3 4d6 4d6
Heavy Crossbow 14 4' 10 1/2 3d6 3d6
Light Crossbow 7 3' 5 1/1 2d6 2d6
Hand Crossbow 3 1' 3 1/1 1d6+1 1d6
Comp. Longbow 4 4' 3 2/1 FA 2d4 2d4
SA 2d6 2d6
Longbow 3 6' 4 2/1 FA 1d6+1 1d6+1
SA 1d8+1 1d8+1
Comp. Shortbow 3 3' 2 2/1 1d6+1 1d6+1
Shortbow 2 2' 3 2/1 1d6 1d6
With everything else as listed in the PH2.
My system works on the principle that the best reason to use a crossbow
is that any 0-level moron can use it. I reflect this in a bonus "to hit" with
the weapons. I also have them do a bit more damage.
Jim's System
Type To Hit Bonus Damage SF FR Range
1st 2nd S M L
Mauler Crossbow +3 3d4+3 2 1/3 10 25 40
Heavy Crossbow +3 2d4+2 2 1/2 8 20 32
Light Crossbow +3 1d4+1 2 1/1 6 15 24
Hand Crossbow +3 1d4 2 8 2/1* 2 5 8
Comp. Longbow +2 FA 1d6+2 2 4 2/1 9 18 27
SA 1d8+2 7 14 21
Longbow +1 FA 1d6 2 5 2/1 8 16 24
SA 1d8 6 12 18
Comp. Shortbow +2 1d6+1 2 3 2/1 6 12 20
Shortbow 1d6 2 4 2/1 5 10 15
* DEX check to make second shot
Short Range -- No penalty to hit or damage
Medium Range -- penalties -2 to hit, -1 damage (min of 1)
Long Range -- penalties -5 to hit, -3 damage (min of 1)
And, as a laughing happy bonus, here is my weather generation table!
JIM'S WEATHER GENERATOR
-----------------------
Start with whatever precipitation and wind conditions you wish,
then roll d% at the start of each day for the change in weather
conditions:
01-03 5 steps better Precip. Wind
04-07 4 steps better
08-15 3 steps better Clear Calm
16-24 2 steps better Ptly Cloudy Breeze
25-39 1 step better Mostly Cloudy Lt. Wind
40-60 same Cloudy Windy
61-75 1 step worse Misty/Drizzle (*) Heavy Wind (***)
76-85 2 steps worse Rain/Sleet (**) Gale (+)
86-93 3 steps worse Thunderstorm/Snow (***) Cyclone/Tornado
94-97 4 steps worse Deluge/Blizzard (+) (+++)
98-00 5 steps worse Hurricane/Monsoon (++)
* Maximum Duration 14 days
** Maximum Duration 10 days
*** Maximum Duration 6 days
+ Maximum Duration 3 days
++ Maximum Duration 1 day
+++ Maximum Duration 6 hours; also fast-moving phenomena
Obviously contradictory results (Clear + Tornado, Misty + Gale) are always
decided in favor of precipitation. That is, the wind conditions
are re-rolled or a suitable wind selected
If a change would place a condition off the scale (say, 3 places better than
Partly Cloudy) the change is re-rolled. If the re-roll is still
impossible, treat as "same".
Severe weather conditions can only persist for their maximum duration. At the
expiration of that duration, the weather immediately improves one place.
For the next three days, subtract 20% from all change rolls.
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 1
Date: Sunday, January 31 1993
Number: 1 of 2
Contents:
More Feast Events (Eric Rowe) PENDRAGON
Two New Round Table Knights (Shannon Appel) PENDRAGON
A Chaosium Catalog (Shannon Appel) MISC
Editor's Note:
For this first two digests, I've pulled a handful of articles from a
Stormbringer list that I tried to get running a bit over a year ago.
The list unfortunately went belly up, but some of the articles are
still of interest. Also, I've included a few things I wrote up as
well as the first two articles I received from subscribers. Thanks
much to John Davis and Eric Rowe.
Shannon
====================
From: Eric Rowe <rowe@soda.berkeley.edu>
Subject: More Feast Events
System: Pendragon
Here's more fun things that can happen at a feast.
[this can be used as an alternative to the table on page 114 of
Knights Adventurous -sda]
1: Someone chokes on a bone. First aid to save. Fumble leads to death.
Failure means person took 1d6 damage.
2: Messenger arrives with important announcement. Good scenario
lead-in.
3: A player notices another knight abusing a serving maid verbally.
Did she deserve it? Or is he just an uncouth fellow. Just/Arbitrary.
4: One of the entertainers makes a serious blunder. Do the players
insult him? Or do they applaud as if it had not occurred?
Merciful/Cruel
5: The feast goes on late into the night. Do you stay or insult the
host by leaving? Energetic/Lazy
6: Someone challenges a player to a game between courses. His skill is
3d6. He wagers 10d on the outcome.
7: A player gets a terrible case of gas. Does he leave and offend the
host? Or does he stay and offend his neighbors? Courtesy or
Modest/Proud
8: A rumor is going around besmirching the reputation of a lady.
Intrigue to find the source. Do the players know the lady? Is the
rumor true? Does her honor need defending?
9: An attempt at assassination by a servant. Awareness. Who is the
target? Who is behind the attempt? Why?
10: An event of religous significance. Perhaps a vision or the
appearance of a stranger. Religion. Is a quest called for?
eric
====================
From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: Two New Round Table Knights
System: Pendragon
Following are two former player characters from an old Pendragon
campaign that I ran last year. They were both rather interesting
fellows who became Knights of the Round Table very shortly after it
was founded. They might make interesting NPCs for other people's
Pendragon campaigns.
AMLYN TRIADADD, KNIGHT OF THE ROUND TABLE, "THE NEKKID KNIGHT" [517]
Name: Amlyn Triadadd Siz: 15 Damage: 5d6
Homeland: Huntington Dex: 13 Healing Rate: 3
Culture: Cymric/Christian Str: 18 Movement Rate: 3
Lord: Earl of Logres Con: 15 Hit Points: 28
Glory: 7382 App: 12 Unconscious: 7
Shield: A gold cross upon a blue background.
PERSONALITY TRAITS SKILLS COMBAT SKILLS
Chaste 11 / Lustful 9 Awareness 10 Battle 6
Energetic 13 / Lazy 7 Boating 2 Horsemanship 15
Forgiving 16 / Vengeful 4 Chirurgery 1 Sword 17
Generous 12 / Selfish 8 Compose 3 Lance 15
Honest 9 / Deceitful 11 Courtesy 9 Dagger 4
Just 12 / Arbitrary 8 Dancing 2 Spear 5
Merciful 9 / Cruel 11 Faerie Lore 3
Modest 9 / Proud 11 First Aid 10 HORSES
Pious 11 / Wordly 9 Flirting 5
Prudent 9 / Reckless 11 Folk Lore 2 Charger
Temperate 10 / Indulgent 10 Gaming 9 6d6 Damage
Trusting 12 / Suspicious 8 Hawking 3
Valorous 17 / Cowardly 3 Heraldry 2
Hunting 6
Directed: Suspicious Saxons +2 Intrigue 7
Orate 3
PASSIONS Play Harp 18
Amor (Guenever) 12 Read Latin 3
Hate (Saxons) 7 Recognize 5
Honor 10 Religion 6
Hospitality 10 Singing 3
Love (family) 11 Stewardship 2
Loyalty (Earl Robert) 18 Swimming 3
Loyalty (Friends) 10 Tourney 1
Loyalty (King Arthur) 7
EQUIPMENT
Reinforced Norman Chain + Helm (12 pts)
Sword
BACKGROUND & PERSONALITY
Amlyn first gained a name for himself when he defended a crone against
a knight she had once ensorcelled. He stood bravely against that
knight, despite the fact that he had no sword and no armor. Since
then, he has often taken to removing his armor when the most serious
battles are upon him. Men who recognise Amlyn quake in their boots
when they see him taking off his armor, for they know that death or
mortal wound are likely soon to follow. Arthur was impressed by
Amlyn's reckless bravery, and it was for that that he made him a
knight of the round table.
MICHRULAN, CHIVALROUS KNIGHT OF THE ROUND TABLE [517]
Name: Michrulan Siz: 15 Damage: 5d6
Homeland: Lindsey Dex: 8 Healing Rate: 3
Culture: Cymric/Christian Str: 13 Movement Rate: 2
Lord: Earl of Logres Con: 16 Hit Points: 31
Glory: 5371 App: 14 Unconscious: 8
Distinctive Featuers: Prematurely Gray Beard, Thin
Shield: A red backed shield with Chevronels covering the lowering two
thirds. The first and third of these bands are silver. Two silver
stars lie to the top right and top left of the Chevronels. In the
middle bottom of the shield, below the Chevronels, is a flower, gold
and silver in color.
PERSONALITY TRAITS SKILLS COMBAT SKILLS
Chaste 12 / Lustful 8 Awareness 10 Battle 5
Energetic 15 / Lazy 5 Chirurgery 1 Horsemanship 12
Forgiving 10 / Vengeful 10 Courtesy 4 Sword 15
Generous 12 / Selfish 8 Dancing 2 Lance 15
Honest 10 / Deceitful 10 Faerie Lore 1 Dagger 4
Just 11 / Arbitrary 9 First Aid 10 Spear 5
Merciful 14 / Cruel 6 Flirting 4
Modest 13 / Proud 7 Folk Lore 2 HORSES
Pious 11 / Worldly 9 Gaming 3
Prudent 11 / Reckless 9 Hawking 3 "Bleucephus"
Temperate 10 / Indulgent 10 Heraldry 1 Charger
Trusting 12 / Suspicious 8 Hunting 5 6d6 Damage
Valorous 16 / Cowardly 4 Intrigue 7
** CHIVALRY BONUS ** Orate 3 "Bleucephus"
Play Harp 3 Charger
PASSIONS Read Latin 5 6d6 Damage
Recognize 5
Amor (Adwin) 14 Religion 3 Rouncy
Honor 15 Romance 1 4d6 Damage
Hospitality 15 Singing 2
Love (Family) 6 Stewardship 2 Charger
Loyalty (Earl Robert) 18 Swimming 2 6d6 Damage
Loyalty (Horse) 16 Tourney 5
Loyalty (King Arthur) 18
EQUIPMENT
Reinforced Norman Chainmail and Helm (12 points)
Dragon Scale Shield (7 points)
Sword, Dagger, 2 Spears
Fertility Amulet (+1 to Pregnancy Table)
BACKGROUND AND PERSONALITY
Michrulan is a valorous knight who was knighted the same year that
Arthur was first made King. In his first days as a knight, he served
Arthur loyally, fighting in many of Arthur's early battles. From the
start, Michrulan was known by all for his two great passions, his
loyalty to his horse, Bleucephus, and his amor for the Cymric farming
girl, Adwin. Guenevere was impressed by Michrulan's great love for
the girl Adwin, despite her low status, and it was for this reason
that she convinced Arthur to appoint him to the Round Table.
====================
From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: A Chaosium Catalog
System: Misc
Here's a list that I've constructed of most of the products that
Chaosium has put out over the years. There are a few gaps, so I'm
clearly missing a few things from this list, but it's moderately
complete.
Item # System Description
1001 BG White Bear & Red Moon
1001-X BG Dragon Pass
1002 BG Nomad Gods
1003 BG Elric First Edition
???? MIN White Wolf
1003-X BG Elric : Battle at the End of Time
1004 BG Troy
1005 BG Lords of the Middle Sea
1006 BG King Arthur's Knights
1007 BG Stomp!
1008 BG Reich
1009 BG Raiders and Traders
1010 BG Panzer Pranks
1050-X BG Arkham Horror
2001 GEN All the World's Monsters Volume I
2002 GEN All the World's Monsters Volume II
2003 GEN All the World's Monsters Volume III
2004 GEN Authentic Thautamurgy
2005 GEN Basic Role-Playing
2006-X STB Stormbringer First Edition
2007-X TW Thieves' World
2008-X GEN Worlds of Wonder
2009-X COC Call of Cthulhu First Edition
2009-DX COC Call of Cthulhu Designer's Edition
2010 COC Shadows of Yog-Sothoth
2011-X SW Superworld
2012 COC The Asylum
2013 GEN Cities
2014 GEN Carse
2015 TW Thieves' World Companion
2016 GEN Tulan of the Isles
2101-X STB Stormbringer Second Edition
2102 STB Stormbringer Companion
2103 STB Demon Magic
2104 STB Stealer of Souls
2105 STB Black Sword
2106-X HWK Hawkmoon
2107 HWK The Shattered Isle
2108 STB White Wolf
2109-H STB Stormbringer Third Edition
2110 STB Stormbringer Fourth Edition
2111 STB Rogue Mistress
2112 STB Sorcerers of Pan Tang
2113 STB Perils of the Young Kingdom
2114 STB Sea Kings of the Purple Towns
2301-X COC Call of Cthulhu Box Third Edition
2302 COC Shadows of Yog Sothoth
2303 COC The Asylum
2304 COC Cthulhu Companion
2305 COC The Fungi from Yuggoth
2306 COC Curse of the Chthonians
2307-X COC Masks of Nyarlathotep
2308 COC Trail of Tsathogghua
2309 COC Keeper's Screen
2310 COC Fragments of Fear
2311 COC Alone Against the Wendigo
2312 COC Alone Against the Dark
2313 COC Terror from the Stars
2314-X COC Cthulhu by Gaslight
2315-X COC H.P. Lovecraft's Dreamlands
2316-X COC The Spawn of Azathoth
2317-H COC Call of Cthulhu Book Third Edition
2318 COC Statue of the Sorcerer/Vanishing Conjurer [GW]
2319 COC Terror Australis
2320 COC Green and Pleasant Land [GW]
2321 COC The Great Old Ones
2322 COC Cthulhu Now!
2323 COC Petersen's Field Guide to Cthulhu Monsters
2324 COC Call of Cthulhu Fourth Edition
2325 COC Arkham Unveiled
2326 COC At Your Door
2327 COC Mansions of Madness
2328 COC Fatal Experiments
2329 COC Blood Brothers
2330 COC Return to Dunwich
2331 COC Horror on the Orient Express
2332 COC Dark Designs
2333 COC Kingsport
2334 COC Tales of the Miskatonic Valley
2335 COC Fearful Passages
2336 COC Call of Cthulhu Fifth Edition
2337 COC The Stars are Right
2338 COC Escape from Innsmouth
2339 COC The Thing at the Threshold
2340 COC Blood Brothers II
2342 COC Adventures in Arkham Country
2401-X SPR Superworld
2402 SPR Bad Medicine for Dr. Drugs
2403 SPR Trouble for HAVOC
2404 SPR Superworld Companion
2501-X RNG Ringworld
2502 RNG Ringworld Companion
2601-X EQ Elfquest First Edition
2602 EQ Elfquest Companion
2603 EQ The Sea Elves
2604 EQ Elf War
2605 EQ Elfquest Second Edition
2701-X PEN King Arthur Pendragon First Edition
2701-X PEN King Arthur Pendragon Second Edition
2702 PEN The Pendragon Campaign
2703 PEN The Noble's Book
2704 PEN The King Arthur Companion
2705 PEN The Grey Knight
2706 PEN Tournament of Dreams
2707 PEN Knights Adventurous
2708 PEN The Boy King
2709 PEN King Arthur Pendragon Third Edition
2710 PEN Savage Mountains
2711 PEN Blood & Lust
2712 PEN Perilous Forest
2714 PEN The Spectre King
2801 PRV Prince Valiant
2900 ELR Elric!
2901 ELR Melnibone
3001 MIN Perilous Encounters
---- MIN Dragon Pass Conventions for Perilous Encounters
3002 MIN Engage and Destroy
3003 MIN Vive L'Empereur
3302 COC H.P. Lovecraft's Dreamlands Book
3303 COC Cthulhu by Gaslight Book
3304 COC Masks of Nyarlathotep Book
3305 COC The Cthulhu Casebook
[reprints 2303 & 2306]
3306 COC Curse of Cthulhu
[reprints 2305]
3307 COC Cthulhu Now
3308 COC H.P. Lovecraft's Dreamlands
4001-H RQ Runequest Book Second Edition
4001-X RQ Runequest Box Second Edition
4001 RQ Runequest Book Second Edition
4002 RQ Balastor's Barracks (SP1)
4003 RQ Apple Lane (SP2)
4004 RQ Trolls and Trollkin (SP3)
4005 RQ Scorpionmen and Broos (SP4)
4006 RQ Militia and Merceneries (SP5)
4007 RQ Snake-Pipe Hollow (SP6)
4008 RQ Cults of Prax (SP7)
4009 RQ Foes
4010 RQ Gateway Bestiary
4011 RQ Plunder
4012 RQ Rune Masters
4013 RQ Griffin Mountain
4014 RQ Cults of Terror
4015-X RQ Borderlands
4016-X RQ Trollpak
4017 RQ Soloquest
4018-X RQ Questworld
4019 RQ Scorpion Hall
4020 RQ Snow King's Bride
4021-X RQ Pavis
4022-X RQ Big Rubble
4023 RQ Runequest Companion
4500 RQ King of Sartar
5001-H PEN King Arthur Companion
5002 GEN Adventurer's Handbook
5101 COC Miskatonic U. Graduate Kit
5102 COC Investigator's Kit
5105 COC Guide to Cthulhu Monsters
5107 COC Guide to Creatures of the Dreamlands
5108 COC 1920s Keeper's Kit
5109 COC Cthulhu Campaign Kit
5110 COC Fifth Edition Keeper's Kit
9302 COC M.U. T-Shirt
9303 COC Investigator Mug Set
9304 COC M.U. Mug
9305 COC Great Old Ones Poster
9306 COC Masks of Nyarlathotep Poster
9307 COC Mansions of Madness Poster
9308 COC Arkham Unveiled Poster
9309 COC Cthulhu Classics Poster
AVALON HILL SUPPLEMENTS
849 BG Dragon Pass
850 BG Elric
857 RQ Deluxe Runequest
8571 RQ Players Box
85711 RQ Gloranthan Bestiary
85712 RQ Apple Lane
85713 RQ Snake Pipe Hollow
85714 RQ Runequest Cities
85715 RQ Into the Troll Realms
85716 RQ The Haunted Ruins
8571701 RQ Daughters of Darkness
8573 RQ Monster Colliseum [1]
8574 RQ Human Adventurer Sheets [2]
8575 RQ Non Human Adventurer Sheets [3]
8576 RQ Vikings [4]
8577 RQ Gods of Glorantha [5]
8578 RQ Griffin Island [6]
8579 RQ Standard Runequest
8584 RQ Land of Ninja [7]
8585 RQ Glorantha [8]
8586 RQ Troll Pak [9]
8587 RQ Troll Gods [10]
8588 RQ Elder Secrets [11]
8589 RQ Eldarad the Lost City
8590 RQ Sun County
8591 RQ River of Cradles
FASA SUPPLEMENTS
T1 TW Traitor
T2 TW Spirit Stones
T3 TW Dark Assassin
GRENADIER SUPPLEMENTS
701 COC The Secret of Monhegan Island
JUDGE'S GUILD SUPPLEMENTS
107 RQ Broken Tree Inn
116 RQ Hellpits of Nightfang
170 RQ RuneQuest Judges' Shield
220 RQ Legendary Duck Tower
310 RQ City of Lei Tabor
380 RQ Duck Pond
TOME SUPPLEMENTS
T-1 COC The Arkham Evil
T-2 COC Death in Dunwich
T-3 COC Pursuit to Kadath
T-4 COC Whispers from the Abyss
T-5 COC "Glosel Est Authentique!"
WEST END GAMES
30020 GHB Ghostbusters (designed by Chaosium)
====================
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 10
Date: Monday, March 22, 1993
Number: 1 of 3
Contents:
Replies on Sanity (Matt Grossman) CALL OF CTHULHU
Queries on Elric! (Anthony Ragan) ELRIC!
Pendragon Fanzine (Heidi Kaye) PENDRAGON
Hero List (Heidi Kaye) PENDRAGON
The Siege of Castle Pennith [Part I] (Fergal Somers) PENDRAGON
Editor's Notes:
Sorry to take so long to get this set of digests out. My UUCP
connection has had continued problems, making it hard to send mail
from erzo. Hopefully, those problems should be clearing soon.
Tonight's digest is in three parts, mostly consisting of a long
PENDRAGON adventure, run at Gaelcon '92.
Heidi Kaye, who has some articles a bit further down, asked a few
questions concerning PENDRAGON. First, she wondered if anyone could
explain how the battle system works, commenting that the original
rules made little sense and seemed very impersonal. She went on to
say that there was little sense of actual damage to opponents. Heidi
said that a flow chart for a round of battle would be helpful, as
would any indication of how to make battles more exciting for PCs. If
anyone has any suggestions/comments/ideas on the battle system for
PENDRAGON, please send them in. I've seen some of the same problems
in running PENDRAGON battles (indeed, every time we run one, the rules
end up somewhat changed).
Heidi also mentioned that it was difficult to run a full length
campaign in the pre-Arthurian period of THE BOY KING due to the lack
of published adventures. She asks people to post more adventures set
in the 490-531 era, in particular 490-510. Heidi is trying to set the
tone of Britain as "warring kingdoms, invaded by marauding Saxons, in
the dark days after Uther's death." The Siege of Castle Pennith,
included in this issue as well as V1.11 and V1.12 will probably help
out somewhat. If anyone else has adventures, or even just short ideas
for adventures in THE BOY KING era, please send them in.
That's about it for this week. Hopefully, my UUCP will have
stabilized by next Sunday, so keep those submissions coming.
Shannon
--------------------
From: <MGROSSMAN@hamp.hampshire.edu>
Subject: Sanity Rules
In-reply-to: V1.9 Sanity RUles
System: Call of Cthulhu
Jan Engan made some good points about sanity, but I disagree with the
idea that gaining sanity for killing monsters is dumb. It seems to me
that it makes sense that, if what causes sanity loss upon seeing a
monster is its horrifying alien-ness, then killing the monster,
showing that it is, after all, just flesh and blood, should increase
the character's self-confidence, and therefore their sanity. Also,
characters are generally able to kill only the weakest monsters, so
any sanity they gain back will be minimal compared to what they might
lose upon, say, seeing Cthulhu. At any rate, I find that this works
well in my campaign, where wise players soon learn that outright
combat against monsters or cultists is not a good idea. Gaining back
three points of sanity for killing a Deep One just isn't worth it if
your leg gets ripped off or your friend killed in the process. So
far, I haven't had any problems with characters becoming powerful
sorcerors; in fact, I sometimes have a real problem keeping them sane
and alive long enough to advance the plot!
As for characters getting back sanity just by resting, this would work
in some circumstances, but not in others. For example, if the
characters know that while they are wandering through the peaceful
hills, the stars are slowly coming into the proper conjunctions and
the Atlantean High Priest Shar-Yugga is roaming the world again, their
sanity will probably go down, until they do something about the
threat. Generally, I prefer to maintain a very tense, harried
campaign enviroment in which stuff is happening all the time and the
characters have no time to rest, let alone regain sanity.
The caution about characters seeking a reputable psychoanalyst is
valid. In my current campaign, the characters are not seeking
psychiatric help (although some of them really need it) because they
do not think that an analyst would believe them. I have this image of
a CoC character going to an analyst:
Investigator (on couch): "...so that's when the tentacle came up
through the floor and got Bob, and Doc. I just haven't been able to
sleep well since then."
Analyst: "Really...(picking up phone and calling nearest Mental
Hospital)... come round quick...I got a live one here!"
Of course, this could lead to an adventure in which the characters
have to rescue their friend from the hospital, or an adventure with
the committed character discovering horrible goings-on in the insane
asylum. Maybe I should persuade them to see an analyst after all...
Matt Grossman
Hampshire College
mgrossman@hamp.hampshire.edu
--------------------
From: Anthony Ragan <ECZ5RAR@MVS.OAC.UCLA.EDU>
Subject: Queries on Elric!
In-reply-to: V1.8 Elric! and the Books
System: Elric!
I read Liam Routt's summation of the Elric magic rules with interest,
even though I'll admit to being one who's skeptical of a need to do a
Stormbringer revision so soon after the 4th appeared. (Or, has it
been that long already?) [I don't have the exact date handy, but SB4
has been out for at least 3 years -sda] I do have a couple of
questions, though, tied to demon summoning.
One of the reasons I bought 4th edition at all was that I had fallen
in love with the "chaos value-point" system. The design-a-demon
method is a kick, and giving the player and GM a share in its creation
is a piece of perverse genius. Is this method going to remain for
those few PC sorcerors the new system will allow? I certainly hope
so.
I'm also concerned about the previously-released supplements for 4th
edition Stormbringer. Several of them were of quite high quality and
I would hate to think that they will become obsolete upon the
publication of Elric (not to mention the money I spent on them). If
anyone at Chaosium reads this newsletter, please (!) include some
conversion notes.
--Anthony
ecz5rar@mvs.oac.ucla.edu
--------------------
From: Heidi Kaye
Subject: Pendragon Fanzine
System: Pendragon
Gareth Jones is starting a Pendragon zine called BEAUMAINS. Copies
are #1.75 and his address is:
69 Atherley Road
Shirley
Southampton
Hampshire
SO1 5DT
I am sure he would welcome contributions of articles and artwork.
--------------------
From: Heidi Kaye
Subject: Hero List
System: Pendragon
List of Pendragon characters' birth and death dates
Agravaine -563
Arthur 493-565
Balin 482-515
Elaine -562
Galahad 535-557
Gareth -563
Gawaine 495-564
Griflet 491-
Gwenever 497-573
Kay 488-564
Lamorak 494-552
Lancelot 508-573
Lot 470-513
Margawse 487-545
Marhaus 481-529
Merlin 454-522
Mordred 512-565
Morgan le Fay 484-
Pellinore 475-522
Sagremor 482-
Tristram 501-559
Yvaine 500-
--------------------
From: fergal somers <ftsomers@cs.tcd.ie>
Subject: The Siege of Castle Pennith [Part I : Background]
System: Pendragon
Here's the first Pendragon event held at Gaelcon, Ireland's national
games convention. It was intended to give new players (about a handful
of people in the country had seen the system) an introduction, so the
plot is quite linear - the characters are nice though. It was meant to
last about three hours.
Fergal
--
The Siege Of Castle Pennith
A Pendragon Event for Gaelcon'92
Copyright Fergal Somers July 1992
Notes
I've included relevant rolls where necessary. Feel free to ignore or
substitute other rolls as you see fit.
This adventure is non-standard for two reasons: (a) it is set before
Arthur becomes king, in the dark anarchist times of Saxon raids (b)
since it is set before Arthur, the chivalric ideal is not widespread.
This adventure is supposed to be dark in style. Britain has fallen
into warring factions, saxons are invading and peasants are
mistreated. These are the grim and nasty dark ages where power is
everything. Mysterious ground fog, unholy dark woods and that sort of
thing should set the tone of the adventure, essentially the opposite
of the bright coloured tents and pavilions, shining knights and
chivalric courtesy that will characterise the reign of Arthur. In
addition, the characters are not evenly designed. Good roleplaying
opportunities exist between the characters Ieuan and Domicus. Rivalry
also exists between Gwair and Robert; Amig and Peter are there to
prohibit the party from dividing into factions.
Honourable Mentions
Pendragon is not a competition game, it is a roleplaying game, thus
there are no winners or losers. There will however be honourable
mentions for players whose actions during the course of the adventure
are memorable. One method of gauging this is the number of traits and
passions experience checks. So, during this scenario, we relax the
rules on traits and passions. Whenever a character acts spontaneously,
tick the relevant guiding trait/passion. These will provide a basis
from which to discuss who deserves honourable mentions.
Characters:
Sir Amig Young knight of Silchester
Sir Robert Veteran knight of Silchester
Sir Gwair Veteran knight/courtier of Silchester
Sir Domicus Exile in service at Windsor
Sir Peter Knight of Windsor
Sir Ieuan Exile knight errant
Background
King Uther Pendragon, sick and tethered to his horse, finally defeated
the Saxon invaders at the terrible battle of St. Albans; but he's dead
now, poisoned some say, and Britain's shores once again are prey to
Saxon raids. The country cries out for a King, but no heir comes to
claim the throne. Portsmouth was the first to fall, then the Saxon
Cedric took all of Wessex. Some say that all of Salisbury will soon
fall also. Duke Ulfius, Uther's old friend and advisor rallies men
around him to battle the Saxon horde. Knights arrive at Silchester
daily to swell the ranks, but never enough; many lords, lacking a King
to guide them, look to their own affairs and their own lands. These
are bad times for Englishmen: land squabbles set knight against
knight, lord against lord; Saxon raiders advance ever inward; and
strange tales are heard of terrible faerie powers of Saxon raiders in
the South.
Character Summaries
Sir Domicus and Sir Peter of Windsor have been ordered to offer their
aid to Duke Ulfius, by their Lord, Sir Herringdale (a loyal supporter
of the Duke). Sir Domicus is an exile, his homeland having been
overrun by Saxons. He passionately hates Saxons and sees this as a
trip as a possible means to reap revenge. Sir Peter is obsessed with
chivalric purity and morality, but his intentions are better than his
practice of it. They are joined by Sir Amig, Sir Robert and Sir Gwair
all household knights of Duke Ulfius who are being sent to Castle
Pennith as reinforcements against expected raids on this clifftop
stronghold. Sir Peter and Sir Domicus and have been asked to
accompany them. Sir Robert is a veteran old knight who lives somewhat
in the past and sees his role as keeping the others in line. Sir Amig
is young and recently knighted. He has overdosed on folktales of
knightly derring-do, something which is far removed from the gritty
reality of an England falling apart. Sir Gwair is the typical court
advisor, slimy and underhand with an overriding sense of
self-preservation. They are also joined by Sir Ieuan, a knight errant
who took-up Duke Ulfius' call to battle, but who tires of the waiting
and planning at Silchester and wishes for adventure. Sir Ieuan was
kidnapped and brought up as a Saxon until he was allowed to search for
his real parents. Though he found his family, he was never fully
accepted by them and now works essentially as a mercenary knight, with
no particular sentiments or deeply held loyalties.
--------------------
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Chaosium Digest Volume 1, Number 11
Date: Monday, March 22, 1993
Number: 2 of 3
Contents:
The Siege of Castle Pennith [Part II] (Fergal Somers) PENDRAGON
--------------------
From: fergal somers <ftsomers@cs.tcd.ie>
Subject: The Siege of Castle Pennith [Part II : The Scenerio]
System: Pendragon
En Route to Castle Pennith
It's late afternoon as the players travel through the forest towards
Castle Pennith. The sky becomes quickly overcast and darkness begins
to settle onto the forest as a ground fog sweeps in from the coast
[Awareness - success this is not normal for this time of year]. The
players should be advancing slowly on foot with torches lit
[horsemanship rolls if not].
As you clear the trees you see the outline Castle Pennith guarding its
clifftop perch against the turbulent stormclouds which rumble and
spark at its single tower. The clang of steel on steel and
windsnatched yells, draws your attention downwards to the beach at the
base of the cliff, where scattered torches weave and join one another
giving light to figures silhouetted against the night sky.
The characters have arrived in the midst of the expected Saxon raid.
A storm has quickly built-up and a strange thick fog, which has blown
in off the sea, hides the raiders' numbers. However, from the players
vantage point [successful Battle/Awareness] rolls will tell them that
the battle is going against the invaders. In particular, Lord Pennith
[Heraldry roll] has joined the fray, giving much-needed encouragement
to his forces, whose spirit has been somewhat sapped by the devilish
and portentous storm. Encourage the characters to join in what now
looks like a rout, but as they chase adversaries, the fog becomes
quickly thicker and the players lose their way. Saxons and knights
pass-in and out of their vision as they search to find their way out
of the fog. Climbing for higher ground, the characters come to a
relative clearing where a number of saxons warriors, a strangely
garbed individual (see stats for Gardeth) and a beautiful woman (see
stats for Lady Rosaline) are hurrying along. Gardeth, realising the
failure of the invasion, has managed to capture the Lady Rosaline to
ensure his safe escape. When the players see them, the Lady Rosaline
will turn around and plea for help. Gardeth will attempt to hold the
Lady Rosaline hostage, but after the knights kill the saxon warriors
he'll flee, to appear again later. cue battle:
Stats for: 6 saxon warriors (bandit stats)
SIZ 12 Move 3 Major Wound 12
DEX 10 Damage 4d6 Unconscious 6
STR 12 Heal - Knockdown 12
CON 12 HP 24 Armor 4/10
AP 8 Glory 3 Valorous Mod
Notes:
They will turn and flee once half their number are incapacitated.
Armor score includes shield (+6).
Skills: Axe 11, Spear 8
No player should be significantly injured in this battle. Each player
knight should roll 3d6 to see who is the one to rescue Lady Rosaline,
this knight also receives Amor(Rosaline) for this act. The Lady
Rosaline is most grateful and asks the players to escort her to her
father's castle, allowing the rescuing player to surrender his horse
to her. Lady Rosaline will lead them through the portcullis where
squires are busy making things normal again. Waiting at the main
castle doors is the dwarf Walch (see stats). Lady Rosaline introduces
the characters and asks is her father about. "No m'lady he's still
abroad surveying the damage, left me in charge o' the castle he did.
Shall I escort you to your room m'lady?" Walch will say. The lady
Rosaline declines [Awareness rolls - success, she is ignoring the
dwarf - critical, the dwarf disgusts and unsettles her]. After Lady
Rosaline leaves, Walch will arrange squires to rub down the players
horses making a show of ordering the squires about.
Feast At Castle Pennith
The battle is over and the players are honoured guests, seated at the
high table, for their brave rescue of the Lady Rosaline. Lord Pennith
is a good host and the usual feasting, intrigue and romance
opportunities exist. Sir Ieuan's obvious saxon sentiments may be
cause for argument with the knights of Castle Pennith who will have
lost a number of comrades. Sword fights for love are preferable to
mortal combat in this occasion. Seated also is Sir Alluen who has a
tale to tell:
'Twas more than a pity you didn't manage to hold that black saxon dog.
Never seen weather like it, strange smelling fog and a storm that
built so fast out of a clear blue sky. Aye, behind curses and hexes,
that's how these saxons do battle! We were held down at one point by
an enormous saxon warrior. Three knights it took to best him and when
we opened his helm, unholy vapours, as putrid as a charnel house, did
spill forth.
If the characters inquire further Alluen will become even more vague,
except that he believes Gardeth to be guilty of the most heinous
sorceries. What was left of the saxon warrior was burnt almost
immediately. Later...
The shouting and merriment stops abruptly as two wet bedraggled
knights arrive in carrying a chained prisoner under the arms, feet
dragging along the floor. The prisoner has obviously been beaten
quite severely. They drop the prisoner roughly and stand to
attention. Lord Pennith stands to command silence: What is meant by
this intrusion? One of the knights replies: Sire, we found this one
escaping in a boat, four or five saxons fought to give him time to
flew, but we managed to hold him. We believe him to be their leader!
With this, the other knight bends down to the kneeling chained figure.
Gripping his hair he pulls the prisoner's face up to the light. Lady
Rosaline faints.
The prisoner is the sorcerer Gardeth. Sir Ieuan will recognise
Gardeth (handout #1). Gardeth should be sullen and aloof not
answering any charges laid against him, merely glowering hatefully at
the assembled knights. Once all the fuss has died down, one of the
two knights will ask Lord Pennith if he should kill the saxon right
there and then. Lord Pennith decides that the player knights have
each earned the right decide the prisoner's fate: life or death and
will ask each of them in turn. If the majority is for death, then
execution will be scheduled for the morning so as not to interrupt the
festivities any longer. In any case, the prisoner will be chained to
the wall and taunted all evening by the revellers. Lord Pennith will
ask Sir Alluen to set out at once to Silchester to tell Duke Ulfius
that not only had they quashed the invasion, but they have its leader
as prisoner. Lord Pennith will then make light of the situation by
asking Walch to jest for him. Walch eventually does so [Awareness -
very grudgingly] and starts cartwheeling etc. Indulgence rolls all
round and so forth. The player knights will sleep (pass out) in the
main hall with the other knights. The wine has been tempered with a
sleeping draught slipped in by some traitor in the castle.
The Morning After
The characters are wakened by the screams of women. Raising their
groggy heads from the table, they notice swords have been driven into
the wood beside their heads [Awareness roles will indicate that they
have an unusually bad hangover]. The blades of the swords are covered
in blood and the characters will also notice that these swords belong
to them. Sitting-up the characters notice the scene of carnage and
also that their clothes are covered in blood. Throats have been slit
and limbs hacked-off and most importantly the prisoner Gardeth is
gone. Similar scenes of death abound in the rest of the castle. The
players will eventually encounter a force of villagers searching the
castle. They are lead by Sir Alluen who has this day returned with an
entourage of several other knights (enough to outnumber the players).
Sir Alluen is obviously shaken by the events. The peasants are angry
and the situation is incriminating. Let the players sweat for a
while. Then, a shout from the castle leads all concerned to the
private bedchamber of the Lady Rosaline. A dead maid lies with sword
wounds to her back as if in flight. Above, daubed in an all to
familiar substance, is a message in Latin (handout #2). This will let
the players somewhat off the hook, however they still allowed this
travesty to occur while they were supposed to be helping to defend the
castle. It is now a matter of honor. Sir Alluen, decides for the
players:
Something devilish has taken place here, and I must confess I do not
yet understand your relationship with this Saxon dog. However, since
the hand of fate has irrevocably interwined your destinies with this
Saxon devil, your path now lies clear. Let God be your judge, ride
forth and do not return until you can place the head of Gardeth on the
Castle spikes.
This should leave the players with no option but to set out for Castle
Cynric. Their honour is at stake, they're under some suspicion for
being the only survivors and Lady Rosaline is being held captive.
Four of the knights who accompanied Sir Alluen will also set off
(along a different route) to fulfil this quest.
Setting Out
The players and, indeed, people from the area, will not know the exact
whereabouts of Castle Cynric, though it is rumoured to exist in the
Saxon held areas of Wessex. This area is densely forested, though
there are few well-defined tracks that lead through it. If the
characters take a less travelled route, the journey should be mostly
uneventful. Impress upon the players that they are entering
unfriendly or at least neutral territory, and, above all, territory
they are unfamiliar with. Throw in a saxon scout or two (use stats
for warriors above), which the characters must kill off before they
report back to their compatriots [successful Hunting/Dex/Horsemanship
rolls for pursuit] just to keep things moving along smoothly.
A Meeting in the woods
After a few hours travel [Awareness Rolls - success you feel the
forest is too quiet], the players hear a dog howling to the left of
the path. This is answered by another dog, howling off to the right.
More howls occur, and the players will realise that a pack of dogs is
hunting them. These are no ordinary dogs however; they are much
larger than hunting hounds and their eyes glow an evil blood-red
colour. Twelve dogs will suddenly cross the players' path from the
left and attack [Horsemanship rolls - success you maintain control].
They will fight to the last dog, who will turn and flee to the right.
While the players are inactive, more dogs will appear, but ignore the
players, and race off to the right of the path and into the woods. A
few yelps and screams will alert the players that something big is
happening in the woods to the right. The woods are dense and the
players are not able to ride through, so they must advance on foot.
As they proceed dogs will periodically attack them.
When the players arrive, they are overwhelmed by a sound of dogs
baying. Before them is a clearing, ringed by standing stones. Inside
the ring, wielding a sword is a bloody figure, his arm mangled.
Circling him is a very large pack of evil-looking dogs [Awareness -
success, They will not enter the stone circle]. The figure is taking
wild swings at them, but for the most part the dogs are too fast. The
players should make for the circle and then attack the dogs. The dogs
will eventually realise their problem after a few casualties and
leave, perhaps leaving one sentry. The players are now free to talk to
Hobriu.
Demon Dogs
SIZ 14 Move 3 Major Wound 12
DEX 12 Damage 4d6 Unconscious 6
STR 10 Heal * Knockdown 14
CON 12 HP 26 Armour 2
AP - Glory to
kill 30 Valorous
Modifier -3
Skills: bite @15, Avoidance 14.
The bloodied figure is Hobriu, a Jute who's running away from the
saxons in Wessex, and is now making a mad dash for Kent. His entire
party were attacked and killed by undead monsters, but Hobriu, through
luck, worked out how to defeat them (staking them with hawthorn wood).
Since then, these black dogs have been attacking him every night. If
the players ask about the Castle Cymric, he will tell them it is but
an hours ride due west. However he will refuse to accompany them.
Each of the players should obtain a hawthorn stake (convenient bush
nearby).
Faeries
If the players decide to sleep inside the ring of standing stones for
protection, [Faerie Lore success - this may not be such a good idea]
then at night, while they snooze, they will be bound by Gossamer cords
and unable to move. Invisible hands pinch the characters awake. This
continues to the accompaniment of tinkly laughter. Eventually, the
faerie folk make themselves visible, chastising these rude travellers
for barging in on their festivities without being invited. As the
characters look around them, there is indeed a large feast taking
place with exquisite pies and delights. If the characters are
suitably apologetic then the faeries will offer to smooth over their
upsets, if the players will join them for a bite to eat and drink.
[Faerie Lore - this would be a mistake, never eat/drink faerie food
for fear of becoming moon-struck]. The players must now make
courteous excuses. If they raise the faeries' displeasure, then some
michievous forfeit will be brought down upon them (a bout of
itchiness, compulsion to dance etc). If they really upset the
faeries, some physical deformity (like grossly enlarging a players
nose etc.) will occur. Make of this as much as you wish.
Lake Cynric
It is again late evening as the players reach a largish lake, complete
with moss-covered roots poking ominously out of the water. In the
centre lies a ringfort crannog. At the edge of the shore, 100 yds
down, a flat-bottomed boat waits. Standing in the boat is a cowled
figure holding a pole. The boat is the only way (apart from swimming)
across the lake. The boat is just about big enough to carry all the
knights, but not their belongings and certainly not their horses.
Once all the knights are in the boat then the boatsman begins poling
slowly across the lake. The boatsman will not answer any questions
put to him; and his face is always cowled. If the players remove his
cowl then they will see a palish-green face. [In the unlikely event
that a player has died at this stage then resurrect him as a sort of
zombie boatsman. If not then Hobriu, Lord Pennith, Sir Alluen etc can
be candidates if you like]. From the point of stepping into the boat
there is no going back. If the players attempt to swim for shore have
something pull at their legs and release only if they turn back to
clamber into the boat. [Successful swimming roll, if failure, roll
under (CON - ARMOUR pts) on d20 or lose d6 HP].
Castle AAAAARRGG (Cynric)
The boat will pull up to the jetty (see map #2) and wait. There is
nothing for the players to do but disembark and bang on the doors of
the fort. After some time the heavy wooden-stake doors will be opened
by Walch, the dwarf from Castle Pennith [and also the traitor who put
a sleeping draught in the wine and freed Gardeth]. He will be
suitably snide and mocking to the knights, saying how surprised he is
that they ventured this far. He was sick and tired of being treated
like some sort of pet, a curiosity to do tricks at the feet of that
great oaf Lord Pennith. If the players try to do Walch any harm he
will use his avoidance of 25 to get away. Either way the players will
either be led or make their own way into the main hall, the door of
which closes behind them.
As you eyes become accustomed to the flickering light of the torches
that hang from the tarred wooden supports, you notice the pagan runes
and designs that have been drawn out upon the earthen floor. Straight
in front of you, upon a raised dais, lies a simple wooden chair.
Around the walls of the room stand four rusted metal cages. Now you
can see clearly their purpose, for inside lie the twisted forms of
what was once human, their bodies held fast by the stained metal
spikes of the cage.
[recognise rolls will reveal that the cadavers inside are those of the
other four knights who attempted this quest]. [Valorous rolls - success
the knight manages to contain his fear and revulsion, failure - the
knight tries to flee, but the door is bolted from the outside and they
are shut in.]
Suddenly the tapestries behind the dais move and the Lady Rosaline
emerges, her red hair capturing the orange fire of the torches. Her
eyes are downcast to a steaming wooden bowl which she carries most
carefully. Behind her stands the sorcerer Gardeth, he moves forward
and sits down on the chair. "Now I have you all"
Gardeth is not interested in the original deal; he wants them all. If
the players threaten him he'll simply say something like: Piteous
fools! Do you really think I would let you enter my domain if you
could possibly be a threat to me. No, you shall die here, that much
mercy I promise you.
Gardeth weaves his fingers and a cold numbness enters your head. Your
arms and legs begin to feel like lead and your swords drop to the
floor and lie at your feet. The cold in your head becomes a searing
whiteness etching away all thought, smoothing away all your cares
Gardeth has immobilised the characters, [piety rolls will break this
enchantment and hitting other players or attacking Gardeth will also
break it. In the unlikely event that all characters fail the piety
roll then fudge it by saying that the knight with Amor(Rosaline) sees
her pain and is spurred to action, the enchantment broken by his
inspired passion]. Breaking the enchantment will annoy Gardeth. If
the players attempt to attack Gardeth, then he will touch Rosaline's
forehead. Rosaline rises upright, lifts the steaming bowl to her lips
and drinks full, yellow liquid spilling down her chin. She steps
forward, arms out-stretched, and shouts in a strange language. Slowly
the cadavers in the Iron maidens become animated and pull themselves
off their spikes and attack the knights.
Six Dead knights
SIZ 14 Move 1 Major Wound 14
DEX 11 Damage 4d6 Unconscious 7
STR 11 Heal * Knockdown 14
CON 14 HP 28 Armour 10
AP -2 Glory to
kill 80 Valorous
Modifier -5
Notes:
*Heal d4 HP per round. Can regenerate from negative HP.
Can only be killed by staking them with Hawthorn and inflicting
damage.
* Once wounded a similar wound appears on Rosaline's body, but of
course the players have to be watching Rosaline to notice this.
Skills: Sword 15, No shield.
A Bargain?
This should be a pretty bad battle, with some casualties. Once
defeated, the scene leaves Rosaline dead on the dais, with bloody
wounds in identical places where the players have staked their dead
opponents. Gardeth, who's carefully worked out revenge has just
failed, will attempt to make a deal for his life:
She is not dead, for nothing truly dies here within my domain. With
power, even loved ones can be returned from beyond the veil of death.
But with death, there is always a price. Swear a solemn oath on your
honor to leave this place and never return, and I will breath new life
back into her.
If the players swear an oath, then Gardeth will be true to his word.
He'll lift the wooden bowl and pour yellow liquid from it into
Rosaline's mouth. Rosaline will awaken, but be unable to speak and
remain in a state not much more than catatonic. If the players then
try and break their oath, let them, but Rosaline will fight to attack
them and each participating knight should lose 1-2 points of honor for
breaking an oath. When the players return with Rosaline in a
catatonic state and no prisoner, they will be welcomed, but their
quest has failed. Rosaline, being heiress apparent to Castle Pennith,
allows one of the players to claim the right to marry her and thus
claim the castle.
If the players refuse to bargain (more likely) then Gardeth will
attempt to flee and the players will be free to kill or capture him.
If killed, then the fort will slowly start subsiding into the swamp,
roots pushing up through the earthen floor. Allow the players to make
a rapid dash to the boat and escape.
A shudder runs through the hall as the last breath escapes from the
sorcerers lips. Torches fall to the floor, beams and matting collapse
and catch fire; and strange roots rip the earth asunder, scattering
the runes drawn therein. Water begins to seep upwards turning the
ground to a thick black mud.
On return the players are cleared of all suspicion, if they have a
prisoner (or his head) and the body of Lady Rosaline is given a decent
christian burial.
The End
NPCs
Gardeth the Necromancer
SIZ 10 Move 2 Major Wound 13
DEX 10 Damage 3d6 Unconscious 6
STR 10 Heal - Knockdown 10
CON 13 HP 23 Armour 1
APP 10 Glory to
Kill 200 Valorous Mod none
Notes:
Gardeth is a rogue saxon, owing allegiance to no one, except perhaps
the dark forces he uses to gain his power. Ostracized by the clannish
Saxon folk he claims to serve, he has banded together an army of
warriors tempted by his power to give them life after death. He wages
what he sees as a just war against the Britons, convinced of the
superiority of his Saxon heritage. However, for the most part Saxons
mainly fear his name and its association with devilish forces.
Skills: necromancy, paralyse foe and anything else appropriate.
Attack (staff) 12.
Lady Rosaline, daughter of Lord Pennith
SIZ 10 Move 2 Major Wound 15
DEX 13 Damage 3d6 Unconscious 6
STR 10 Heal - Knockdown 10
CON 15 HP 25 Armour 2
AP 16 Glory 250 Valorous Mod none
Notes:
Lady Rosaline, only daughter of Lord Pennith is a stunning beauty. Her
flowing red hair betrays her Celtic ancestry and quick temper. She
has a quick wit to match her beauty. Being the only child of a lord,
she has become outspoken and independent for a woman of her times; and
stomachs fools rarely.
Skills: First Aid 17, Dance 14, Courtesy 12.
Walch the Dwarf
SIZ 8 Move 2 Major Wound 15
DEX 14 Damage 3d6 Unconscious 6
STR 9 Heal - Knockdown 8
CON 15 HP 23 Armour 4
AP 6 Glory to
Kill 10 Valorous Mod none
Notes:
Walch is kept around more as a curiosity than as the administrator he
feels he should be. Over the years he has harboured a strong
resentment of Lord Pennith and a growing desire for Lady Rosaline.
Skills: Avoidance 25, Industry 13, Awareness 16.
Sir Alluen or any other knights you may need.
SIZ 14 Move 3 Major Wound 14
DEX 11 Damage 5d6 Unconscious 7
STR 14 Heal 3 Knockdown 14
CON 14 HP 28 Armour 12/6
AP 11 Glory 2150 Sword Skill 18
Handout #1: Osric
You remember now Gardeth, yes for years it was a name used to frighten
young children. A name of legend. Gardeth the sorcerer, Gardeth of
the faeries, Gardeth the dark one. Then, he became more than a story.
Reports of devastating raids against the Britons threatened the
authority by which Cedric governed the tribes. Then, after the
stories of successful conquest, other rumours, initially suppressed in
the excited news, began to surface; stories of terrible weapons,
warriors from the netherworlds and unclean practices. Fearing a power
struggle, Cedric had waged war on Gardeth and the sorcerer fled. Now
apparently he had returned...
Handout #2: (In Latin)
You will learn to curse the day you had dared to judge me, for I will
see your loved ones slaughtered, your homes overrun and your fields
put to the torch; but before all of this, you will will scream and beg
me for death, for I have a special fate reserved for you, Judging
Knights. The Lady Rosaline and I await you in Castle Cynric. Such a
sweet child, such a terrible waste. The bargain is simple, your lives
for the Lady Rosaline's. Of course, if you are but the cowards you
appear...
Map #1 Castle Pennith and surrounds as you know it
Map #2 Castle Cynric
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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Chaosium Digest Volume 1, Number 12
Date: Monday, March 22, 1993
Number: 3 of 3
Contents:
The Siege of Castle Pennith [Part III] (Fergal Somers) PENDRAGON
--------------------
From: fergal somers <ftsomers@cs.tcd.ie>
Subject: The Siege of Castle Pennith [Part III: Characters]
CHARACTER: SIR ROBERT OF SILCHESTER
Player Name SIZ 14 DEX 14 STR 13
CON 15 APP 10
Homeland Silchester
Culture Cymric Religion Christ Damage 5d6
HP 29
Lord Duke Ulfius Move 3
Current Class Knight Age 33 Unconscious 7
Knockdown 14
Major Wound 15
Traits Passions
Chaste 10 / 10 Lustful Loyalty(lord) 13
Energetic 4 / 16 Lazy Love(family) 12
Forgiving 9 / 11 Vengeful Hospitality 14
Generous 11 / 9 Selfish Honor 12
Honest 8 / 12 Deceitful
Just 10 / 10 Arbitrary
Merciful 9 / 11 Cruel
Modest 11 / 9 Proud
Pious 9 / 11 Worldy
Prudent 12 / 8 Reckless
Temperate 5 / 15 Indulgent
Trusting 15 / 5 Suspicious
Valorous 13 / 7 Cowardly
Skills
Awareness 5 Folk Lore 11 Read (.......) 0
Boating 2 Gaming 10 Recognise 6
Chirurgery 2 Hawking 8 Religion (Christ) 2
Compose 1 Heraldry 12 Romance 1
Courtesy 4 Hunting 14 Singing 1
Dancing 4 Industry 3 Stewardship 13
Faerie Lore 5 Intrigue 5 Swimming 2
First Aid 12 Orate 2 Tourney 0
Flirting 2 Play (.....) 0
Battle Skills
Battle 13 Horsemanship 13 Sword 16 Lance 13
Dagger 5
Armor Type (10 pts) Cash 1#
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Dagger.
Character Description: Sir Robert
You are a venerable household knight, semi-retired after many long
years of active duty. You've seen knights come and go and on the
whole things were a lot simpler when Uther was King. At least you
knew who your enemies were. Now, the whole of England seems to be up
in arms against itself. And, these Saxon raiders are becoming ever
more daring, threatening perhaps even the walls of Silchester before
too long. Wouldn't have happened in your father's day.
[ You remember your father's hands picking you up and setting you on
the enormous creature. Fear of falling off and under the feet of this
large animal made you pull the reigns tight. The animal's heads jerks
back in response to the pull on the bit. It starts to move. "Easy,
don't jerk her lad!" You slacken your grip and straighten up in the
saddle. The animal quiets, you smile, your father smiles back and
takes the reigns to lead the horse... ]
Perhaps you should have had children of your own. Still, with age
comes responsibility, and your time is no longer your own. There's the
training of the squires for one thing. What, with all the excitement
in recent years, skirmishes and battles and what not, they've been
left to fend for themselves. Some of them can still barely hold a
sword, more concerned with games and making sport than training.
Can't expect them to, can you, when knights act no better than common
bandits. No respect. That's the problem. Of course, you try your
best to keep them in line. Teach them the proper order and dignity of
knighthood, but for what return? Amig's the worst, can't keep his
mind on what he's doing, head always lost in some cloud. Still he's a
good lad all the same, be a good knight too if he keeps his head.
[ The horse lept backwards, hooves skitterring on the shale. You tried
to keep it under control, just like you'd been taught, but the smell
of the beast and howls that came from somewhere out of that dank foggy
air, invaded and cleared your reason, leaving only one thought: run!
So, you untied your bags, loosed the horse into the darkenss and ran
and kept running; running from the dreadful howls and the desperate
whinnying that followed... ]
Gwair now he's one to watch. Devious little toad, where does he get
off, shouting orders to you. Still, he has the unnatural ability to
be everywhere, always watching with that perpetually smug grin of his.
Why Duke Ulfius puts up with his slimy, poisoned little murmurings is
a mystery. If Uther was still here, Gwair would be relegated to court
jester. Uther, now there was a man of action......
Current
Duke Ulfius has asked you to head a mission to Castle Pennith to
strengthen their forces. This castle must not fall to the Saxons for
it would be costly to take back; and would act as a perfect base to
invade Salisbury. Sir Amig and Sir Gwair are to go with you as well as
some knights from Windsor (Sir Ieuan, Sir Domicus, Sir Peter).
Sir Ieuan wears his hair in saxon braids, how strange! There's
obviously some argument going on between Sir Ieuan and Sir Domicus, as
neither has much to say to the other. Sir Peter, now there's a knight
of excellent breeding, you instantly can tell you know, from the way
he carries himself.
CHARACTER: SIR AMIG
Player Name SIZ 15 DEX 8 STR 11
CON 14 APP 14
Homeland Silchester
Culture Cymric Religion Christ Damage 4d6 HP 29
Lord Duke Ulfius Move 2
Current Class Knight Age 21 Unconscious 7
Knockdown 15
Major Wound 14
Traits Passions
Chaste 8 / 12 Lustful Loyalty(lord) 16
Energetic 13 / 7 Lazy Love(family) 13
Forgiving 16 / 4 Vengeful Hospitality 9
Generous 12 / 8 Selfish Honor 10
Honest 12 / 8 Deceitful
Just 10 / 10 Arbitrary
Merciful 17 / 3 Cruel
Modest 16 / 4 Proud
Pious 17 / 3 Worldy
Prudent 7 / 13 Reckless
Temperate 4 / 16 Indulgent
Trusting 15 / 5 Suspicious
Valorous 15 / 5 Cowardly
Skills
Awareness 6 Folk Lore 14 Read (.......) 0
Boating 1 Gaming 3 Recognise 0
Chirurgery 1 Hawking 3 Religion (Christ)8
Compose 0 Heraldry 0 Romance 0
Courtesy 3 Hunting 2 Singing 2
Dancing 2 Industry 0 Stewardship 2
Faerie Lore 7 Intrigue 5 Swimming 2
First Aid 10 Orate 3 Tourney 0
Flirting 4 Play (.......) 0
Battle Skills
Battle 10 Horsemanship 14 Sword 11 Lance 11
Dagger 7
Armor Type (10 pts) Cash 100d
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Dagger
Character Description: Amig
You've just been knighted and now this, your first adventure. Surely,
this is fate once again smiling on you. Oh, you can't wait to be
outside riding through the countryside. You want to say to everyone
"I am Sir Amig" Sir, Sir, Sir! You still can't believe it's finally
happened and now a quest, with strange creatures to kill, villainous
knights to be vanquished and most importantly beautiful damsels to be
rescued!
[ You'd waited for hours outside her window. You'd brought her
flowers, fetched water from the well for her. She laughed at your
jokes and how she laughed: first the corners of her mouth would
crinkle, lips would part to reveal a perfect row of pearly teeth and
then she would laugh and giggle and then when the laughter died she'd
turn and look at you with those blue, blue eyes and smile. Oh, if one
day she would smile for you and you alone! How long had you been
waiting one hour, two? She'd said she had chores to do all evening,
so you'd come back later; but now the house was quie. Surely it was
still too early for folks to be in bed. Maybe you should throw a stone
at her window or something - seemed to work in the tales. Lucky for
you that you bent down to pick-up a good sized one, because at that
instant, round the side of the house she came, arm and arm with Sir
Bairth, that oaf, giggling conspiratorily as she lead him inside. You
remained crouched down till all was finally quiet again and hurried
home... ]
Still must keep my mind on what I'm doing. Heads always in the clouds,
that's what Sir Robert says and it's true. He's not so bad, although
he does grate on your nerves from time to time with his cratchety old
ways.
Current
Sir Robert has asked you to accompany him to Castle Pennith to
strengthen their forces. This castle must not fall to the Saxons for
it would be costly to take back; and would act as a perfect base to
invade Salisbury. Sir Gwair and some knights from Windsor (Sir Ieuan,
Sir Domicus, Sir Peter) are to accompany you.
Sir Ieuan wears his hair in saxon braids, how strange! There's
obviously some argument going on between Sir Ieuan and Sir Domicus, as
neither has much to say to the other. Sir Peter, now there's a knight
of excellent breeding, Sir Robert says you instantly can tell, from
the way he carries himself.
CHARACTER: SIR GWAIR
Player Name SIZ 12 DEX 15 STR 10
CON 13 APP 11
Homeland Silchester
Culture Cymric Religion Christ Damage 4d6 HP 25
Lord Duke Ulfius Move 3
Current Class Knight Age 30 Unconscious 5
Knockdown 12
Major Wound 13
Traits Passions
Chaste 10 / 10 Lustful Loyalty(lord) 8
Energetic 6 / 14 Lazy Love(family) 10
Forgiving 8 / 12 Vengeful Hospitality 9
Generous 10 / 10 Selfish Honor 5
Honest 5 / 15 Deceitful
Just 10 / 10 Arbitrary
Merciful 8 / 12 Cruel
Modest 12 / 8 Proud
Pious 7 / 13 Worldy
Prudent 14 / 6 Reckless
Temperate 11 / 9 Indulgent
Trusting 6 / 14 Suspicious
Valorous 9 / 11 Cowardly
Skills
Awareness 11 Folk Lore 6 Read (.......) 0
Boating 1 Gaming 10 Recognise 5
Chirurgery 1 Hawking 3 Religion (Christ)1
Compose 0 Heraldry 13 Romance 9
Courtesy 2 Hunting 12 Singing 2
Dancing 3 Industry 0 Stewardship 2
Faerie Lore 2 Intrigue 12 Swimming 2
First Aid 6 Orate 0 Tourney 0
Flirting 2 Play (.......) 0
Battle Skills
Battle 10 Horsemanship 11 Sword 14 Lance 10
Dagger 14
Armor Type (10 pts) Cash 1#
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Dagger
Character Description: Gwair
Being a knight has all the advantages and benefits you thought it
would - easy life, good food, women and money. You've double dealt
and schemed your way into a position of relative power in the court.
Yes, it has all been worth it.
[ The young knight's head slumped onto his chest as he slipped into a
drunken sleep. What good fortune to meet such a naive fool in such an
isolated area. Took three full casks of wine to do it; hey but why
deny a dying man his last pleasure. He never stirs as you neatly slit
his throat. Takes a few hours to hide the body and scrape the coat of
arms off the shield, and Dwain the bandit emerges as Sir Gwair, knight
errant, in search of a warm castle. ]
Current
However, of late things haven't been too good. What with all the
raids and all, ever since Uther died (hah! poisoned more like) things
have definitely gone downhill. Just when you were ready to start a
quieter life, Ulfius wants you to accompany that dolt Robert and the
boy Amig to help protect some castle miles from God knows where.
Somehow, you're not sure how, but somehow Robert managed this. You've
never trusted him, pompass ass full of obviously fabricated stories
about his parts in great quests. Still handy with a sword in a tight
spot though. Let's face it you don't live that long and with get that
many battle scars without knowing how to use a sword. Still this is
your duty and you intend seeing it out alive and with as little
personal risk as possible.
Three knights accompany you from Windsor. Sir Ieuan wears his hair in
saxon braids, how strange! There's obviously some argument going on
between Sir Ieuan and Sir Domicus, as neither has much to say to the
other. Perhaps, you can use this to your advantage. Sir Peter, seems
to be well cultured, and where there's culture there's money.
CHARACTER: SIR DOMICUS
Player Name SIZ 13 DEX 14 STR 12
CON 12 APP 8
Homeland Trinovantes Exile
Culture Roman Religion Christ Damage 4d6 HP 25
Lord Sir Herringdale the Constable Move 3
Current Class Knight Age 24 Unconscious 6
Knockdown 13
Major Wound 12
Traits Passions
Chaste 10 / 10 Lustful Loyalty(lord) 13
Energetic 11 / 9 Lazy Love(family) 14
Forgiving 5 / 15 Vengeful Hospitality 10
Generous 9 / 11 Selfish Honor 13
Honest 14 / 6 Deceitful Hate(Saxon) 16
Just 12 / 8 Arbitrary
Merciful 7 / 13 Cruel
Modest 10 / 10 Proud
Pious 12 / 8 Worldy
Prudent 8 / 12 Reckless
Temperate 11 / 9 Indulgent
Trusting 5 / 15 Suspicious
Valorous 15 / 5 Cowardly
Skills
Awareness 12 Folk Lore 10 Read (latin) 10
Boating 4 Gaming 3 Recognise 11
Chirurgery 1 Hawking 3 Religion (Christ)10
Compose 0 Heraldry 7 Romance 9
Courtesy 5 Hunting 8 Singing 2
Dancing 2 Industry 0 Stewardship 2
Faerie Lore 2 Intrigue 5 Swimming 2
First Aid 11 Orate 3 Tourney 0
Flirting 4 Play (..........) 0
Battle Skills
Battle 10 Horsemanship 10 Sword 16 Lance 10
Dagger 4
Armor Type (10 pts) Cash 1#
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Dagger
Character Description: Sir Domicus
The proud tribe of Trinovantes, last vestige of noble roman blood,
were conquered and riven from their homelands in the year of our lord
four hundred and eighty-five by the Saxon horde. Your people, once
bound together by the land they farmed, scattered to the four winds,
never to be whole again. Your heritage and your birthright were
stolen, and in its place a begging bowl was placed. Your father
finally brought you to Windsor castle and offered his sword to Sir
Herringdale to use to rid this land of the Saxon blight; and so you
once again found a home.
[ Tinicus your brother stood up, swaying a little and put down his
mug. He'd been drinking all day and was working himself up into one
of his tempers. His mates were goading him on and soon you knew
there'd be trouble. Three traders, known to deal with the Saxon
villagers down the coast had entered the inn and were pointedly
ignoring your brothers jibes. You pulled at your brothers jerkin and
he turned around and pushed you back. "I think Dom here is anxious to
get home! Why doesn't someone show him the door" With that rough hands
pulled and grabbed, and soon you were deposited behind a closed door.
You waited outside, crouched down in the dark as voices were quickly
raised. Then came that sound you most feared, that long scathing
sound of metal being drawn slowly against metal, a sword unsheathed.
You started hammering on the door, a cry and the door flew open
knocking you to the ground, as men ran from the inn. You ventured
inside, shafts of sunlight illuminating the overturned tables and
debris; but in the middle, lying completely still was the body of your
brother Tinicus. ]
They hung those saxon traitors not more than a week later, but all you
were left with was Tinicus' armor, being the only heir you were to
take Tinicus' place and be trained for knighthood to carry on the war
which your father started.
Current
You've been asked by Sir Herringdale to answer Duke Ulfius' of
Silchester's rally to battle; but who did they give you to ride with:
Sir Peter! That milksop wouldn't know the right end of a sword if he
sat on it. Still, perhaps a few nights sleeping outside will toughen
that lillywhite skin the ladies dote over so much. While stationed in
Silchester you've been asked to accompany four knights: Sir Robert,
Sir Amig, Sir Ieuan and Sir Gwair to Castle Pennith, which is expected
to be under attack from Saxon forces any day now. What a bunch! Sir
Ieuan has the audacity to wear his hair in a saxon fashion, Sir Amig
is a boy, Sir Robert an old man and Sir Gwair doesn't look the
slightest bit interested in the mission.
Pendragon Adventure
CHARACTER: SIR IEUAN (OSRIC)
Player Name SIZ 15 DEX 11 STR 16
CON 15 APP 12
Homeland Regenes Exile
Culture Cymric/Saxon Religion Christ Damage 5d6 HP 30
Lord Earl Hertford (St. Albans) Move 3
Current Class Knight Age 25 Unconscious 8
Knockdown 15
Major Wound 15
Traits Passions
Chaste 10 / 10 Lustful Loyalty(lord) 12
Energetic 12 / 8 Lazy Love(family) 8
Forgiving 5 / 15 Vengeful Hospitality 10
Generous 10 / 10 Selfish Honor 12
Honest 12 / 8 Deceitful
Just 10 / 10 Arbitrary
Merciful 8 / 12 Cruel
Modest 11 / 9 Proud
Pious 9 / 11 Worldy
Prudent 16 / 4 Reckless
Temperate 6 / 14 Indulgent
Trusting 8 / 12 Suspicious
Valorous 16 / 4 Cowardly
Skills
Awareness 13 Folk Lore 8 Read (Saxon) 9
Boating 4 Gaming 4 Recognise 12
Chirurgery 8 Hawking 1 Religion (Christ)11
Compose 2 Heraldry 3 Romance 2
Courtesy 2 Hunting 11 Singing 3
Dancing 7 Industry 2 Stewardship 2
Faerie Lore 5 Intrigue 7 Swimming 2
First Aid 10 Orate 4 Tourney 0
Flirting 2 Play (Pipes) 5 Religion(Wotan) 11
Battle Skills
Battle 10 Horsemanship 13 Sword 17 Lance 13
Dagger 7 Axe 13
Armor Type (10 pts) Cash 240d
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Axe
Character Description: Sir Ieuan
[ First they came to trade, then they came to take. They burned and
torched they're way throught the village, killing those who raised
swords against them, leaving the women and children to run. It was not
a slaughter, they later told him, just a necessary exercise, they
needed the land for their people as well. This was a terrible age... ]
Your people, the Regenes, were driven from their lands when you were
still young and became the Regenes Exiles, a sorry clan scattered upon
the hospitality of lords throughout England. You however were
captured, and unlike the stories, Saxons didn't kill or eat children,
they valued them as a measure of their tribes wealth. Your noble
blood also meant possible ransom, although having no land it was
doubtful your kin would raise such a sum.
[ They gave you a new name: Osric, you'd forgotten your old one. Not
that it mattered now, you had been accepted into the clan and given
duties over the livestock to show their trust in you. They gave you a
sword and taught you to fight, but most of all they gave you a family.
The foster tied you to Beolth and Lelleth and years later they spoke
for you at your coming of age - full acceptance to the tribe. A gray
cloud flew over this to shatter this happy day as the Elders told of
your entrance to the tribe. How you were of outsiders and how outsiders
must eventually return to pay homage to your blood-parents. This gray
cloud grew and grew inside your mind till the wisdom of the Elders
forced your hand. They watched as you left.... ]
Eventually you escaped the Saxons and went to find your parents. Your
father had died and your mother, being a young woman, had remarried
and raised three new sons. There was no room for a prodigal son
returned. More importantly there was no room for you in your mother's
life.
[ You were the son she never knew. She was not your mother, you
already had one. You spoke and acted in strange ways that pained her.
She had lost a husband in the raid that had taken you. Ultimately,
you were her only link with a past which caused her great pain. A
past she never spoke of, a dead husband she never honoured, a dead son
she never knew. So, eventually you removed this pain from her and
left... ]
So you'd left and have kept going to this day. Not pitying your blood-
mother not hating your blood-father's murderers. No hate. No love.
No pain. You wear your father's coat of arms to enter the world of
Britons, but you also braid your hair in the saxon style, as a
reminder of your saxon heritage.
Current
You've decided to throw your lot in with Duke Ulfius, seems like a
good man; but the endless days waiting for a large battle are getting
to you. Then you heard about a mission to protect Castle Pennith,
well at last some honest fighting to stop you moping around. So you
volunteered..
With you from Silchester are Sir Robert an old knight, Sir Amig a boy
and Sir Gwair a shifty-eyed weasel. From Windsor come Sir Domicus an
arrogant bore, and Sir Peter duc some-french-sounding-aristocrat-name.
Should be a bundle of laughs.
CHARACTER: SIR PETER (DUC RENAUD)
Player Name SIZ 13 DEX 10 STR 15
CON 11 APP 16
Homeland Logres
Culture Cymric Religion Christ Damage 5d6 HP 24
Lord Duke Ulfius (Silchester) Move 3
Current Class Knight Age 25 Unconscious 6
Knockdown 13
Major Wound 11
Traits Passions
Chaste 4 / 16 Lustful Loyalty(lord) 12
Energetic 10 / 10 Lazy Love(family) 11
Forgiving 4 / 16 Vengeful Hospitality 13
Generous 9 / 11 Selfish Honor 10
Honest 9 / 11 Deceitful Hate(Saxon) 12
Just 12 / 8 Arbitrary
Merciful 10 / 10 Cruel
Modest 5 / 15 Proud
Pious 13 / 7 Worldy
Prudent 15 / 5 Reckless
Temperate 8 / 12 Indulgent
Trusting 12 / 8 Suspicious
Valorous 15 / 5 Cowardly
Skills
Awareness 9 Folk Lore 4 Read (......) 0
Boating 5 Gaming 1 Recognise 10
Chirurgery 2 Hawking 2 Religion (Christ)4
Compose 0 Heraldry 5 Romance 5
Courtesy 10 Hunting 12 Singing 8
Dancing 0 Industry 0 Stewardship 1
Faerie Lore 2 Intrigue 3 Swimming 2
First Aid 10 Orate 3 Tourney 0
Flirting 8 Play (......) 0
Battle Skills
Battle 13 Horsemanship 13 Sword 15 Lance 12
Dagger 10 Axe 13
Armor Type (10 pts) Cash 1#
Horse charger Damage 6d6 Move 8
Shield (6pts), Sword, Lance, Dagger.
Character Description: Sir Peter
[ Knighthood, the embodiment of law and morality, power and prestige.
What matter some smudge upon the birth, it is what we do, how we carry
ourselves which sets us apart from commonfolk. Such scandalous matters
you so far managed to keep from the court ladies you lavish so much
attention on. This could become increasingly tricky, your father was
not very discreet and earned more than just a little notoreity. ]
You are the illegitimate son of Gilles duc Renaud, chivalric knight
and secret lover to more than half of England's ladies or so they say.
Illegitimacy was not necessarily a stain against your character in
those dark ages: King Arthur was illegitimate. Still, in those times
it was something less than a perfect state of grace.
[ Knighthood is a sacred order, an order built to go beyond mere
squabbles over land or pastures. It can be a tool by which man can
reach a higher state of grace removed from the dirt and drudge of
common life. The French have the right idea, knighthood as an ideal
rather than a merely licence for mercenaries to kill and pillage. If
only your compatriots understood what true christian devotion
meant..... ]
Current
Sir Herringdale, a good lord, if somewhat rough around the edges has
ordered you and the everso dour Sir Domicus to lend support to Duke
Ulfius. No sooner are you there savouring the delights of pastures
new, when the call to protect Castle Pennith comes. You seem to
remember Lord Pennith, vaguely, didn't he have a daughter... and it
may be a chance to teach God's righteous vengence on these heathen
Saxons.
Duke Ulfius also sends Sir Robert, one of those tough-as-old-boots
knights; Sir Amig, a young knight, probably his first adventure; Sir
Gwair - a noxious little toad; and Sir Ieuan a complete enigma - Saxon
braids and roman arms, strange troupe!
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 2
Date: Sunday, January 31 1993
Number: 2 of 2
Contents:
Stormbringer Rule Modifications (John Davis) STORMBRINGER
Plant Lore (Loren Miller) STORMBRINGER
Stormbringer Rules for Passions (Loren Miller) STORMBRINGER
Point Based Character Creation (John Marvin) STORMBRINGER
Editor's Note:
This Digest, the second of two being sent out tonight is all
Stormbringer material. Most of it is from an old Stormbringer mailing
list.
Shannon
====================
From: John Davis <J.R.Davis@bnr.co.uk>
Subject: Stormbringer Rule Modifications
System: Stormbringer
Here is some stuff I did a while back, pretty much the set of house
rules I use for Stormbringer. Some of the explanations are a bit
brief.
STORMBRINGER RULES MODIFICATIONS
Critical hits: 10% of chance to hit. Roll damage, and double. If
dodged or parried by a critical roll, no effect. If dodged normally,
normal hit only. If parried normally, breaks weapon and inflicts
normal hit. Armour protects as normal.
Skill increases: Roll 1D10 for increase for skill up to 50%. Roll 1D6
over 50%. At 90% or higher, add only one point to the skill. A skill
increase cannot take skill past 90% (e.g. 88% + 6% = 90%, not 94%).
Armour:
Protection Cost
Soft Leather D4-1 60 LB
Rigid Leather D6-1 100 LB
Ring mail D8-1 200 LB
Barbarian D8-1 400 LB (or more)
Partial Plate D8-1 400 LB
Scale mail D8 500 LB
Chain mail D6+1 600 LB
Full Plate 2D6 1000 LB (Bulky and encumbering)
Helmets: If the wearer has no helm, any attack roll with a "1" on the
units percentile dice hits the unprotected head (and ignores armour
protection).
Survival luck roll: Characters who suffer a sudden fatality get a
single chance to roll their POW x 1 as a percentage. If they succeed,
they will survive if the player or GM can think of a rational escape
possibility. (they may still be badly hurt, unconscious, or in a very
bad position).
Knockback: if rolled damage before armour is greater than the target's
SIZ, he is knocked back and must roll DEX x 5 as a percentage or fall
(modified as appropriate for surface, etc).
Damage bonuses:
STR + SIZ Melee Missile
2 - 10 -D6 -D4
11 - 16 -D4 -D3
17 - 24 nil nil
25 - 32 +D4 +D3
33 - 40 +D6 +D4
41 - 60 +2D6 +2D4
each +20 +1D6 +1D4
====================
From: "Loren J. Miller" <MILLERL@WILMA.WHARTON.UPENN.EDU>
Subject: Plant Lore
System: Stormbringer
[this is the first of two articles that I've retrieved from the old
Stormbringer mailing list. This was the second set of Stormbringer
Plant Lore rules that Loren proposed. He said that he based it on
Find Healing Herbs from the Chalana Arroy cult in Cults of Prax -sda]
HUNTING HERBS
I. Depending on the terrain, the searcher has some number
of attempts to find herbs per four hour period (the
standard search time) with a chance of his Plant Lore
or Search skill, whichever is higher.
Terrain Searches
woods 5
river bank 4
fields 3
cultivated land, oasis 2
marsh, chaparral 1
tundra, above the timberline 1/2
snow, desert 0
Note it is impossible to find Special plants within
cultivated or grazed lands.
II. Ordinary successes earn the searcher a D10 roll on the
following table. Critical successes allow the searcher
to choose which entry he wants (most will take choice
10, and then roll 2D6 and add the highest class of
Plant Lore which he is capable of using successfully.
Plant Type
Roll Type of Plant Found
1 Inedible but useful (such as rope, preservative,
insect repellant, sun block, or the like. use your
imagination.)
2-7 Edible (the lower the roll, the worse it tastes.
the higher, the better.)
8-9 Poisonous
10 A special or unique plant. Imagine 4 leaf clovers,
then stop being so ordinary and imagine the Young
Kingdoms' equivalent to such freakish plants.
That's what was found. It isn't a normal plant of
its species; it has an extra leaf, or its root is
in the shape of a human heart, etc. It is capable
of being prepared many ways. Roll 2D6 and add or
subtract any number of an absolute value up to
Class on Special Plant Type table.
Roll 2D6 on the Special Plant table, adding or
subtracting any number of your choice (choose before
you roll) of an absolute value up to the highest Class
of Plant Lore mastered by your character. If the result
is a plant of a class higher than you have mastered,
then you lack the skill to use or save that plant.
Special Plant Type
Roll Usefulness
<= 4 Edible Plant (Plant Lore class 2)
5-6 Poisonous Plant (Plant Lore class 3)
7-8 Sorcerous Plant (Plant Lore class 4)
9-10 Healing Poultice (1D6 Healing) (Plant
Lore class 5)
11-12 Healing Potion (2D6 Healing) (Plant Lore
class 6)
13-14 Infection or Disease Cure (complete
recovery in 1D6 days) (Plant Lore
class 7)
15-16 Hallucinogens and Emotion Affecting
drugs (Plant Lore class 8)
17-18 Attribute Affecting drugs, usually last
2D10 hours with 1D6 effect (Plant Lore
class 9)
19+ Potion of Invulnerability (only in the
Forest of Troos) (Plant Lore class 10)
III. The searcher now makes his Plant Lore skill to preserve
the plant he has found. It will be preserved (i.e. it
will not spoil) for a number of hours equal to the
margin by which the skill was made times the class of
Plant Lore skill needed to use it. Preservative potions
may be used to keep plants "fresh and lively" for an
almost limitless time.
[Following are a couple of Examples of Special Plants that were
included in another article by Loren -sda]
Quylstrey (a.k.a. My Cup Overfloweth)
Range: Oceanside in Melnibone, variant strains grow worldwide
Level: 9
Effect: key ingredient in a potion which raises Str, Con, and Dex
up to 12 if they were below, lasts 3D8 hours per dose. Typical
patches of Quylstrey supply 1D8 doses. Is highly poisonous if
not combined with appropriate co-ingredients.
Angelwort
Range: Tall grass
Level: 5
Effect: Makes a good healing poultice. Typical growths supply 2D8
doses.
Blessed Niritsine
Range: Mountains
Level: 6
Effect: Makes a good healing potion, healing 2D6 damage. Typical
growths supply 1D8 doses.
Gumstave
Range: Tall grass
Level: 6
Effect: Makes a good healing potion, healing 2D6 damage. Typical
growths supply 1 dose. It has been successfully cultivated.
Deadly Nightshade
Range: Deciduous forests
Level: 3 (level 1 poison)
Effect: 1D8 damage if ingested. May be prepared as a blade venom as
well, which will do identical damage.
Eight Rare Plants from the Forest of Troos
Range: Forest of Troos
Level: 10
Effect: These eight rare species, when properly prepared and
combined, may be formed into the Potion of Invulnerability.
Noidel
Range: Short grass and Scrub
Level: 8 Hallucinogen and poison
Effect: One of the plants which the Imryrrians used to influence
their dreams, the Noidel bush is covered with "lush, poison
fruit glimmering a purplish blue, a night-colour which even
the light of day [does] not disperse."
====================
From: "Loren J. Miller" <MILLERL@WILMA.WHARTON.UPENN.EDU>
Subject: Stormbringer rules for Passions
System: Stormbringer
[When Loren sent these to the Stormbringer list, he said they were
a set of rules that the Gamemaster was thinking of implementing.
I thought them somewhat interesting and odd, and thus they have been
included here -sda]
PASSIONS
Gaining Raw Passion
Raw Passion is a measure of the suffering which a character undergoes
for his or her principles, whatever motives the character may have.
Every time a character must roll on the Major Wounds table, he gains
1D8 Raw Passion.
Every time a character is affected by a dose of hallucinogen or
deliriant poison, he gains 1D8 Raw Passion.
Every time a character's mind is invaded by demonic Telepathy or
Emotion Control or another means, or he is attacked by a demon or huge
(more than 3xSIZ) creature, he gains 1D8 Raw Passion (huge demons are
worth 2D8. huge mind invading demons are worth 3D8).
Every time a character loses permanent attributes he gains 1D8 Raw
Passion for each attribute point lost.
If a character tries and fails to become an agent or priest, or to win
to great political power, he gains 1D8 Raw Passion.
If a character attempts a Summoning and fails to summon, influence or
bind his target he gains 1D8 Raw Passion.
If a character kills or witnesses the death of a friend or companion
he gains Raw Passion. 1D8 for an acquaintance. 2D8 for a friend or
long-time companion / party member. 3D8 for family member, favorite
pet, or best friend.
If a character is insulted or embarrassed in public he gains 1D8 Raw
Passion.
If a character is strongly affected by a work of art he gains
1D8 Raw Passion.
If a character loses at love he gains 3D8 Raw Passion.
If a character acts against the Stormbringer genre, detrimentally to
the campaign, or in a notably bizarre fashion he will gain 1D8 Raw
Passion (GM's discretion).
Using Raw Passion
There are two sorts of Passions: Raw Passion, which is undirected
until it passes a certain level; and Passionate Traits, which are
Passion directed in a specific manner. It may help to think of Raw
Passion as an unspent pool of points which will eventually become
Passionate Traits.
Once a character has begun to accumulate Raw Passion, the player
should decide what Passionate Trait the character is developing and
mark this down on his character sheet.
If a character's Raw Passion exceeds his POWx3 and he earns additional
Raw Passion he must roll 1D100 against his total Raw Passion. If the
roll is a success then the developing Passion is now a full-blown
Passionate Trait; if the roll is a failure then there is no effect.
Call for player votes on how Raw Passion manifests itself. If the
other players agree with the player's own choice of Passion, i.e. if
the character has consistently pursued some goal or course of action,
make it his new Passionate Trait. Otherwise there should be a popular
vote. As a last resort, the GM will pick at random. Record Raw Passion
as the magnitude of the Passionate Trait. Then subtract POWx3 from Raw
Passion.
Passionate Traits
Likely Passionate Traits for player characters include extreme
versions of ordinary roleplaying character behavior. Some examples, in
no particular order, are
Doomed, Loyalty (Lord), Loyalty (Nation), Love (Family),
Hospitality, Companionship, Honor, Fame, Loyalty
(Religion), Hate (Religion), Love (Folk), Hate (Folk),
Love (Individual), Hate (Individual), Love (Occupation),
Hate (Occupation), Bloodlust, Berserk, Curious,
Addiction, Leader, Joker, Compulsive (Behavior),
Delusion, Gluttony, Money, Trust (Others), Jealousy,
Relaxation, Lust (Sex), Pacifism, Paranoia, Phobia,
Cruelty, Split Personality, and Love (Own Opinion)
To handle Passionate Traits, whenever a character is faced by a
situation where Passion might rule his response, have the player roll
against the magnitude of the appropriate Passionate Trait, and if the
roll is a success then the Passionate Trait must manifest itself,
otherwise the player may roleplay it. Roleplay the effect of
Passionate Traits. If a player does not roleplay his Passionate traits
the GM may give the character 1D8 Raw Passion.
Overcoming Passionate Traits
The Psychiatry skill is useful for overcoming, or rationalizing,
Passionate traits. Since this skill is not taught in the Young
Kingdoms one must bind a demon with the skill (or embody a virtue of
knowledge) in order to buy back Raw Passion or a Passionate Trait.
Each full week (48 hours of treatment) make a Psychiatry roll,
successful treatment will subtract 1D8 from Passion. Plant Lore skill
(Class 9 Potions) may also be able to overcome Passionate Traits
(Figure each potion will subtract about 1D8 Passion). In order for one
to progress toward overcoming Passionate traits, a character's raw,
unallocated Passion must be reduced to zero. Once the magnitude of a
Passion has been paid off, the Passion has been overcome and may be
marked off the character sheet.
The Lords of Law and Chaos may remove and change Passions instantly if
they wish.
Defeating enemies, and other happy moments, can avert the formation of
new Passions. Subtract 1D8 Passion points from each character's Raw
Passion (or Passionate Trait of choice if Raw Passion is already zero)
whenever an adventure is a success. Special adventures may subtract
even more Passion points.
Rest and relaxation remove POW Passion points per year.
Each six months of a successful romance subtracts 1D8 Passion points,
first from Raw Passion points, then from other Passionate Traits in
random order, and allocates them towards a Passion of Love (Beloved).
====================
From: "John W. Marvin" <jmarvin@us.oracle.com>
Subject: Point Based Character Creation
System: Stormbringer
[again, this is pulled from the old Stormbringer mailing list -sda]
I've evolved my character creation into a point based system (turning
away from Chaos, are we? :-), and would like to share it:
CHARACTER CREATION
1. Each player starts with 82 attribute points, to be distributed
later.
2. The GM will give the player a choice of one or more nationalities,
which should make sense based on where the campaign is at.
3. The player rolls three times on the class chart for their nation.
If they don't like their choices, they can gain another roll for each
attribute point they spend. After their fourth extra roll, spending
another attribute point (a total of five have been spent) lets the
player choose any class available to their nation.
4. A character's base age is 25. They can gain extra attribute
points by trading experience for potential, or gain age by trading
potential for experience. For every year under 25, add one attribute
point (max gain is 7). STR, DEX, CON & SIZ may not exceed age. For
every two years over 25 (round in PC's favor), subtract one attribute
point (max loss is 7).
5. Further attribute points can be gained by giving the PC
disadvantages. These can come up naturally from play (tongueless
slaves of Melnibone...), or can be fairly generic. The GM may adjust
as best fits their campaign:
Chaos Lord hates you 10 attribute points
Lawful Lord hates you 9
Elemental Lord hates you 9
Theocrat hates you 8
Major sorceror hates you 5
Outlaw in one nation 3 (+1 for each extra nation)
Major figure hates you 3
Minor figure hates you 1
6. Player then distributes attribute points as desired, max 18, min 3.
7. Player then rolls any nationality bonus (max may go over 18, min
may not drop below 1, subtract from highest attribute if a low score
would go to zero or below). Priests roll for INT bonuses based on
age.
=Nhoj=
====================
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 3
Date: Sunday, February 14, 1993
Number: 1 of 1
Contents:
An Elric! Preview (Liam Routt) ELRIC!
Questions about Magic (Anthony Ragan) STORMBRINGER
Fumbles and Criticals (Alex Ferguson) PENDRAGON
Who Plays Call of Cthulhu? (Michael Norrish) CALL OF CTHULHU
CoC Investigators (Jason Corley) CALL OF CTHULHU
Editor's Note:
I've got several questions this week. Tom Zunder asked if anyone
owned or played Prince Valiant. It's sitting on my shelf, and I think
it's a great game, but I've never played it myself. Anyone out there
got anything interesting for Prince Valiant? Glen Bailey asked a
similar question concerning Superworld. He wanted to know what people
thought of the system and what changes they might have made to it.
Liam Routt wants to know what the quality of the newest Call of
Cthulhu supplements is. Liam asked "is the material any good?" Even
more specifically, "how do books like Fearful Passages, Blood Brothers
II, and Escape from Innsmouth compare with the material that Chaosium
was publishing a few years ago?" If anyone would like to compare old
and new Cthulhu releases, or, even better, give full reviews of some
of the newest Call of Cthulhu products (or any Chaosium products for
that matter), I'd be happy to include them here.
My last question for the week came from Giorgio Merigo. He suggested
that a FAQ for the Digest might be a good idea, explaining what
Chaosium's different games are, and pointing out the similiaries and
differences between them. Anyone interested in writing up something
like this?
That's about it for this week. See you all next Sunday.
Shannon
--------------------
From: lro@melb.bull.oz.au (Liam Routt)
Subject: A Preview of Elric!
System: Elric!
For any who are interested, I am currently involved in some
playtesting for the successor to Stormbringer: Elric! I am willing to
answer any (simple) questions about the system, and to attempt to
indicate the major differences between it and earlier systems.
For the uninitiated, Chaosium have decided to discontinue
Stormbringer, replacing the line with Elric!, which is clearly a
related game. I have heard a number of possible reasons for the
change, but the most convincing seems to be that there was
dissatisfaction with the way the Stormbringer treated the Moorcock
world, both with magic and in general. In Elric! it seems that Lynn
Willis (who I gather is primarily responsible for the rules) has
attempted to create a simple game of epic heroes.
The epic hero nature of the game might be its distinguishing factor;
it sure is for me. Starting characters are offered a sizeable number
of points to spread around skills pretty much as they feel. While this
might allow one to create an unbalanced character, it does allow you
to concentrate to a great extent on certain areas, and even excel in
them. My first character, for example, has a 90% Rapier skill, which
would have been pretty incredible for a starting Stormbringer
character.
Such changes may appear to be cosmetic (I mean, can't the GM make such
changes in the course of a game, if things seem to be unbalanced?),
but I think that they have a lot of effect on the overall genre of the
game. The biggest critizisms I remember from Stormbringer had to do
with the fragile characters - one hit and they flew apart. It was not
a game that seemed to encourage sagas and heroics. The revised system
seems to favor such things, starting from the character creation.
While I have not compared such details as the damage that weapons do,
it seems that Elric has increased the protection afforded by armor,
and possibly increased the life-span of characters.
Magic is an interesting change. While magic in Stormbringer was
limited to strange practioners, in Elric! there are a set of almost
RuneQuest-like spells available to all characters. Each spell taken
in your character creation, however, clocks up a "chaos" point, as the
use of magics is considered to be a sign of a chaotic taint. I am not
yet sure what effect the chaos points will have. I agree in principle
with allowing easy access to magic, and providing a penalty to those
who choose to take it.
A word or two is in order about the spells themselves, I suppose.
There are fewer than twenty spells, all up, I believe. They have made
a good selection of effects, ranging from fairly standard combat
spells through spells that enhance your characteristics, or allow
interaction with other forces. My favorite has to be the spell that
allows you to take on the appearance of another person. The
roleplaying uses of such spells are endless. Indeed the selection of
spells would seem to encourage roleplaying rather than simple combat.
Overall the system seems to be a lot like other Chaosium systems. The
skills are percentile based, and the characteristics are familiar.
There are x5% rolls for each of the "active" characteristics,
including a very useful Dexterity (DEXx5) which I can see being used
all the time. The skill list seems to have been well chosen, allowing
for a wide selection of skills, without a lot of useless choices. The
most interesting category, in my opinion, is the Arts category.
Amongst the suggested Arts are the Art of Conversation, and others
which are both useful and interesting.
A final (for the moment) word on characters: part of the character
creation process (which, by the way is contained on a single page in
the rules - a fine innovation) is the selection of a demeanour (I may
have the term wrong). This is a general attitude: Crafty, Skilled,
Active, Knowledgeable. From memory, this attitude gives you a basic
set of bonuses or skills to work with. I feel that this really helps
in the initial creation of a character. Working with an attitude and
possibly a suggested occupation (and a homeland), it is quite easy to
create a character rapidly. Maybe it is just a simple crutch, but I
think that it is a powerful one.
I've heard that some people are a bit restless that the Stormbringer
(now Elric!) material is taking a long time to hit the shelves. I know
for a fact that the material is there, and is of high quality. The
delays are due to the desire to produce all of the material for the
new system, rather than publishing another supplement in the old, now
redundant, system. I do not know what the release dates are to be, but
I think that it will be worth the wait.
Hopefully this will generate some discussion. Maybe you want to know
more about Elric!, maybe there are things about Stormbringer, or other
Chaosium systems that particularly impress you, and you'd like to see
retained. Maybe you can correct some of the errors that have likely
managed to sneak into my description of Elric!
Liam Routt
"Murder by Pirates is Good!" Co-Director
- The Princess Bride Darcsyde Productions
Melbourne, AUSTRALIA
--------------------
From: Anthony Ragan <ECZ5RAR@MVS.OAC.UCLA.EDU>
Subject: Questions About Magic
System: Stormbringer
I bought the 4th edition rulebook largely because I had fallen in love
with the "design-a-demon" features, particularly the part that made it
more or less of a joint effort of the player and the GM. And,
frankly, I thought (though I may be wrong) that summoning was already
fairly dangerous for the character.
Now, with the publication of "Sorcerors of Pan Tang," I've wound up a
bit confused. Are those new magic rules to apply only to Pan Tangian
sorcerors, or to all sorcerors the world over? Pan Tangian sorcerors
are too insane to play as PCs anyway (imho), but I think that
Summoning Results chart is too vicious to make being a sorceror
attractive to players. Whaddya all think?
Finally, I made one change fo my own: I've dropped CHA as the
attribute that limits the anount of demons one can have bound.
Instead I use a 2d10 roll for each new critter summoned, similar to
the rules for elementals: roll under the number currently bound, and
the summoner is in trouble. That simulates Chaos much more nicely, I
think.
--Anthony Ragan
ecz5rar@mvs.oac.ucla.edu
--------------------
From: Alex Ferguson <alex@dcs.gla.ac.uk>
Subject: Fumbles and Criticals
System: Pendragon
Pendragon: what a clean, simple freewheeling combat/skill system!
Much better than that icky, percentile-obsessed RuneQuest nonsense.
Right? Well...
Sir Michael and Mad Dax (the Maxed Sax (with his 2H Ax)) find
themselves in the Grail Castle. Strangly, despite Michael having
Religion, Piety and Love God all at twenty, his chance of healing the
Grail King is _exactly_ the same as Dax's, who has all the above at 1.
Hmmm.
Sir Maladroit of Gauche has a Sword skill too low to mention.
Curiously, he seems to drop his weapon no more often than does than
the renowned Sir Marhaus, and indeed everyone else with a skill of
less than twenty.
Yes, fixed chance criticals and fumbles. I hate them.
Obvious fixes tend to greatly decrease the chance of both fumbles and
criticals, which might have a significant effect on play, and make a
mess of published adventures which depend on having them occur at a
reasonable rate.
Thus, how to relate fumble/critical chance to skill (or trait), while
still keeping roughly the same frequency overall?
If (net) skill >20: use existing fumble/critical rules.
Otherwise make a normal d20 roll, then if any of [skill-1], [skill],
19 or 20 come up, reroll for a possible critical or fumble as follows:
[skill-1] : critical on reroll <= skill - 10
[skill] : critical on reroll <= skill + 10
19 : fumble on reroll > skill + 10
20 : fumble on reroll > skill - 10
Obviously, rerolling a chance of >0, or <=20 is unnecessary (automatic
fumble/critical), as is >20, or <=0 (no fumble/critical). "Fumbles"
or "criticals" on the reroll are ignored. Throughout the above, skill
is net skill, after all applicable modifiers.
So if skill=10, this is exactly as written in Pendragon. If skill is
under 10, 20 is a certain fumble, 19 possible, and [skill] a possible
critical. For skill is greater than 10, [skill] is a certain
critical, [skill-1] possible, and fumbles are only possible on a 20.
Example: Sir Griflet's Battle skill is 18. For him, a roll of 18 is a
critical, as before, as is a 17, if he makes a roll of 8 or less on a
second d20 roll. If he rolls a 20, he checks for a fumble, doing so
on a roll of greater than 8.
Kludgy special case: this breaks down for skill >= 20. For skill of 20,
ignore the possibility of a fumble (so critical on a roll of 20; on a
roll of 19, critical on a reroll of <= 10). For skill above 20, a roll
greater than or equal to 40-skill is a critical, as usual.
Alex.
--------------------
From: Michael Norrish <Michael.Norrish@comp.vuw.ac.nz>
Subject: Who Plays Call of Cthulhu?
System: Call of Cthulhu
Call me a sceptic if you will, but not having played CoC, I often
wonder just exactly how it's done. I read the supplements, wonder at
how excellent they are, and then think hard about how a gaming group
would actually cope. In some cases, I even suspect that perhaps the
material is only really written for the benefit of the Keeper, and the
players haven't really been considered.
Take Horror on the Orient Express for example. (I got this at
Christmas). Much of this seems quite staged. Sticking the players on
a train is a pretty excellent way of getting a linear plot for a
start, but the encounters within the adventure occasionally go even
further.
There are set pieces coming into Sofia, and then in Constantinople
also, that, well, 'railroad' the characters into a course of action.
(I'm being deliberately vague here for the benefit of those who don't
want to read spoilers). Don't the designers think that the players
might resent this?
Another thing is the high mortality rate. In the rules (5th ed
anyway), there is some discussion to the effect that mortality rates
shouldn't really be that high, and that people who say the CoC is too
dangerous for character health are just being overly paranoid. Then
along comes HoE and we see that they quite candidly admit that a high
fraction of players will probably die.
Like I say though, I'm a CoC novice, so any enlightenment on this
would be much appreciated. I can't help but think that the Chaosium
Digest is just the place for a discussion on gaming style in Call of
Cthulhu, so let's hear it!
Michael.
PS: I'm not trying to knock CoC here; I suppose I'm just after a
little vicarious CoC playing by way of the mailing list because I
haven't got much chance of doing the real thing at the moment. :-)
--------------------
From: corleyj@GAS.uug.Arizona.EDU (Jason D Corley )
Subject: CoC Investigators
OK, I'm going to gripe for a little while about some of the points
about Chaosium's Call of Cthulhu. Then I'll focus on some of the ways
I've found to improve those points, and the features that I find
especially helpful.
INVESTIGATOR CASH ON HAND
Now I know H.P. Lovecraft's characters were always at least
comfortable in terms of money, but the cash sections are ridiculous.
Here's the rules I make:
* The amount you roll is the maximum amount you could have made last year.
* The items you buy are items you picked up last year and now have
lying around the house/apartment/flat.
* 1/10 of the leftover cash you have on hand...the rest is assumed to
go to expenses like food, clothing, maintenance, and into that HUGE
store of property not immediately accessible as cash.
THE TERM "INVESTIGATOR"
In a lot of modules, it is assumed that the investigators actually
think of themselves as investigators. This is almost totally at odds
with the Lovecraft hero. The protagonists of Lovecraft's stories were
not "bug hunters" in any sense of the word. They were ordinary people
with ordinary jobs, perhaps one or two extraordinary interests or
friends (dead relatives, Mr. Ward?????), but on the whole they could
have been you or I.
This is one of the chief features of Lovecraftian horror - the totally
alien placed alongside the utterly commonplace. The investigators do
not investigate in the ordinary sense of the word. If they are
scientists, they consult or research. If they are policemen, they
ferret out clues. If they are mobsters, they keep their ears to the
ground. If they are dilettantes, they keep up with what is going on
(or what they _think_ is going on). NO letter-to-start-a-module (tm)
should start "Dear Investigators" (as At Your Door did, which is
unfortunate, considering the overall high quality of the rest of the
book).
STARTING SKILLS
It's too easy for characters to start with very high skills. This is
a minor gripe, though, since in general, skills are needed less than
sanity and thoughtful roleplay. A private dick with a Handgun of 75%
isn't going to do that well when it comes to fighting the King In
Yellow in his own domain (as one of the characters in my game found
out - we were using the Fatal Experiments book, which is worth every
penny you pay for it, regardless of how much you pay).
Enough Gripes. Here's some things I like:
I like the way the skills seem to fade into the background. It almost
seems natural when you describe a room or a shelf or a field or a
forest to just slide into a "....Roll Spot Hidden." or "...do a Listen
check." The natural paranoia of the game translates into that same
feeling of suspense when you first picked up the dice in a
role-playing game. (Come on, don't try and pretend you've forgotten.)
I also think the Sanity rules are extremely well-done, however, I
suggest you make your players make a note of the things their
character has seen on the back of their character sheet to help in
making Sanity rolls. For instance, a Doctor of Medieval Philosophy
and a gangster are sitting in a speakeasy. A rival gang raids the
place and shoots someone in the head immediately in front of the pair.
The Doctor probably has never seen this before and should make the SAN
check. The gangster probably has _done_ it a few times and shouldn't
need any. Of course, beings like Nyogtha force everyone to take a SAN
check.
Finally, I _really_ like the tone...and this is hard to describe, but
to me, Call of Cthulhu is the _finest_ horror role-playing game on the
market today. Vampire: The Masquerade can go suck it's thumb and
GURPS can put as many mechanics in as it wants.....but Cthulhu waits
in watery R'lyeh for more players - and there's plenty of vile
monstrosities for all.
Later,
Jason
Yog-Sothoth Fan Club
====================
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 4
Date: Sunday, February 21, 1993
Number: 1 of 2
Contents:
1920s Medicines (Matt Grossman) CALL OF CTHULHU
PC Casualties (Jason Corley) CALL OF CTHULHU
Orient Express and Gaming Style (Liam Routt) CALL OF CTHULHU
"Investigators" (Liam Routt) CALL OF CTHULHU
Editor's Notes:
Again there are two digests going out tonight, this time very cleanly
split between game systems. This one is all Call of Cthulhu, while
the second ones has material for Pendragon. I finally finished
writing up that Pendragon adventure I was working on and it's included
in the next digest. Any one else want to to write up adventures now?
They don't even have to be as long as mine. I think it would be great
to get a bunch of short adventure synopses, perhaps a paragraph each.
There's been traffic so far on Cthulhu, Elric, Pendragon and
Stormbringer. However, I have yet to see anything on Ringworld,
Superworld, Hawkmoon, Elfquest or Thieve's World. Although I own all
five, Hawkmoon is the only one I've ever played. Any one out there
have any material on any of these "lost" games that they'd like to
share?
The Infiltrator's Report distributed at Dundracon lists the following
upcoming Chaosium releases:
Immediate:
Investigator Sheets [two-color character record forms for CoC]
Dire Documents [custom handouts for your adventures]
March:
Adventures in Arkham Country [a collection of adventures in Lovecraft country]
Castle of Eyes [fantasy fiction in a dark world of warring gods]
April:
Elric! [the new game of the Young Kingdoms]
New Miskatonic U. T-Shirts
May:
Investigator's Companion [essential aid for all Cthulhu players]
Pendragon [Fourth Edition includes Knights Adventurous and a new magic system]
June:
Melnibone [the long awaited source book]
See you all next week.
Shannon
--------------------
From: Matt Grossman <MGROSSMAN@hamp.hampshire.edu>
Subject: 1920s Medicines
System: Call of Cthulhu
In my current Call of Cthulhu campaign, one of the characters is a
doctor, and the issue has arisen of what medicines he carries around
in his "little black bag." I did some research on this, and thought
that other players of CoC might also be interested. I have not
attempted to cover illegal drugs, but rather those medicines that
might be useful to an Investigator-doctor operating in the 1920s. I
am in no way a medical student or professional, so any errors in this
article are probably my fault. _The_Physicians_Desk_Reference_ or a
similar source will probably contain more information on these drugs,
as well as others which I have not listed.
Chloral Hydrate
time to onset of effect: 30-60 minutes
duration of effect: 4-9 hours
Chloral Hydrate is better known as the chemical ingredient of a
"Mickey Finn." It is a (relatively) fast acting sedative,
administered orally as a sleeping drug. An excessive dose is
dangerous; alcohol and other sedatives or narcotics might exacerbate
its effects. This is probably the best thing to use if the
investigators are going to be drugged by cultists (or vice-versa). It
tastes bad, so it will be noticeable if administered covertly (ie via
drugged food or drink) although a strongly flavored medium would
probably disguise the taste.
Codeine
onset: 30-60 minutes
duration: 4-6 hours
Codeine is a partially synthetic narcotic, injected as an analgesic
(or pain killer). It is not as powerful as other opiates such as
morphine or heroin, but still habit-forming if taken for a long time.
It would be used to control light or moderate pain, rather than severe
pain such as surgery.
Epinephrine (Adrenalin)
onset: 5 minutes
duration: up to 4 hours
Epinephrine (better known as adrenalin) is a fast acting injected
drug, primarily used to counteract cardiac arrest (heart attacks). It
is also used to slow bleeding during surgery, as it constricts blood
vessels. It is also administerd in combination with other drugs to
prolong their effects.
Morphine
onset: within 1 hour
duration: 4 hours
Morphine is a narcotic analgesic derived from opium. It is used to
control severe pain, such as surgery. It may be injected or taken
orally. Overdoses are dangerous, and morphine is addictive if taken
for long periods. I believe this is the drug used by the narrator in
the story "Dagon", so there is plenty of precedent for Invesigator
abuse.
Phenobarbitol
onset: 30-60 minutes orally, presumable faster if injected
duration: 24-48 hours
Phenobarbitol is a barbiturate, and therefore has a marked sedative
effect, but it's principal use is in controlling epileptic seizures,
as it suppresses electrical activity in the brain. It may be injected
or taken orally. It is dangerous in high doses.
Procaine
onset: 10-15 minutes
duration 40-60 minutes
Procaine is better known by it's brand name, Novocaine. It is used as
a local anaesthetic during surgery or dental procedures. It is
injected, often in combination with epienepharine to prolong it's
effect. If you've ever had a tooth drilled, this is probably what the
dentist injected you with beforehand.
Quinine
Quinine is the only antimalarial drug available in the 1920s, and is
therefore an essential part of an investigators's kit if one is
travelling in malaria-infested territory. It may be taken orally or
injected, and commonly takes effect against the malaria in 1-2 days.
At the high doses used to treat malaria, quinine causes ringing ears,
headaches, nausea, and blurred vision.
Matt Grossman
Hampshire College
mgrossman@hamp.hampshire.edu
--------------------
From: corleyj@GAS.uug.Arizona.EDU (Jason D Corley )
Subject: PC Casualties (Was: Re: Who plays Call of Cthulhu?)
System: Call of Cthulhu
To answer one of Michael Norrish's questions:
PC casualties: ya-hoo or boo-hiss. ANSWER: Play it right. In the
H.P. Lovecraft story "Case of Charles Dexter Ward", the title
character is the equivalant of the PC investigators for the first bit
of the story...
WARNING: SPOILERS FOR "THE CASE OF CHARLES DEXTER WARD"
And then he is possessed by one of his evil ancestors, and the
rest of the story is about investigating HIM.
END SPOILERS
The point is.... PC casualties should occur, if at all, with at least
a modicum of warning. Of course you should sprinkle these warnings
_all_ over the place so that they are expecting to die at every turn.
Then, when they figure a way out of it (and they will...oh, they will,
unless they've been highly stupid...) they will feel extremely
relieved.
Another tactic to use in lieu of actual PC casualties is defeat. PCs
about to be eaten? Knock 'em unconscious and have them wake up in a
hospital. If they go back or try to keep investigating they find that
everyone involved is unavailable or dead (or both). If they return to
the place where the monster/cultists were...there's nothing there (or
they can't find it). So, they go back to their jobs. Their ordinary
lives. Looking over their shoulder, shaken at every turn. Then write
a sequel in which they are in REALLY big trouble. There are many HPL
stories in which the "investigator" (not-really-an-investigator) is
totally stumped or defeated by the Horrors and tries to return to a
normal life, knowing that it is all a sham.
If there absolutely MUST be casualties, give the PCs some friends.
Develop them over a couple of adventures if you can (campaign packets
are GREAT for this...they often give the PCs a friend in one episode
who is never needed in another. Can you spell Cthulu-fodder? Well, I
can't either.) and that way when they go insane from something just up
there around the corner or get sacrificed first, the PCs have at least
bought themselves some time. WARNING: Use sparingly. Otherwise,
experienced PCs will recognise the expendability of your NPCs.
SUGGESTION: Tell the players you have a character of your own that
you'd like to use as an NPC if they don't mind. Or actually USE one
of your own..the sacrifice is for the greater good.
The reason PC casualties are frowned upon are these:
1. Why have an extensive Sanity system if everyone's going to die from
the things that make you insane?
2. If the PCs die before the end of the adventure, then your players
miss out on the climax. Remember the HPL stories with those brassy
italics, that no matter how melodramatic or stupid-sounding always
made your hair stand on end? That's the ending of a CoC adventure--
you kill a PC before that and the terror is just one step lessened.
3. Like all RPGs, PC death tends to put a damper on the game. This
may seem like a good thing in CoC, but think about this: the setting
is damp and dreary enough...why make it worse with a bunch of corpses?
4. If it's a PC, it usually has to die on-screen. Which is bad if you
want to keep a sense of mystery about what the players are up agains.
Not having read Orient Express, I can't really address the problems it
might have. However, I can see what you're talking about in "The
Great Old Ones" and "At Your Door" (which we are in the middle of
right now) There are a lot of opportunities for them to blow it, but
hey...there are also a lot of things for them to notice, read, pick up
on, that will improve their chances of surviving immensely. Mythos
books may be evil and nasty and SAN-draining, but they are
helpful...hence their allure. Ordinary newspapers and history books
also have info. It's not in the rulebook, but it should be: "The
investigator's most powerful weapon is information." Elder Sign
_this_.
I hope this helps with your question.
Yours in Yog-Sothoth,
Jason
--------------------
From: lro@melb.bull.oz.au (Liam Routt)
Subject: Orient Express and Gaming Style (Was: Re: Who Plays Cthulhu?)
System: Call of Cthulhu
Michael Norrish talked about Gaming Style and Call of Cthulhu, and
uses the Horror on the Orient Express supplement as an example.
Horror on the Orient Express is a bad example of a Call of Cthulhu
scenario, I think. It is one of the largest they have published, for
one thing. The sheer size, both of the manuscript, and of the design
team, invariably means that it has to be treated differently from
other scenarios.
Now, I am on the record as basically feeling that OE (Orient Express)
is not what it could be. I feel that it is, as Michael said, more than
a big of a "railroad" for the characters, with a number of areas where
the players can do little but sit and watch. But, at the same time, I
have to be aware of the difficulties of trying to write such a large
piece in a way that is playable.
It is not really possible to write everything in a general form that
allows the players to do everything. I'd like to believe that it is,
and I have spent some years trying to do just that, but in the end the
story almost always has enough required sections that it has to be
written at least partially in a linear fashion. The challenge is to
write a linear series of events that leaves sufficient space for the
characters to move through it as they feel most comfortable. Some time
that happens, and other times it does not.
Certain situations and stories do lend themselves to a more open
presentation, one where the characters can choose exactly how they
will traverse the action. There are a number of those in OE (France
stikes me as being mainly composed of such situations). Other times,
though, there is no way to describe the intended story without
grabbing the characters and saying "first there, then there, and now
do that!". Such stories are perfectly good stories, but they are not
as much fun to play (usually). I think that OE as it tries to get the
characters across a continent and a massive intertwined plot, suffers
a lot from that. Despite the skills of the people involved (and most
of them are quite fine writers), I can't help feeling that they tried
to do a little bit more than they really could.
The general question of "how is it possible to play a Cthulhu Game" is
an interesting one.
I used to have a Cthulhu campaign running here when I was a lot
younger. I was a lenient GM, and as a result the characters were able
to take on big evils and win. For that reason they went through a
number of the first adventures. The main genre, I guess, was one of
paranoia - they were in the midst of at least three things all the
time, and were never entirely sure what was related to what. It was a
fun experience, and there were a number of frightening things that
happened.
I do not play a regular game now, though. I have read too many of the
Lovecraft books, and I can't see treating my players as lightly as I
used to. I think that the game deserves a darker and more personal
style of horror than I really want to inflict on people at the moment.
Maybe that's just an excuse...
In my experience as a player, Cthulhu games tend to be a combination
of mystery and adventure. There is usually a mystery section at the
start where you collect clues and discover horrid secrets, followed by
an adventure section where you either confront the bad guys or run
away from them. The whole experience is quite easy to get used to. I
guess that one of the key thigns to remember, though, is that the
players don't neccesarily find out everything that is in the scenarios
- the Keeper gets to learn a lot more than the players usually, which
enhances the whole destablizing and paranoid nature of the game.
Liam Routt
Darcsyde Productions
--------------------
From: lro@melb.bull.oz.au (Liam Routt)
Subject: "Investigators"
System: Call of Cthulhu
Jason D Corely talked about the rather contrived, and yet seemingly
accepted "investigators"...
I, too, find this to be amongst the strangest things about Cthulhu.
Every time I decide to sit down and run a scenario for people, I am
faced with the question: "So how do I get them into the adventure?"
And every time, Chaosium wants me to decide that the characters are
all "investigators" of one sort or another.
But when I read the old Lovecraft stories, I do not see all that many
investigators. As Jason pointed out, most of the protagonists are
ordinary people; and indeed, the horror is largely due to that
collision between the ordinary and the extraordinary.
>From the point of view of system design, I can see that it is
important to have a default occupation that will allow characters to
function as a group, and will get them into scenarios, but I really
feel that it eats into the entire genre to posit that the characters
are occult or private investigators. And I often feel that I have lost
that horrific edge partially because the characters are
"investigating" things as a job - there is little personal
involvement, mainly looking into things for other people.
In Australia we have a thriving convention scene, and a number of us
have been writing tournament scenarios for years. While we have
written our share of "investigator" scenario, I suppose, we have also
come up with a whole swag of interesting other ways to get characters
involved (musical group, amnesiac inmates, society high-rollers,
etc.). Whenever we have submitted stuff to Chaosium, one of the first
things to be changed are the possible characters: change it to
investigators. That has meant that we have withdrawn some submissions,
and rewritten others (Tatterdemalion was written here - are the
characters in the published scenario really supposed to be
investigators? Ugh!).
For all the mood and atmosphere that Call of Cthulhu does have, there
seem to be a number of areas where they miss the point of Lovecraft's
stories altogether. The elements of personal horror, while they can be
rediscovered by a particularly dedicated GM and a good group of
players, all too often seem to replaced by one of a number of other
genres: humour (from light to subtle to over-the-top), adventure (Indy
and the Great Old Ones), Mystery (follow those clues...), or violent
(another arm ripped off...). While those are interesting genres, at
least some times, none of them are really "horror", at least not
Lovecraft's horror. At least that's the way I feel.
An old friend was just telling me about the Cthulhu game that he used
to be in. It had continued for a long time, but they never really ran
into anything all that big and nasty (I think he said that they killed
a Deep One, but it was almost an accident), and they never got out of
New England. He described it as almost pitful that they would never
have got any further, but I was elated to hear that somewhere people
were playing a game that might have the elements of Lovecraft's horror
- a slowly gathering doom that we rarely see, and must always fear;
such a game would be one where the characters really do not have much
chance to succeed, to destroy the evil servants of the Outer Gods.
I think that a lot of the problem is that scenarios must, by their
definition, set up and then resolve a situation. But in Lovecraft that
usually means that SOMETHING AWFUL happens, and a lot of people die or
are driven insane. That does not really make for a satisfying game,
unless you are not planning to play again - too many people are
ruined. So, to write a scenario for the game, there must be a fair
chance that the characters can experience the whole story, and get to
the end, and then get into another story. But doing that lessens the
impact of each story in two ways: for starters it makes the story more
survivable, and less catastropic - people survive and then go on
afterwards to other things; secondly, there is a succession of such
adventures for any character, and there are few ways to resolve such a
life history into a character who is plagued with a personal horror at
the slightest shadow or threatening dream - the continual scenarios
lessen the impact for the charcters and players.
Maybe I am being a bit too harsh on the whole system. I tend to do
that when I get critical, but it seems that the problems associated
with what could be described as the non-Lovecraft elements of Call of
Cthulhu are all the elements that make it a playable roleplaying game:
scenarios and campaigns that do not reflect the structure and impact
that the stories had on characters; characters that have as a job the
investigation of strange occurences; the lack of the personal tie to
the horror.
I have not played Vampire (I know that this is not the digest to talk
about it...), but it seems that at the very least they have a game
that is focuesed on the personal horror. Their characters can easily
be played as being involved in their own personal horror.
Hey, I love Call of Cthulhu - it is definitely amongst the best games
of all-time. But when I try to play it as written (the scenarios in
particular), I often find that it is not "the game of horror in the
worlds of H.P. Lovecraft". That's a pity.
Liam Routt
Darcsyde Productions
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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Chaosium Digest Volume 1, Number 5
Date: Sunday, February 21, 1993
Number: 2 of 2
Contents:
The Adventure of the Holy Sword (Shannon Appel) PENDRAGON
Pendragon Character List (Eric Rowe) PENDRAGON
--------------------
From: Shannon Appel <appel@erzo.berkely.edu>
Subject: The Adventure of the Holy Sword
System: Pendragon
What follows is an adventure that I ran in my last Pendragon campaign.
It was originally set right around the start of the Pendragon saga, in
490 or 491. The story centered around a young Roman Christian knight
whose father had "been missing for 2d6 years" as per result 20 of the
Father's Survival Table.
INTRODUCTION
This story concentrates on the quest of a young Roman Christian
knight. His father had been a great knight, renowned for all of the
virtues of Christianity. Unfortunately he disappeared several years
ago while erranting about the countryside. Two companions disappeared
with him. To this day, no one has actively searched for the player's
missing father. Thus, when the player becomes a knight, it will
surely be one of his first priorities.
However, the adventure will not simply be a quest for a player's
father, but also a search for a family heirloom. The player's father
disappeared carrying Sanctgladius, a holy sword which had been in the
family for many generations. It is said to be a holy weapon which
could only be wielded by the best of God's knights. The player knight
will probably want to recover the family heirloom even if he learns
that his father is dead.
THE SEARCH BEGINS
The player's father was last seen riding North from Cirenchester on
the King's Road. The trail is many years old, but the player's father
was sufficiently glorious that even after all these years, the visit
of him and his companions will be remembered by some.
As the players ride North, they will probably be stopping in the many
villages and cities along the King's Road, seeking information. A
selection of Mundane encounters are included before, representing some
of the meetings with the many denizens along the King's Road. They
are meant to provide a good introduction to some of the varied
encounters that Pendragon knights may expect to meet.
CIRENCESTER
Within the city of Cirencester lies the luxurious home of the Duke of
Clarence. Years ago, the player's father began his quest here, and
thus the players will be likely to begin their own quest by speaking
with the duke. Unfortunately, the duke is a PROUD man, and the
knights, being his lessers, will have troubles getting in to see him.
An appointment with the duke may be had by speaking with the Duke's
Castellan, Amig of Cricklade. In order to get an appointment, the
knight speaking with Amig should make a Courtesy roll. This skill may
be modified by player's glory / 1000. Additionally, the roll should
be modified based upon the way that Amig is treated. Amig is
COWARDLY, and thus very susceptible to threats. If he were
threatened, however, the knight in question would be challenged within
a day to a joust by an ORDINARY KNIGHT.
Even if tge Courtesy roll is successful, the players will still find
themself in for a bit of a wait before the Duke sees them. An
ordinary sucess will mean that they will be given an appointment to
speak with the Duke in one week's time, while a failure means that
they will have to wait for several weeks. Only if the Courtesy roll
is a critical success shall the player's be able to see the Duke
quickly.
If the players are willing to wait until their appointed time, this is
a sign of their MODESTY. They should receive a check in that
personality trait. However, the Duke will think less of them, for
they will have confirmed his initial assessment of their status. The
Duke will be abrupt and perfunctory in his meeting with the players.
On the other hand, if the players are angered by the time that they
must wait, and agitate constantly over it, they will receive an
earlier appointment within a day or two. However, the will also
receive PROUD checks. When the players meet with the Duke, he will
have considerably more respect for them. Beyond simply supplying
information, he may even help out any poorly equipped knights, by
providing them with adequate horses or armor. If any knights are
extremely poorly dressed, he will also be willing to buy them a Librum
worth of clothing.
If the players do decide to wait at the Duke's court, they will have
the opportunity to involve themselves in a variety of activities.
They may GAME, look for eligible women, challenge the Duke's knights
or do any number of other things. How the knights comport themselves
at the court may affect what the Duke thinks of the characters when he
finally meets them. Again, it should be rembered that the Duke
respects PRIDE and derides MODESTY.
WHAT THE DUKE KNOWS
The Duke will remember the player's father fairly clearly. Several
years ago, some ferocious beast was rampaging across the Duke's lands.
The player's father answered the Duke's call for help, taking two boon
companions with him to aid against the monster. The three knights set
out North, heading for Bourton, where the creature had killed several
villagers just a few days before. The three knights never returned,
but within a few weeks, the attacks upon the Duke's lands stopped.
BOURTON
The town of Bourton is held by the Duke of Clarence. It lies along
side a river, just off of the King's Road. The town is uniformly
SUSPICIOUS of the knights when they arrive. The villagers will hide
within their filthy shelters when the knights arrive, and do whatever
they can to avoid notice. Depending on how the knights treat this
abject terror, personality trait checks may be appropriate.
If the knights are able to gain the trust of the peasants of Bourton,
they will learn that the land is the fief of a knight named Sir
Cervidus, a NOTABLE Roman KNIGHT. He is renowned for his CRUELTY, and
the lands that he has gained from the Duke of Clarence bear the mark
of his iron fist. Sir Cervidus works his peasants terribly, so much
that some of the older men have died early deaths. Worse, he has had
several young men executed, claiming that they were conspiring against
him.
Clearly, Sir Cervidus is not acting MERCIFULLY, yet, what he does is
well within his rights as a knight and the fiefed Lord of Bourton.
Thus, JUSTICE is upon his side. If the players do decide to do
something about Sir Cervidus, they will be ARBITRARY, yet MERCIFUL.
If they ignore the plight of the peasants, they shall be CRUEL, yet
JUST. Sir Cervidus lives in a manor house several miles East of
Bourton. Given sufficient time, he could raise eight knights to help
defend his lands. This would take several weeks to accomplish,
however.
WHAT THE PEASANTS KNOW
Even if the player knights ignore the plight of Sir Cervidus'
peasants, it is likely that they will still be able to gain the
information they seek from the peasants. The peasants will claim that
several years ago, there was a huge dragon threatening their lands.
The player's father, with his two companions, investigated the area
for awhile, and then travelled North, still following the beast. They
thought that its lair was near Brandon, a town considerably North
along the King's Road.
BRANDON
The players last stop along the King's Road will likely be the city of
Brandon. During Phase 1, Brandon is a free town, for the Baron of
Lambor, Blamore de Ganis, has not yet come to Britain. The peasants
of Brandon will go to great extents to hide this dark secret.
Usually, they will claim that their Lord is a Sir Antonio, a reclusive
knight who lives to the West.
Externally, the peasants of Brandon will be constantly polite, doing
whatever they can to please or appease the knights. They will provide
everything they know about the knight's father. If, however, they
believe that the knights might have learned their secret (and, they
are relatively suspicious in this regard), they will extend their
fullest hospitality to the knights, and then try and slay them while
they sleep.
WHAT THE BRANDONIANS KNOW
The player's father and his two companions came to Brandon several
years ago, seeking a snake as big as a horse. The people of Brandon
had several times seen such a creature in the Forest Sauvage, a deep,
primeval place that lies to the East of Brandon. The three knights
went into the Forest Sauvage, leaving extra horses and equipment with
the people of Brandon. They never returned for it. (If the players
ask, the people of Brandon will say that they carefully kept the
equipment and horses until a year ago, when it was stolen in the
night. This is a lie. In truth, when they decided that the knights
would not return, they sold the items for their own profit. This is
yet another sign of the incorrect independence of these people.)
WHAT HAPPENED TO THE THREE KNIGHTS
When the Three Knights went into the woods, they knew that they were
seeking a creature which they had dubbed the Three Colored Serpent.
They were certain that together they could overcome it.
Unfortunately, each of the three knights had a fatal flaw which was
his downfall.
Sir Gwyn, the first of the companions was SELFISH. Thus, on the first
night, when he killed a great black bear, and found a valuable gem
within its skull, he abandonded his two friends, afraid that they
would try and take his treasure from him. Today, he lives in Logres,
a very rich man. Both Eleri and the Forgetful Knight know Sir Gwyn's
dark secret, and might be willing to tell it to the player knights.
Sir Gaidon, the second of the companions was COWARDLY. When he and
the player's father finally met the three colored serpent, Gaidon
turned and fled, leaving his friend to the serpents mercies. He
watched the battle from afar, and went mad when it ended. Since, he
has wandered the woods, now the forgetful knight.
The player's father was RECKLESS. Together with Sir Gaidon, he had a
fair chance against the serpent. To fight it would have been quite
VALOROUS. To fight it alone was RECKLESS, however, and he payed the
final price. The three colored serpent defeated the player's father
and ate him. However, in the battle, the serpent was badly wounded,
and thus is stopped its attacks upon civilized lands for a time.
ADVENTURES IN THE FOREST SAUVAGE
The final search for the player's father, and the Holy Sword
Sanctgladius depends heavily upon the material on the Forest Sauvage
that is presented in the Boy King. Following is a list of meetings
which might occur in the Forest. Boy King scenerios are referred to
several times.
THE RED FEATHERED KNIGHT (The Boy King, pg.25): The Red Feathered
Knight is one that wanders the forest, never able to escape it due to
an ancient curse. However, the nature of Red Feather's curse is
slightly varied from the one presented in the Boy King. This Red
Feathered Knight hunted the White Stag of the Forest Sauvage. Such
creatures are said to be very mystical, and in certain way each the
heart of the wood they live in. The Red Feathered Knight found and
slew the White Stag of the Forest Sauvage, and so he greatly hurt the
woods. Thus, the druidess Eleri cursed Red Feather, so he would never
be able to leave the woods. Red Feather is good and chivalrous, but
he is also PROUD.
THE DRUIDESS ELERI: In a small, tidy house, nearby a pleasant stream
lives the druidess Eleri. Eleri considers herself the protectress of
the Forest Sauvage and will always do what she can to preserve the
woods and punish those that harm it. She understands the cycle of
life, and that some things must die so that others may live, but
wanton slaughter for its own sake is something that she will never
accept. Eleri would be willing to forgive Red Feather and release him
from his curse if he was remorseful, and willing to try and undo the
damage he had done. Unfortunately Red Feather's PRIDE will make it
hard for the player's to convince him to accept this. If Red Feather
does apologize and spend a year planting trees and helping to defend
the forest, Eleri will release him from his curse. Eleri knows
precisely what happened to the player's father. Perhaps she will tell
the players if they do her some favor (see THE RAVEN WITCHES below).
Eleri could take the players straight to the serpent, but would do so
only if the knights could convince her that they meant it no harm. If
Eleri were for some reason attacked, she has magical powers including
personal transformation powers (to nearly any woodland beast), and
powers of control over beasts of the wild.
SIR BALIN (The Boy King, pg.25): Balin knows the Forest well, and he
might be able to provide many bits of useful information. He probably
knows of Eleri, as well as The Forgetful Knight. Perhaps he might
even know the general direction in which the Three Colored Serpent
lives. Balin will probably impress the knights as a good person. He
might be the player's first introduction to the true knights of the
Arthurian legends. This encounter should only happen in Phase 1.
THE GALLOPING DEVIL (The Boy King, pg.30-31): The adventure of the
Galloping Devil and his Dandy Dogs may be used almost exactly as it is
written in the Boy King. One night, while the knights are within the
woods, he will attack. The Devil's specific reason for attacking will
be that he hopes to scare off the Knights, ending their quest for
Sanctgladius. If the player's seem unable to drive the Devil off, the
Red Feathered Knight might come to their aid and do so. This would
put the players deeply in Red Feathers debt, and make them much more
likely to aid him in becoming free of his curse.
THE RAVEN WITCHES: Within the Forest Sauvage is a coven of three Raven
Witches (see stats on PENDRAGON, pg. 189). They will have an
appropriately sized band of warriors and thieves, of similar types to
the Warriors of the Raven Witches in Pendragon. These witches have no
great tower, but simply meet nightly in a certain glen, plotting evil.
Although the knights could randomly stumble upon these witches, it is
most likely that Eleri will send the knights to deal with them (for
they do her forest evil), in return for some knowledge or favor.
Eleri simply wishes the witches gone from her forest, although the
players may yet decide to slay them, for if they left, they would
clearly do evil elsewhere. The players will face somewhat of a
dilemma, however, for the Raven Witches know of the quest that the
players are upon, and their magical power is great enough that they
could successfully scry the location of the player's father (or more
correctly, his bones).
THE FORGETFUL KNIGHT: The forgetful knight is a madman. He remembers
very little of his past, before the battle that he fled. With some
work, however, the knights might be able to make some sense out of his
ramblings. Eventually, the Forgetful Knight could tell the players
almost everything that happened upon that last trip into the Forest
Sauvage. In addition, he can take the players straight to the lair of
the Three Colored Serpent.
CONFRONTING THE SERPENT
Fighting the three colored serpent would be a very dangerous task
which might result in the death of several knights (see his stats in
THE BOY KING, pg. 25). If the serpent is attacked in his lair (which
either Eleri of the Forgetful Knight could lead the players to), he
will fight to the death.
Another option might be to ask Eleri to pacify the serpent. She can
do so easily, allowing the players to search his lair. If the players
tried to attack the serpent at this point, however, they would have
both Eleri and the serpent to contend with.
The serpent's lair is a cave, fairly large in size. Bones and rubbish
are scattered about. When searching the rear of the cave, two things
of great import will be found, namely a shield bearing the marks of
the player's father and the sword, Sanctgladius. In addition, twenty
Librums of various valuable treasure may be looted [not the two
hundred Librums mentioned in the Boy King].
SANCTGLADIUS
Sanctgladius is a Holy Sword, which bears the personal blessing of the
Lord. It can only be wielded by a CHRISTIAN KNIGHT, however (any
other can not pull it from scabbard). When a good Christian wields
Sanctgladius, it will do normal sword damage plus 1D6. If
Sanctgladius is wielded by one who has 20s in all of the Christian
traits, it will do +2D6.
QUEST'S END
Although the final fate of the character's father has been discovered,
there are several more possible adventures.
* If the player is not the oldest son in his family, he should give the
sword to his oldest brother, as family inheiritance. However, since this
oldest brother never tried to seek his father, clearly he is not worthy
of the blade. Perhaps he is a GREEDY merchant, who would try and sell
Sanctgladius, or a PIOUS monk, who would never use it. How will the
players react to this?
* The Druidess Eleri might later ask for more aid. Perhaps knights are
have begun to chop down trees throughout her forest, or some malicious
agency is slowly corrupting the woods.
* Sir Gwyn, who left the player's father to his fate lives in luxury. Will
the players declare war upon him, subtly begin to intrigue against him,
or leave him alone?
* If the characters succeeded in freeing Red Feather from his curse, in a
year or so, he will need help in becoming adjusted again to civilization.
Will the players aid?
--------------------
From: Eric Rowe <rowe@soda.berkeley.edu>
Subject: Pendragon Character List
System: Pendragon
The following lists show all the round table knights given in
Pendragon supplements that were added before 531. Round table knights
such as Lancelot, who were added later, scenario round table knights
and others are listed in the Miscellaneous Knight list. Besides the
round table knights, the only other people listed are those knights
and other characters that have complete stats listed in a Pendragon
Supplement. First edition versions have a (1) after their name.
Legend:
P=Pendragon, BK=Boy King, PF=Perilous Forest, TD=Tournament of Dreams
SM=Savage Mountains, BL=Blood & Lust, SK=Spectre King, P1=Pendragon
1st edition, CD=Chaosium Digest
Knights of the Round Table to 531:
[YJRT is Year Joined Round Table]
Knight YJRT Glory Book Page# Current Year
Aglovale de Gales 529
Agravaine (1) 518? 1285 P1 1 520
Alain (King) 514
Arthur the Squire 17 BK 124 510
Arthur the Squire (1) 17 P1 1 510
Arthur Pendragon 100,000 P 195 531
Arthur High King (1) 41,680 P1 1 519
Baudwin of Britan 514
Bedivere the Cupbearer 516
Berel 526
Blamore de Ganis 526
Bleoberis de Ganis 526
Bors de Ganis 528
Boso of Oxford 528
Brastias (Duke) (1) 514 4376 P1 2 511
Brastias (Duke) 514
Brown Knight of the Wilds 519
Cador of Cornwall 514
Dodinas le Sauvage 519
Ector 514
Floridas the Pict 528
Gaheris de Orkney 521
Galagers 517
Galegantis of Nohaut 531
Galeholt of the Long Isles(Duke)530
Gawaine de Orkney 517 1267 BK 126 514
Gawaine de Orkney 517 32,000 P 198 531
Gawaine de Orkney (1) 517 8476 P1 3 526
Griflet 517 2670 BK 127 518
Griflet (1) 517 3127 P1 3 518
Hervis de Revel 517
Hoel of Alclud 525
Kay 517 3574 BK 126 522
Kay (1) 517 5265 P1 4 522
Lak (King) 517
Lak (King) (1) 517 6758 P1 4 510
Lamorak de Gales 520 18,000 P 197 531
Lionel de Ganis 528
Lucan the Butler 528
Marhaus de Leinster 523 6893 BK 128 521
Marhaus (1) 523 5787 P1 5 521
Moris 526
Pellinore of the Isles (King) 515 8292 BK 130 512
Pellinore (1) 515 5230 P1 6 510
Percivale (1) ? 7824 P1 7 550
Priamus the Saracen 528
Sagremor le Desirous 519 1257 BK 131 516
Tor 517
Tor (1) 517 4728 P1 7 525
Uriens (King) 517
Yvaine, le Chevalier Au Lion 524 9000 P 196 531
Yvaine, le Chevalier Au Lion 524 2647 BK 132 521
Miscellaneous Knights:
Knight Glory Book Page# Current Year
Aelfric 1789 PF 70
Ailgel 3105 SK 61
Amlyn Triadadd (KotRT) 7382 CD 1.1
Amren 9250 BL 108
Balin le Sauvage 1282 BK 125 512
Balin le Sauvage (1) 4328 P1 2 514
Belinans (pagan king) (1) 4620 TD
Beomart 2064 SK 112
Bertelot 4025 BL 21
Bledig the Red Shirted 6800 SM 114
Breuse sans Pitie 13,000 P 198
Breuse sans Pitie (1) 0 P1 2
Briant One-Armed 5024 BL 68
Busulius 2086 SK 120
Cadoc (abbot) (1) 7285 P1 2 550
Carados (1) 6482 P1 3
Colbert 1194 SK 14
Colius 4152 SK 114
Corwin, the Helmed Knight 6670 SK 98
Cuthbert (1) 100 TD
Diarmait 2370 BL 48
Dordracole of Malahaut (1) 2400 TD 45
Dorgane of the Fountain (1) 700 TD
Edern of Cirencester 2411 SK 31
Eifion of Roestoc (King) 4600 SK 8
Ennor of Roestoc (Prince) 3077 SK 7
Etherem 1444 SK 115
Farion (king) (1) 9300 TD
Ferran of Anglehearth 1750 SK 68
Gaius of Lombardy 3426 SK 48
Garavan of the Golden Lance 5500 SM 123
George of Hertford 2192 SK 72
Giles of Cambridge (lord) 3500 SK 83
Grand the Lesser 2075 BL 101
Greek Knight Without Pity 2570 BL 104
Guaire 2356 SK 56
Gwaid (1) 6324 TD
Harant l'Hastiludier (KotRT) 9423 SK 46
Jean-Luc of Champagne 4455 SK 47
Jonathon 3453 SK 38
Lancelot du Lac (KotRT) 50,000 P 197 531
Lancelot du Lac (KotRT) (1) 1767 P1 4 528
Lancelot du Lac (KotRT) (1) 38,672 P1 4 540
Larras the Robust 4860 SK 105
Librix (1) 1162 TD
Lot (King) 8592 BK 128 510
Lot (King) (1) 7872 P1 5 510
Lupin (KotRT) 9955 SK 28
Macwid the Pict (1) 2055 TD
Mailcon 4500 BL 70
Maristone of the Caslte (1) 3600 TD 38
Mark (King) (1) 4185 P1 5 544
Marrok 7645 SK 66
Michrulan (KotRT) 5371 CD 1.1
Mordred (KotRT) 967 BK 129 531
Mordred (KotRT) (1) 1748 P1 6 550
Neilyn 2100 SK 102
Patrides of the Tower (1) 6200 TD 35
Perimones, the Red Knight 4375 PF 76
Tathal 1265 SK 58
Tristram (KotRT) (1) 12,727 P1 7 542
Turquine 16,000 P 199
Ulfius (KotRT?) (1) 3745 P1 7 510
Ulf Oswulfson 1125 SK 48
Valet of the Circle of Gold (1) 3300 TD
Varnangis (1) 3200 TD
Victor (1) 380 TD
White Knight 1253 BK 132 517
Wilfrith (Baron) 5560 SK 116
Young Knight of the Orchard of
the Shields of Shame (1) 1800 TD 31
Others:
Name Glory Book Page# Current Year
Ahvielle Alarch ferch Amren 500 BL 20
Alba 375 SK 112
Alice (lady) --- SK 60
Ann of Anglehearth (lady) 105 SK 74
Anselm (Cardinal) 2100 BL 65
Black Hermit --- PF 99
Briant (dame) --- SK 61
Caul ap Paulag the Monk 877 SM 121
Edern, the Blind Squire 132 PF 75
Eleri (lady) 250 SK 103
Elidia the Fair (1) 3200 TD
Fridda of Roestoc 545 SK 8
Gahoric (Father) --- SK 15
Ghost Knight --- SK 84
Glesni (lady) --- SK 63
Glimthis (lady) 526 SK 38
Guenever (Queen) 1326 BK 127 514
Guenever (Queen) (1) 12,163 P1 3 519
Hag of the Cave (1) --- TD 41
Indeg (lady) --- SK 57
Kathleen (lady) --- BL 62
Laudine (lady) --- SK 62
Merlin 10,800 BK 129 510
Merlin (1) 37,467 P1 5 510
Mhyrra (lady) --- SK 104
Morgan le Fay 2326 BK 130 521
Morgan le Fay (1) 7010 P1 6 514
Nimue (1) 4621 P1 6 516
Spectre King 21,000 SK 25
Tanicus (holy man) (1) 4205 TD
Vivianne 6281 BK 131 520
Vortimer the Hermit --- SK 22
Whitrood (Abbot) 1085 SK 20
Yr Hen Wrach (hag) --- BL 61
Ysbereth (lady) 3000 SM 124
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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Chaosium Digest Volume 1, Number 7
Date: Sunday, February 28, 1993
Number: 2 of 2
Contents:
Comments on the Elric! Preview (Tom Zunder) ELRIC!
Alternate Backgrounds for Stomp! (Eric Rowe) STOMP!
The Adventure of the Hungry Tower (Dave Sweet) PENDRAGON
--------------------
From: Tom Zunder <tzunder@cix.compulink.co.uk>
Subject: Comments on the Elric! Preview
System: Elric!
Thanks for the note on Elric!
Sounds like Chaosium is trying to make what I thought was a good
recreation of the early Elric books into something playable. To give
Ken St Andre his due, his version does reflect the sheer chaos and
slaughter of the original books.
Of course the new Elric that Moorcock is writing is far more
considered, and Elric becomes ever nicer in each one, so maybe the
game should change too.
BUT.
I guess this sounds like a differently angled RQ. Do Stormbringer
players want people to have little RQ like magics? Many people I know
don't like RQ access to magic and play Stormbringer because it's
different.
I won't dismiss this game without seeing it and I'd guess it'll be a
good game, which I might well buy for another angle on Basic Role
Playing, but will it be the Young Kingdoms as I want them? Questions
questions...
I felt Stormbringer was mad, dangerous, unstable and lethal. Lunatic
Melniboneans rubbed out PCs and NPCs like flies with horrendous magic
that no one else had. No one quite knew if they would survive the
evening and all feared the b**t**d who had rolled the sorcerer.
This was GOOD and HOLY for it accurately reflected Moorcock's books.
Nowhere in the Moorcock books do people have little RQ type spells, it
has no precedence in the literature.
Can you still play a Melnibonean? Are the demon and sorcery rules
still there?
I don't mind some character stability, but not at the loss of the
world!
--------------------------------------------------------------------
tzunder@cix.compulink.com.uk
"May the Red Moon Illuminate You All!
--------------------------------------------------------------------
--------------------
From: Eric Rowe <rowe>
Subject: Alternate Backgrounds for Stomp!
System: Stomp!
The following are a collection of rules for changing the background of
STOMP! to various other Chaosium games. In all cases, the base rules
remain the same, but a few are added to adapt it a bit to the listed
game system. For those who don't know the game, the basic idea is
that a bunch of elves got into Lord Darn's garden and Thunderpumper
the giant is hired to get rid of them. He locks the gate and starts
squishing. The elves attempt to spear his sandals to the ground to
immobilize him until they can lasso him and pull him to the ground.
His fall will break the wall and the remaining elves will be able to
escape.
Call of Cthulhu:
The elves are now investigators. Thunderpumper is now Cthulhu.
Placement and movement remain the same. Go ahead and add the extra
three investigators, like it will help. Stomping remains the same,
but Cthulhu needs no club. Instead, in the club phase, he hands a
copy of the Necronomicon to any nearby investigator who must read it.
The investigator must then do a two finger resolution to remain sane.
Failure indicates insanity; the investigator must wander randomly
while gibbering until Cthulhu finally decides to squish him. The elf
spear phase is not needed, but should be done anyways. Speared
sandals do not affect Cthulhu or his movement. The two ropes are now
shotguns and the investigators are encouraged to shoot them at Cthuhlu
every turn. Unfortunately, they have no effect on Cthulhu. When the
investigators are finally all squished, the world will end. The elf
player is considered to have done well if this happens after turn 25.
Elfquest:
By marking the backs of the counters, group six of the elves into
three pairs. These are recognized pairs. If one of them is squashed
the other in the pair will be emotionally stunned for two rounds and
unable to move. On three different elves add a W. These elves have
wolves and their move is increased by 2 hexes. Make sure you name all
the elves so that you feel bad when they get squished. While playing,
comment frequently about the fact that there are two moons.
Thunderpumper the giant is now officially a really, really big Troll.
Panzer Pranks:
Movement may now be saved from turn to turn. Feel free to discuss
which other rules to ignore, then do so. Add things like off-board
artillery fire and a spear-in-sandal remover to the garden.
Pendragon:
The elves must now be called knights. The extra three counters should
be marked as Arthur, Merlin and Guenever. A knight on a hex adjacent
to one of these counters counts as two knights for spear (now lance)
resolution. However, if any of these counters are squished, then all
the knights will be too depressed to lance or rope that turn. The
extra counters may not aid in the battle.
Prince Valiant:
As with Pendragon, the elves are now knights. When completing any
action you must describe it to the other player (like, "I squash the
knight between my big toe and its neighbor, enjoying the sound of the
gentle crackling of its bones."). If the description is not given,
the other player may complain and dissallow the last move. If the
description is particularly good, the player should give his opponent
some sort of bonus in the next round (like extra movement).
Ringworld:
The Kzinti are hunting Bandersnatchi and have managed to corner one!
Now they must move and spear fast before the beserk Bandersnatchi
smushes them or smacks them with its artificial prosthetic limb. The
Kzinti do not use any of the available technology as it would lessen
the challenge of the hunt. When attempting to spear down the feet of
the giant food source the Kzinti player must always remember to scream
as he pounds his fist for the finger resolution. The Bandersnatchi
should occasionally think of the taste of yeast.
Stormbringer:
The elves are all now eternal champions and Thunderpumper is Agak.
The ropes are now both black swords (Stormbringer and Mournblade), but
still must have an immobile Agak to be used effectively. During the
game the eternal champions should be referred to as the eighteen who
are one, then the seventeen who are one, then the sixteen who are one,
etc... Other rules remain the same.
Superworld:
Thunderpumper is now an evil mad scientist who has drunk a growth
potion and the player must insist upon being called Doctor
Thunderpumper. The elves are all super-heroes. They should each be
given nifty names like Starburst and Firewalker. The whole group is
considered a super-team and should also be named. Detailed powers and
weaknesses should be given to each one, then ignored as the mad doctor
has placed a power draining device in his evil garden hide-out. The
heroes must use their wits, a bunch of sticks and a pair of ropes
someone left lying around to take down the bad guy. They should
continually remark how they could have just wasted the mad scientist
if they just had use of their special powers.
Troy:
Thunderpumper is now an angered Zeus who feels like squishing some
Trojans or Achaeans. Pick a side and name all your elves after heroes
from that culture. If two heroes both spend three turns in woods next
to each other they may build a giant horse. If it is made, Zeus must
head for it during his turn. When he reaches it, he must spend a turn
examining it, ignoring the heroes for that turn. During the game,
Zeus may throw one lighning bolt which will automatically kill the
poor hero so targeted. Three heros should be given chariots which add
two to their move, but they may not enter woods or marsh.
--------------------
From: dsweet@soda.berkeley.edu
Subect: The Adventure of the Hungry Tower
System: Pendragon
[This is an adventure that Dave Sweet ran for our Pendragon game last
week. Despite being insulted, eaten and almost digested, I quite
enjoyed it. So, I insisted he write it up for me for the Digest.
Enjoy. -sda]
And now for something completely different.
INTRODUCTION
This adventure should start off at some point when the player knights
are erranting about the countryside. To begin the adventure, have the
characters make an awareness check. Anyone character who makes it
will hear the cries of a woman far off from the road.
If the knights ride towards the source of the screams, a small tower
will shortly come into view. If the wind had not been blowing from
the direction of the tower, the troupe would not have ever been able
to hear the lady.
ENCOUNTER AT THE TOWER
The tower has a single window twenty-five feet off the ground. Inside
is the figure of a frantic lady, screaming continually. At the
tower's base, stands a fully armored knight. When the knights near
the tower, the lady will be discovered to be gorgeous, rivaling even
Gwenivere. Since first heard, the lady has not stopped yelling. Once
the troupe is close enough to hear individual words, things like,
"Help!", "Save me!", "Quickly now, do not hesitate, my life is in
danger!", "Your honor for my safety!", and "Oh God, help!" will be
heard.
The knight is clad from head to foot in the finest armour. He bears
the shield of a black knight. Upon close approximation, he will greet
the players, raising his right hand in salute. No amount of coaxing
will get him to speak. Meanwhile, the fair maiden is making up for
his silence.
Certainly the troupe will try to speak to the knight. However, if at
any point a member of the troupe should come into striking distance of
the knight, he will attack. If communication is preferred over
action, the troupe member who is the most vocal will be challenged.
The knight will draw his sword, rise it high, and then point at the
troupe member in question. The knight will then stand at the ready,
until the challenge is accepted.
The Knight will attack at 10, and do 5d6 damage. He will apparently
die from the first successful blow against him. If examined the
knight will in fact be dead. Though he will, of course, have fallen
over, his feet will be firmly attached to the ground. This is not so
terribly strange to mention unless he is moved.
The maiden will not stop asking for assistance. The hope is that a
Knight will climb up. A rope and grappling hook would work, but the
stone work is rough enough to be without rope though. A climber will
notice that the bricks are a little warm. If asked, the stone work
will be described as unusual. It seems to be hollow or plastic.
Insistence by the maiden will hopefully get the knight inside,
however. Once the knight is inside, the tower window will close.
At this time, the dead knight will jump up and grab a troupe member
(randomly from those closest). At this point, it will be revealed
that the knight is attacked to the tower by a strange flesh-like
appendage, which was concealed beneath the ground before the knight
grabbed the troupe member. Via this appendage, the tower will list
the knight to its mouth (the window). The knight will then pop the
troupe member in, like popcorn.
Either the grab or the subsequent pop into the mouth might be
unsuccessful. Creativity by a player character, not long after the
announcement should be rewarded, by a chance for the tower to fail its
hold or the following swallow.
The tower, with the knight attached will then run off to a nearby
menacing forest at a horrendous speed.
INSIDE THE TOWER
While the majority of the troupe is figuring out what to do, a quick
description should be given to any knights trapped in the tower. They
will find themselves in a square rooms. The walls will be slick and
membrane like. The floor is littered with armor and other knightly
equipment. Most of it is scarred and pitted, as if it were burned by
acid. We'll return to our trapped knights shortly.
TRACKING THE TOWER
The tower is easy to track, as it will have gorged huge chunks out of
the ground. Near the edge of the forest a nasty smelly mess will be
found in the middle of the tower's path. In the mess is a skeleton of
the same size as the first abducted troupe member.
Before the end of the day, any knight making another awareness roll
will hear a woman yelling in distress. When the troupe approaches the
screams, they will see the same scene as before.
INSIDE THE TOWER II
Before the second encounter with the tower is played, the several
hours inside the tower's stomach should be taken care of. To heighten
suspense, allow the troupe to believe the first abducted member is
dead as long as possible.
If the room is searched, the remains of up to two people will be
found. On and around then will be typical armaments and d6 librums.
Everything will be dissolving and discolored. The librum is
tenderable, and the weapons wieldable (though they are in
embarassingly poor shape), but the armor is useless (since the straps
went first). Another search will find d3 more librum in even worse
shape but still tenderable.
The knights will be able to damage the tower from the inside
Damage done inside counts, but forty points
of damage done will cause enough flooding to drown an occupant.
The only way out for a party member is to hack his way out either up
(thru the mouth) or down (the other end), but to even get started one
would kill oneself. As the walls of the stomach are wounded, fluids
will gush out. If forty points of damage are done, the fluids will
have risen to the top of the stomach, and the knights will be
drowning.
Once the stomach is flooded successful energetic rolls will represent
the occupant holding his breath. As long as he holds his breath, he
may still attack, one energetic roll per attack. The stomach bears no
armour. It will take a total of 110 points of damage to kill the
beast. This includes damage to the stomach, the maiden's room and the
knight. Theoretically, the people stuck in the beast's stomach could
kill the beast, but their best hope is to wait for help to arrive.
The stomach will absorb fluid at the same rate as it heals itself.
Therefore, if 10 pts is done to the wall then the occupants will be
about 1/4 of the way to killing themselves. After a very long time
all of this fluid should be reabsorbed, but the wall will no longer
have a wound. The stomach will take weeks to digest an occupant. A
good day will pass before any damage is done, but any exposed skin
will receive a rash. Enough of a rash in the right places will effect
appearance. Armour will be tarnished. An occupant can avoid real
damage a very long time if he sacrificed some armour so that contact
with the floor is avoided.
SECOND ENCOUNTER WITH THE TOWER
Meanwhile, the rest of the troupe will be again interacting with the
tower beast. If they try and speak with the beast, they will find
that neither the knight nor the lady are able to truly communicate.
Likewise, if the tower is attacked, it will prove ineffective. Doing
so is like hitting a brick wall.
The beast will not remember the last encounter, but once it sees that
it old ploy is not working, it will run away, only to repeat the same
process if it lives. Before it can run though, it must expose its
unprotected armour on its base. If damage is done here, these wounds
must be summed with all others, internal and external. If more than
110 points of damage are done, the beast will die.
When the beast is slain it will fall over. A particularly cruel story
guide could give it chance to land on and kill a troupe member. Once
the tower is on its side, a troupe member could cut his way through
either end. When the stomach is reach the occupants will pour out.
The troupe member cutting will, of course, be effected by the stomachs
acidity.
TELLING THE TALE
If the story of the tower beast is told in court then any armour will
be replaced, but Arthur will insist that the old armour is kept and
put on display as proof of the amazing tale. The slaying of the Tower
beast will be extraordinarily glorious (100 pts), and being swallowed
or just watching is ordinary (10 pts).
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 8
Date: Sunday, March 7, 1993
Number: 1 of 2
Contents:
Elric! and the Books (Liam Routt) ELRIC!
Pendragon Rule Modifications (Eric Rowe) PENDRAGON
Greg Stafford Interview (John Hughes) MISC
--------------------
From: lro@melb.bull.oz.au (Liam Routt)
Subject: Elric! and the Books
In-reply-to: V1.7 Comments on the Elric! Preview
System: Elric!
First of all, I should admit that I have only read one Elric related
book, "Stormbringer," and that I cannot remember it clearly enough to
make any statements about the genre. On the other hand, I talk
regularly with the editor for Stormbringer/Elric! and some of the
prime writers (in particular Richard Watts, who did a lot of work on
Sorcerers of Pan Tang and other recent books).
Despite Ken St. Andre's sterling work on Stormbringer, I get the
impression that the game really missed a lot of the world of Elric.
Those involved with writing material for the game have commented that
a lot of the material presented in the rules simply does not gel with
any kind of close reading of the books. I know that they have
approached the writing of the new rules with the aim of starting from
the books to a much greater extent. They have looked at the current
rules and their relation to the literature, and have attempted to
improve on it.
I guess it is important to indicate here that as far as I am aware,
the aim for the new Elric! rules was not to create a RQ-like game with
the same setting, but to create a better reflection of the Elric
world...
Here are some details on magic from a draft of the Elric! rules:
The first thing that I noticed is that there is a minimum POW 16
requirement for people to be able to use magic. From the way it is
written, that seems to indicate that with less than POW 16 one cannot
cast any magic at all... Given the chracter generation (which is
based on 2D6+6 rolls), that would mean that a large number of
characters would not be able to use any magic at all.
In the background section, each suggested occupation has been
described with a set of three possibly appropriate spells (the third
one of which seems to almost always be "another spell chosen as a
personal speciality"). They point out, however, that magic is seen as
a tie to the reign of the Melniboneans, and as such is a chaotic taint
that repulses much of society. You gain a Chaos point for each spell
you take in your background, and you should justify it. It seems
pretty clear that spells are not required, or even intended for use by
most characters.
Back to the Magic section. There are four types of magic described,
and hints that there could easily be other types of magic (for example
"to the East") that have not been detailed. The four types are:
spells, summonings, invocations and enchantments.
Spells are related to those times when minor magics are required that
do not call upon the powers of a greater being. There is a definite
similarity between them and the Battle Magic of RuneQuest. However
they do have a better set of atmospheric descriptions and uses, it
seems (Buzzard Eyes, Flames of Kakatal, Liken Shape, Rat Vision, are
some examples of names that are more interesting than Disruption,
Healing and Shield).
Summonings are powerful things, it would seem. The rules state that
such activities should be significant and potentially dangerous - the
rules are provided precisely so that people can play out the whole
process and by so doing enhance the flavour of the game. Preparing,
defining the demon, negotiating, binding, dismissing, rebinding, the
needs of demons, some breeds, abilities, elementals, beast lords, and
discussions of True Names and the like are all included. I do not
know to what extent these things differ from the Stormbringer rules,
but on a preliminary reading they seem to do a good job of describing
the whole process in a way that would be both playable and
atmospheric. This is not a minor part of the rules.
Invocations do not get as much space as the prior two types of magic
(at least not in this draft). The rules are described very much
through their relation to the stories; the times when Elric used
invocations rather than summoning are described, and the limits of
such invocations are indicated in an imprecise, andecdotal way. While
this does provide a handy framework, I expect that the final rules
will contain more system related details (like the POW cost and
chances of success). Still, in a relatively small space they have
succeeded, for me, in making invocations seem different and
interesting. They are like spells in that they are minor, and do not
call upon a creature to manifest itself, however their abilities are
more tied to the being invoked, and there is a direct link or tie that
is established to the being. That can be dangerous...
Enchantments are given even less space in this draft. Basically,
things can have powerful magics placed into them, freeing the user
from the knowledge of the magic. They indicate that enchanted items
should be one-of-a-kind things with special abilities. This differs
from the mass-production rules for enchanting that many games have
("Let's put another 2 points of armour and a fireblade in this..."),
but does move the burden onto the GameMaster or scenario writer.
There is also a section of rumored items that are not described in the
draft, but probably will be in the final manuscript (although the
items might be simply described in general, rather than with system
details).
Well, that's all that I can glean, with a cursory glance, from the
magic rules as described in this draft. I stress again that this
information is all from a draft, and has been (mis)interpreted by me.
I do not purport to know what I am talking about, or the intentions of
the designers here. But, if you have any other questions I can
certainly try to find the answers (or ask someone who would know)...
Just a final note. Even in draft form I am impressed by the game that
they are trying to create. From what I read of the Stormbringer rules,
the Elric rules are set to be a lot more closely tied to the stories
and to a certain sort of "mature" roleplaying. There is less of a
feel of cheap mechanics in the draft than I might have expected. Maybe
that is a function of the fairly terse presentation, or maybe it is an
indication of the overall feel of the game. They do not cop-out by
simply providing a heap of background and no system, but I think that
they avoid making they system a cheap excuse for not following the
tone of the books... But maybe I'm just talking through the purple
side of my brain!
Liam Routt
Darcsyde Productions
--------------------
From: Eric Rowe <rowe@soda.berkeley.edu>
Subject: Pendragon Rule Modifications
System: Pendragon
Here are the Pendragon rule changes for 3rd edition we are currently
using in our game as well as the reasons we made them. I don't know
which of these will be changed when 4th ed comes out. Hopefully, I
will also have a brief review of the upcoming magic system in a week
or two.
When taking damage (real or rebated) equal or greater than your size
while on a mount the roll required is Horsemanship or Dex, whichever
is least. Basically it just seemed silly that your horsemanship had
no affect on your ability to stay on a horse.
The effect of passions has been reduced to a success giving +5 and a
critical giving +10 to the applied trait or skill. We did this
because after the players lived for a while they would end up with
fairly high weapon skills and loyalty lords. As we often ran battles
for that lord, the players would constantly succeed in their passion
rolls then walk through each battle criticalling opponents every other
blow. It seemed a bit extreme. We try to have passion success and
criticals role-played out more than used just for the bonus.
All out defense and berserker attacks. In both cases we have reduced
the bonuses to +5 for the same reason we reduced passions. Too many
crits.
Fumbles no longer occur on a 20. They occur when a 1 is rolled
followed by another roll greater than 1/2 the skill in use. This
removed the problem we had with 20 being the 'magic number' wherein
suddenly not only could you never fail to get up your shield, but
also you could never fumble. The second roll basically means the
higher the skill, the less the chance of a fumble. This is oppossed
to the old system where the skill level had no effect until 20 when
all chance of a fumble suddenly disappeared. The logic falls apart
a bit at low skill levels like 1, but that has never bothered us the
way the 20 problem did.
When both parties in a combat critical the higher one is applied, but
only at the normal success level. Here, we disliked the fact you
could critically succeed, but if your opponent did even one better you
were dead meat. A critical should help your defense as well and this
change does that.
Optional lance rules: These are some rules we only use for special
jousts like tournament, not in regular battles and combats.
* If you just wish to remain on your horse you may elect not to attack
and concentrate on remaining mounted. The effect of this is to make
the damage needed to force a DEX roll go from equal to size to equal
to size times 1.5. Automatic falling then occurs at size times 3.
* Chest aiming. Instead of just trying to hit the shield and bump off
your opponent you are trying to seriously maim them. Reduce your
skill by 5, but if you win the dice resolution, they do not get their
shield even if they succeeded on their skill.
* Head aiming. For the really mean but skilled you can reduce your
skill by 10 and aim for the head. If the dice resolution is in your
favor not only does your opponent not get his shield, but must make a
roll to remain horsed if damage is less than his size. Damage equal
or greater than size means automatic falling.
Lastly, we always allow voluntary reduction in skill or number of dice
used before the roll is made in any skill.
Does anyone have any other modifications or comments on these?
eric
--------------------
From: jph613@cscgpo.anu.edu.au (John P Hughes)
Subject: Greg Stafford Interview
System: Misc
Greg Stafford visited Australia in October 1992, at the invitation of
Australian roleplayers. He attended the Necronomicon roleplaying
convention in Sydney, and spent time with roleplayers in Sydney,
Canberra and Melbourne. A fun time was had by all.
I did this interview with Greg in Canberra to further a phone
interview for the Australian Realms roleplaying magazine. A version
of the interview appeared in Australian Realms for December 1992. It
should be of interest to Net readers as it highlights some of Greg's
future directions.
John Hughes
john.hughes@anu.edu.au
Q: How have you enjoyed your trip to Australia so far?
Wonderful. I love to travel, especially to new and exotic places, and
to meet the people who play my games. Australia is quite exotic in
its flora and fauna, and there has been no shortage of fans. And I
certainly never thought that I could get so close to a kangaroo as I
did yesterday.
Q: Australians have developed new types of gaming, including freeforms
and multiforms [a variation on live action roleplaying]. Have you
played any, and what do you think?
I would agree that you've got something new here, and I think it is
wonderful. I played in a couple of multiform (systemless) games at
Necronomicon, and in an eighty-five person freeform in England a few
months ago [Home of the Bold, a RQ freeform depicting the fall of
Boldhome]. I think it is great. The games-without-rules type of
interaction is a great format for storytelling, which is the type of
roleplaying game I am exploring. It allows for a very wide range of
interaction which is not addressed in any of the rules-driven games.
Q: What is next for Chaosium?
We will continue to do what we have been doing, and will release a
number of modules and scenarios for Call of Cthulhu, Pendragon, and
for the Stormbringer universe. We plan to release a new edition of
the Stormbringer rules, too. We feel the old edition is very poorly
written and many of the concepts a bit outdated now. Parts of the
character generation are, ummm, difficult. It is full of RuneQuest
artefacts which are really not necessary. So in December or January
we will release Elric, the Roleplaying Game, which will fix all of
those problems.
We are also going to publish some books. The first will be King of
Sartar, five Gloranthan documents that I have been using as my source
material for RuneQuest and my new game. It contains almost everything
that I have compiled about the kingdom of Sartar and other Dragon Pass
lands and peoples. If it sells well, we will follow it with material
on the Lunar Empire, and then others.
We are also going to release a card game called CREDO. It is not
roleplaying, and I am not sure if it will even appeal to the usual
roleplaying market. Its subject is the early Christian church's
compilation of dogma to create the modern Christian faith. It is
historically accurate, which is to say, spiritually cynical, and so
provides great entertainment for the players.
Q: You mentioned your new game. Can you tell us more about it?
Sure. It starts with King of Sartar, which is the "historical
imperative" of Dragon Pass. This means that it relates the campaign
events and history, providing that the players do not do anything
major to change events. To compare it with Pendragon, The Boy King is
the historical imperative for King Arthur's reign.
Next, we hope to publish a new game system called The Epic System. At
the moment the candidate for this looks to be the submission by a man
named Greg Maples, who has been working on it for about eight years.
It is a Macro-system, unlike anything which has come before. It
allows the players to quantify and therefore recognise their
relationships with their society, gods, and cosmos. It is not
concerned with the minute details of an individual, like RuneQuest is.
Test-players have commented that it could be used with Call of Cthulhu
or even AD&D. It will certainly be compatible with RuneQuest, with
some adjustments.
Then I would like to publish Glorantha: the Game. This will use the
appropriate parts of The Epic System to allow players to engage in
mythical interactions with the world of Glorantha in a way which I
have been envisioning for years, but which has been unobtainable due
to lack of a proper game system for it. I wish it to be primarily a
storytelling game, with a strong game system hidden behind it to
support play, and be brought forward when necessary to resolve some
conflict. With those components, players should be able to engage in
the full glory and massive destruction of the Hero Wars, and create
their own version of Gloranthan history to suit themselves and their
players. And, of course, we will support it with scenarios and
background.
Q: What about RuneQuest?
I am pleased to say that RuneQuest is back on track. Avalon Hill and I
have worked out a new relationship which satisfies both of us, and
they have hired Ken Rolston to edit the line. Ken is an old RuneQuest
and Glorantha fan, and even contributed to RQ3. He has been a
successful scenario writer; he has published scenarios for Paranoia,
Ghostbusters, and AD&D, plus maybe some others. He is a professional,
with drive. He has already gotten Melbourne designer Michael
O'Brien's Sun County out, and has prepared River of Cradles for
release soon. Avalon Hill plans to release four supplements per year,
and I am confident that they will follow that schedule.
Q: What is your part in this?
We are responsible for approving or disapproving the submitted
material. We will also release a fair amount of RQ material which has
been written, but not published, such as the many cult write ups which
we have had sitting around for years.
Q: If someone has RQ material to submit, should they send it to you?
No, send it to Ken.
Q: What if they have questions concerning Glorantha? Should they ask you?
No. I am afraid that I can not spend my time answering individual
questions. I did it in the past and I never got any work done. If
someone has Gloranthan material and ideas, write it up and send it to
Ken. If he likes it, he will pass it on to me. I regret the
distancing that this makes between me and RQ writers, but I cannot
find a reasonable alternative which allows me to get my work done.
Q: I read in (another source) that you practice "neo-shamanism." Can
you explain this?
Sure. It has nothing to do with gaming. Neo-shamanism is a religious
practice which is commonly found around the world in primitive
cultures, generally to provide interaction with an animist universe.
Animism is the belief that everything is alive, and that much of
creation can be communicated with. It is very much a "green
religion," an ancient Gaia-theory without science trying to
rationalise it.
I have spent much of my life trying to figure out what was going on
around me, and discovered some time ago that not everyone saw things
the same way that I do. I have been searching for meaning for this,
and discovered that shamanic practices fulfil my needs. As a result,
I have dedicated a part of my life to this practice, and to teaching
it to others who ask. So I lead sweat-lodge ceremonies, which are an
ancient form of prayer-meeting, which is sort of like a sacred sauna,
and pilgrimages to sacred sites, and so on. I also am on the board of
Shamans Drum magazine, which is a professional journal which looks at
shamanic practices which still go on around the world.
Q: Does this affect your outlook on gaming?
Yes. It has provided me with the key to mythological understanding
which gives my Gloranthan material the flavour which it has. However,
the shamanic system in RQ is not really reflective of my practice,
though. That is a game system.
Q: If you could design a game on any subject, and were guaranteed a
market, what game would you like to do?
A very theoretical question. I guess it would be the Universal
Transformation Game, which would immediately provide the players with
the insights to bring some peace, contentment, and joy to the players
and inspire them to game master it with others. It would educate
people to their responsibilities in the world. It would appeal to
conservatives and Republicans and promote values that would end the
shameful and horrifying outlook of the American right-wing which
believes that greed, war, racism, and imperialism are acceptable ways
of life in the modern world.
Q: Can you be less theoretical??
Well, I'll tell you what, guarantee me the market and I will make the
game. But until then, I will continue to create fun and enjoyable
games that provoke such idealistic thoughts in those of us already in
the field, and which will allow me to feed and clothe my children.
Q: Is there some subject or genre which you would like to write?
OK, I'll stop fooling around for a second. I think I'd really like to
do a Middle Earth storytelling game.
Q: Is there any question which you would like to be asked but never are?
Yes. "How much would you like this cheque to be for?"
Q: I mean in a gaming interview?
No. You have already addressed some interesting issues which no one
else has.
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
: 1000's of text files : music, Fiction, :InterNet : (810) after :
: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
Chaosium Digest Volume 1, Number 9
Date: Sunday, March 7, 1993
Number: 2 of 2
Contents:
A Cthulhu Overview (Jan Engan) CALL OF CTHULHU
Sanity Rules (Jan Engan) CALL OF CTHULHU
PC Casualties (Jan Engan) CALL OF CTHULHU
Linear Scenerios in CoC (Jan Engan) CALL OF CTHULHU
What Requires Investigators? (Jan Engan) CALL OF CTHULHU
Editor's Note:
This Digest is full of articles from Jan Engan, who just signed on to
the list. Lots of interesting discussion and ideas here. If replying
to several articles, please make it clear what replies are in reply to
what (either by sending different replies in different messages or by
putting notes in the message text for me).
Shannon
--------------------
From: Jan Engan <ladyejan@aol.com>
Subject: A Cthulhu Overview
System: Call of Cthulhu
I have been running a ongoing CoC campaign since 1981 when the game
first came out. Our current group has about 25 players from all over
the Bay Area (Berkeley, Novato, San Francisco and as far away as
Salinas/Monterey. Of course I don't referee all 25 at once! They are
broken up into smaller groups!). Of the original 5 players in the
first scenario, three are still regular gamers, and two of those are
still running their original characters (though very much changed from
when they started!).
I have also run seminars frequently at Dundracon and Pacificon on
various aspects of gaming ("How to create realistic NPCs," "Women in
Gaming," "Scripting and Running Live Adventures," "Dealing with
Problem Gamers," etc). In addition, I have acted as a "game
consultant," to help referees of all experience levels increase their
and their player's enjoyment of their games, and to help develop their
referee styles. In 1985, I published "The Servitor," a Cthulhu
newsletter with information on the 1920s era, game mechanics, and
other informational resources for referees. There has been a big
interest in reviving The Servitor from a number of areas, so it's
likely that it will begin publication again. (Interested parties in
getting issues or contributing send me email to AOL, via my name Ladye
Jan). I also produce customized play-aides for Cthulhu referees
(newspaper articles, diaries, etc) for referees to hand out to their
players, as well as write customized scenarios for groups either
reworking published materials or doing all original stuff.
Over the years, I have seen the impression non-CoC players have of the
game change fairly radically. At a convention (Dundracon I think it
was) held not too long after it was released, Cthulhu was known as
"that game where everybody dies or goes insane." Chaosium did a lot
to foster that impression at its company sponsored games. Those run
by Sandy Peterson were "It's not a good game unless you have at least
an 80% kill rate." A number of other Chaosium free-lancers, who I
personally gamed with several times at conventions, helped to continue
this impression. Larry DiTillo was especially guilty of this sort of
thing, in which the game became a violent slasher flick instead of
being true to Lovecraft and presenting dread, horror and suspense.
(By the way - what ever happened to some of those folk? I know
Peterson went to Utah or someplace to work for a computer company and
DiTillo, who used to be a fixture of bay area cons, hasn't been seen
or heard from in years.)
Over the years, the game has become more mainstream and, should I say
it, more "respectable". It is a grandfather in the sense that it has
had more staying power, more recognizability amongst gamers and is
more profitable for Chaosium than just about anything else. Lots of
game systems and genres have come and gone since 1981, but Cthulhu
seems to have the rare qualities that have made it an "institution" in
the gaming world. (The Express, a local paper in Berkeley, even did
an article on Chaosium a month or so ago.)
Today, I find that most people who play the game steadily, (ie more
often that just at conventions, or one shot games) have refined their
individual campaigns into an artform. Cthulhu has in many ways become
a scholars' game, where a good part of the fun is the historical
perspective, the historical references, and the usage of obscure
facts, dates and places that all exist or have existed in the real
world. I think perhaps, for those of us attempting to live up to the
Lovecraft tradition, that this is a good thing. (His Mythos stories
are full of it too!) It provides a framework for taking the game a
little more seriously than just your casual hack-and-slash adventure.
The addition of as many verifiable facts as possible in a campaign
also helps the players feel as if they "are really there." It allows
players to really get a good grasp on the reality of the gameworld,
and (more importantly) because there are elements of the familiar in
it, the players are more touched emotionally by the things that happen
to their characters. As a result they FEEL the horror, dread,
suspense and pain more intimately than in a setting that has no
connection to their own life experiences (a problem that 95% of
fantasy games have).
The other thing that the "maturing" of the game has done is bring more
women into the gaming world. From my observations at conventions, and
talking to others involved with gaming, more women who do referee,
tend to run Cthulhu than anything else. This is due, I think to the
game's emphasis on puzzle-solving and the possibilities of character
interaction it provides. From my point of view, anything that draws
more women into gaming and keeps them there is a plus! There is a
very large pool of creativity and genius denied to the gaming world
because very few women game, or contribute to gaming in a significant
way. (My viewpoints on women in gaming could fill up a whole other
article, so I'll save them for another issue. However let me say that
I am not a radical feminist of any sort, but I have seen and
experienced personally the sort of things that shut women out of
gaming even when they have tried to be involved.)
So much for my overview on CoC!
Jan Engan
--------------------
From: Jan Engan <ladyejan@aol.com>
Subject: Sanity Rules
System: Call of Cthulhu
I hate to say it, but gaining sanity for killing monsters has to be
the single dumbest rule in the game system, especially when you lose
major amounts of sanity for confronting them. My policies are as
follows on this:
I do not automatically require san roles for my players for every
little thing they experience, such as seeing a mangled corpse. Small
things like this I leave to the player's discretion to take or not a
couple of "Gratuitous" points. The player will know the character's
temperament better than I as a referee ever will. If the character
was a soldier in the Great War for instance, a corpse may not rattle
him like it would a sheltered ivory-tower type. I still enforce san
rules for the Elder Gods, their major unnatural minions and spell
usage. Some critters (Deep Ones for instance), I require san rolls
for maybe the first one or two times, but after that let the player
decide. Of course, this only works if you have players who are very
honest about mechanics and very much involved with the emotional side
of their characters.
I do not give out san points as "experience points." You can gain
back san points only in one of two ways:
Taking a total vacation from the adventuring for at least one month.
This means no contact with the occult, no investigations and no
reading mythos books. Complete rest and relaxation. This returns 1d4
per month to the character's sanity. It also gives players an
opportunity to play the characters in "real life." Remember, every
adventure doesn't have to be mythos related!
Seeking professional help. This is per the rules in the manual,
modified as you see fit. Of course, if the characters don't pick a
trustworthy therapist, their secrets may end up as part of a published
case study in medical journals, or worst yet in some yellow-journalism
rag!
This more limited restoration of san points has been very helpful to
us in balancing game play. By making it harder to gain back points,
characters are less likely to become macho sorcerers or use spells or
items that require san loss, and thus become very powerful, beyond the
intent of the game. Of course, the Mythos knowledge effect on sanity
also helps, but unless you want to run a scenario where the PCs go
after their insane companion it's not as useful as you might think.
It also makes characters think a little more about committing
themselves to reading books or spell usage, pointing out how fragile
the mind and soul really is. An extra bonus for refs is that it also
helps keep the characters less powerful longer so that the minions can
be used effectively for a longer time!
Jan Engan
--------------------
From: Jan Engan <ladyejan@aol.com>
Subject: PC Casualties
System: Call of Cthulhu
In-reply-to: V1.4 PC Casualties
Good Stuff on PC Deaths. I agree with everything Jason says. However,
I do not advocate never killing PCs. The guidelines I use are as
below:
Stupidity
"I use my pistol one-handed and my saber in the other, and charge
straight into Shub-Niggarth." Had this happen at a convention game.
What else can one do?
Plot Motivation One - Involvement in a new scenario
Retired characters that a player has abandoned are good for this,
especially if they have played as regular characters with PCs that are
still involved with the campaign. Make sure it's ok with the player
though before you scratch their favorite professor.
Plot Motivation Two - A blaze of glory
Characters who have become no longer interesting to play, players who
are moving or leaving the game for an extended time and people who
wants to do something really wild are great targets for fantastically
horrible deaths for other PCs to witness and find. As in One, though,
conferring with the player is usually needed.
I make it a policy not to kill a PC that must be played as an NPC for
a chapter because the player is unable to schedule.
I also think that at some points PC deaths are needed, for the shock
value of proving just how dangerous involvement with the Mythos is.
Unless you are a very accomplished and experienced referee, players do
not feel the loss of an NPC on the emotional-gut level that Cthulhu
requires to be effective.
Jan Engan
--------------------
From: <ladyejan@aol.com>
Subject: Linear Scenerios in CoC
In-reply-to: V1.4 Orient Express and Gaming Style
System: Call of Cthulhu
Owning a copy of the Orient Express ("completist" that I am!) and
having only skimmed through it, I can't say I've specifically seen the
difficulties with the thing that you mentioned. However, it seems to
follow the format that all pre-packaged scenarios do, and that I find
the same problems with that you do.
The forced linear paths in pre-packaged scenarios are a result of the
way the information is organized for the referee's usage, and the
necessity of cause and effect to explain the plot. (ie Grandfather
Bennie summoned up an avatar to impregnate Grandma and that's why we
all have squinty eyes.) Since most scenarios are organized around the
"mystery section at the front, confrontation at the rear" form plot,
we as referees are better served in using the information to enhance
our own plot lines rather than using them whole cloth. For instance,
I used the Baron Hauptman section from the "Fight Against the
Brotherhood" book to enhance a scenario about an archaeological dig in
Roumnia for religious icons. Using place names, NPCs from the book
and throwing out the whole NWI and other connections, I let him stand
alone for a villain.
For those of us who don't have time or aren't good at drawing maps and
floorplans (like me), these books are a treasure trove that I use like
any other reference source such as the encyclopedia.
I think because of the nature of Lovecraft's writings (which are
form-plotted to a great degree), the pre-packaged scenarios have taken
on those formats, and have since become codified into an editorial
statement/law at Chaosium (why tinker with a good thing when it's
making money). It is a format that works in its presentation and, by
and large, in its organization of material for the referee. In some
of the recent locale books, however, it's a real pain to be constantly
flipping back and forth between town sections to get information for
the players, and who has time to memorize it all? Remember that these
products also have to reach a wide audience with very diverse playing
styles. So, the scenerios are required in many ways to be generic to
be usable at all.
At some other point, I'd like to go into ways of customizing
pre-packaged scenarios, ways of effectively refereeing them and ways
of making them more personally important to your characters. But,
time and space prevents it here.
Jan Engan
--------------------
From: Jan Engan <ladyejan@aol.com>
Subject: What Requires Investigators?
In-reply-to: V1.4 "Investigators"
System: Call of Cthulhu
My big question is why "require" characters to become "investigators?"
Characters are first and foremost people and using the assumption that
they must all work together, or even have a common interest in order
for a scenario to be usable is a limiting one. (Just as limiting as
the assumption in a fantasy game that because we're all in the same
tavern we've just become best friends for life.) Indeed, conflict
between character motivations can enhance scenarios beyond the
imagining and often the design of the referee. (Hide the evidence or
turn it over to the cops? Publish the secret formula or burn it?)
With the proper timing, and the use of physical handouts, one can keep
all the players busy and still run several individual lines of
investigation without leaving anyone with empty time on their hands.
The plot becomes suddenly personally important to the characters
because what they are uncovering is a thing that relates to their area
of interest. Drawing in these threads tighter and tighter through
connections of evidence is what keeps the scenario from getting boring
or falling into the form-plot trap. At last, all the players end up
at the same place either individually or in groups of two or more,
each with a reason to want to pool information and help the others
instead of being part of a "group." This technique is obviously not
good for pre-packaged scenarios, but you can see my earlier opinions
on those. One of the best examples of this is S.King's "The Stand."
In that, he takes many divergent goals and motivations and manages to
pull them together at the end. Read it with a Referee's viewpoint and
you'll see what I mean.
Conflicts resolved in a CoC game should always be of a small nature.
Cultists, evil corporations, fake occultists, etc. The basis of the
game is that you can't win, not against the BIG uglies. Another thing
to consider: using the big guns in every game decreases their shock
value and the sense of their awfulness.
There are a couple of ways around lessening the impact of successive
scenarios, playing "unplayable" characters, etc. But again time and
space limits me addressing these more fully. Topics to be covered in
future issues of this digest.
Jan Engan
--------------------
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
not have another specific area for discussion. To submit an article,
mail to: appel@erzo.berkeley.edu
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*************************
*** --- CASTLES --- ***
*************************
Courstesy of:
Shadowfire
and
Anarchy, Int'l.
The following instructions are taken directly from the manual accompanying the release version of tgame. Parts may have been left out to save time, space, and overall enjoyability of this text.
<=== OPTIONS ===>
After you have successfully loaded CASTLES, the first screen that you will see is the Options scree The Options include:
MESSANGERS (Yea or Nay): This determines whether you will be visited by messangers. If the answer "Yea", you will receive a new messanger every month. If the answer is "Nay", no messangers will per.
WORLD (Fantasy or Real World): If you are interested in playing in a world where the myths and foleliefs of the people of the British Isles in the middle ages were true: the Sidhe, dragons, ogres,teWild Hunt, and wizards, then use the Fantasy option. If you do not wish to play in a world withthsefantastic creatures, employ the Real World option. The Fantasy world becomes most evident in he essge sequences; playing in a Fantasy world wthout messengers is something of a waste of time.
LEVEL (Peasant, Duke, Prince, or King): There are four difficulty levels in the game of CASTLES. Peasant difficulty level is a practise level, with a partially laid out castle, workers, labourer,ad food, and enough money to build any castle you want.
Duke, Prince, and King levels are the real game levels. Duke and Prince levels give you a higher sting money value, higher tax values better relations with the noble factions, the Church, and the epe, and easier battles. The highest difficulty level (King) gives you less access to money, lesspoulrity, and harder battles. No one said that being a King was easy.
CAMPAIGN: In CASTLES, one of the objects is to subjugate the "savage land of the Celts" by buildinastles in strategically important areas. If you don't want to engage in a major castle building cmagn, then choose the Single Castle option. If you wish to play a short campaign, play a Three Catl Cmpaign. The Eight Castle Campaign is the longest and most intense of all the campaigns. NOTE yo ca build more than one castle on a level; the Single Castle campaign refers to the game endingafte youhave conquered a single playing area.
NAME: The options screen allows you to insert your name, and whether you are a King or a Queen. Tetermine this, click on the King or Queen to change your character's gender.
CASTLE NAME: Where the Options screen says: "Building the Castle", you may insert whatever name yoesire.
MAIN MENU
When you begin the game, click on the right mouse button. This will bring up the main menu, which iudes the following options:
DESIGN: This allows access to the Design sub-menu. When you click on this option, with the left me button, the design window will appear, with a number of castle pieces and a slashed red circle.
LABOUR: The allows access to the Labour sub-menu. When you click on this option with the left moubutton, the Labour menu will appear, allowing you to click on arrows to manipulate the number laborr at workon your castle.
TAXES: This allows access to the Taxes sub-menu. When you click on this option with the left mousutton, the Taxes menu will appear, allowing you to set your tax rate and levy taxes.
MILITARY: This allows access to the Military sub-menu. When you click on this option with the lefouse button, the Military menu will appear, allowing you to hire or fire archers and infantry, anddgmoats where it is allowedby the terrain.
FOOD: This allows access to the Food sub-menu. When you click on this option with the left mouse ton, the Food menu will appear, allowing you to purchase a reserve of food in case of siege.
OPTIONS: This allows access to a number of functions, includeing Save Game, Load Game, and Quit Ga Speed, and Councel.
SPEED: CASTLES had three speed levels, which governs the quickness of play. Laboured allows for aow building rate, and gives the player more time to consider his actions. Steady provides for a qikr paced game, while Swift is even quicker than Steady.
COUNCEL: Pushing the Counsel button will cause one of you counsellors to appear and give you the se of your relations with importantfactions in the kingdom, and some helpful (well, sometimes helpfl ints to improve your relations.
<=== OF CASTLE DESIGN ===>
In all sub-menus, the command "Main" allows you to return to the Main menu.
The heart of CASTLES is its ability to design a castle, which is done from the design window. When design window has been triggered you will see a top-down perspective of the castle grounds. Thi sreferred to as the blueprint. Entering the design window will bring up the blueprint of the caslean allow you to place pieces on it. The main pieces are:
TOWERS: There are two tower types: round and square. Square towers are the earlier form of tower,d easier and cheaper to build, but its exposed edges render it susceptible to attack. Round tower r more expensive and take longer to build, but are less vulnerable to attack.
WALLS: There is a single wall type in the game, with three varying thicknesses. Thicker walls proe greater protection, but all take longer to build. Walls have two accessories, arrow slits and cudons. Arrow slits provide protection for the archersthat are stationed on thecastle walls. Caulros re filled with boiling oil, which is poured on enemy troops that attack the wall in battle.
GATES: The center of the castle defense is often the gatehouse. The door is the most vulnerable pt of the castle's structure, and one which the enemy will likely attack first. Gates take a long ieto build, which is one of threasons why castle builders typically waited until a castle neared cmpeton before the gates were added.
Other topics of concern in Castle design include:
THE KEEP: The most important part of the castle is the Keep. This is the central area of the cast protected by thick walls, strong towers, and sturdy gates. The Keep must be built by the player,cntructed from walls and towers. It might be considered a castle within a castle. If the enemy bgis o destroy the Keep, one's defeat cannot be far away.
THE ERASER: If a player makes a mistake in the blueprint of the castle, the eraser will correct itThis eraser is a red circle with a line through it; place the eraser on a piece and click on the lf ouse button to remove it.
<=== OF LABOURERS AND THEIR ILK ===>
When constructing a castle, there must be a suitable mix of workers for maxumem efficiency. If a mar builder does not have a sufficient amount of specialized labor, work on the castle will likely so o a crawl. In CASTLES, we have divided the work force into seven categories, six specialists an oe eneral labourer category.
The types of workers employed in the game are:
DIGGERS: Anyone who has tried to dig a large hole with precision knows that a digger's task is not easy as it may seem. In castle-building, diggers had to know how to dig the foundations of the csl with precision and quickness. Diggers are more important to the early stages of castle-buildin tanthey are in the later portions, but anyone who wants to build a moat will need some skilled diger diecting the operation.
CARPENTERS: These men know how to knock on wood, and nails, and hammers, and put together scaffoldand braces, and many other important castle pieces. Carpenters are an important component of a cates work force.
MASONS: Masons were the backbone of the castle-building labour force. The person who designed andersaw the building of the castle was known as the Master Mason (or Master Builder); masons receive ier wages than the other workers on the castle. Despite this elite status, a mason's life was no a esy one, as they laid stones, mixed and carried mortar, and made certain that the castle walls oul beable to withstand the test of battle.
QUARRYMEN: Stones for castle-building did not come easily. Quarrymen not only provided stones, bulso valuable supplies to lime and sand.
CARTERS: Carters were needed to ferry supplies over both land and water. Carters were in charge oafely delivering immense amounts of materials, travelling an estimated ten miles per day by oxcartdrng their journey.
SMITHS: Castles were not made solely of stone and wood; a substantial amount of metal was also usen the construction. Smiths were important to working the metal used in castle-building; smithing a ne of the better paid occupations in the castle building.
LABOURERS: Common labourers made up the rest of the castle's work force. Many labourers were peass making up feudal obligations, and as such were unpaid, other were pressed into service by force. ter were untrained workers looking for a pence a day. Labourers were cheaper than skilled worker, utnot as efficient; an over-reliance on unskilled labourers tended to slow down construction.
To hire labour, use the buttons to request the number of each labourer type. A good castle relies o mix of labour types. The Master Builder's evalutaion of the efficiency of the mix is printed at h ottom of the screen; he rates a mix as Poor, Inefficient, Satisfactory, Good, and Excellent. A oo mx will build a castle very slowly, while an Excellent mix will build a castle very quickly.
The labour menu also allows you to alter the wages of your workers. The base wages for your workforare:
Diggers: L1/month per 20 diggers
Carpenters: L5/month per20 carpenters
Masons: L6/month per 20 masons
Quarrymen: L1/month per 20 quarrymen
Carters: L1/month per 20 carters
Smiths: L5/month per 20 smiths
Labourer: L0/month per 20 labourers
Archers: L2/month per 20 archers
Infantry: L3/month per 20 infantrymen
Higher wages will attract more workers, and encourage them to join your workforce more quickly. Lowwages will save money, but cause you to recruit more slowly and limit the number of workers who wilwnt to work on your castle.
<=== OF TAXATION AND PERSONAL SAFETY ===>
Any monarch who embarks on a program to build castles must have money to pay for the supplies and thabourers. The money for castle-building comes from taxation. The rate of taxation depends on twofcors: the difficulty level of the game, and the level of taxation as set by the player. The playr il receive less tax money when the game is set to King level than he would at Prince level, and e wuldreceive less tax money at Prince level than he would when the game is at Duke level.
The player can decrease or increase the amount of money he will get by setting the Level of TaxationThe levels are (in ascending order): Generous, Normal, Oppressive, and Tyrannical. A king who set i funding at a Tyrannical level will receive more funds than one who is Generous.
Taxes are collected at the beginning of every fiscal year (i.e. March 15, when building on the Castlesumes). If a king need money in a hurry, then he must levy taxes.
Levies are taxes which are collected every month. To collect a levy, simply go to the Collect Levy a on the Taxes screen, and adjust the amount to whatever you desire, then click ontthe box below. A he ginning of the next month, that amount will be added to the Treasury.
The maximum amound that can be levied depends on the difficulty level of the game. At Duke level, is L400. At Prince level, it is L300, and at King level, it is L200.
Excessive taxation not only makes peasants angry, but it also upsets the Church and the noble famili as everyone is taxed by the King. Excessive taxation can have two drawbacks. First, no one like yrant. If you tax people long and hard enough, you will have rebellions. Second, the well evenualyruns dry. Eventually, you will find that high taxes will bring a point of diminishing returns Iposng levies on your subjects can cause the people who loved you to despise you in only a few mnths
On the other hand, if a monarch realizes that he s running into a problem with his peasants, and trito be Generous, he will rarely get the results he wants. Peasans will appreciate low taxes, but nvras enthusiastically as they despise high taxes.
For an overview of your taxes, call the Treasurer. He will give a report on your finances, includinevenues from other castles, and will also offer warnings when you are spending money too quickly. Rning out of money will bring your operations to a halt. Let the taxer beware.
<===OF MILITARY MATTERS ===>
If you can't defend a castle, there is no sense in building it. When you build a castle in hostile ritory, expect to defend it against attack.
MILITARY MENU
To hire troops, you must enter the Military menu. In this menu, you will be able to hire the two ty of troops most commonly used in seiges in the Middle Ages: Archers, and Infantry.
Archers shoot arrows at opponents. They are very poorly armoured and no match in melee range for sone with armor or a melee weapon; they will disappear when their supply of arrows have been deplete,o when they are slain.
Infantry also serve as castle guards; these are the men who will be used if someone asks you for tro. Infantry are tougher than archers, but can only attack at close range.
The number of troops that you can have depends on the number of pieces you have built in the castle.mall castles cannot support as many troops as a large castle.
BATTLES
Set-up:
When a battle occurs, you will be given a chance to set up your castle before the enemy comes. Simppick up archer and infantry pieces and place them on the blueprint, in the same way that you place atle pieces. These pieces will attack the enemy when they appear or come within weapon range.
If you are operating at less than maximum strength (500 infantry and 500 archers), you will have thetion to divide your forces into 1-10 units. Stronger units will not be damaged as easily as weake ns, but more numerous units will allow you to spread your forces across a larger area. Beware ofspeaing yourself too thin.
CONTROLLING YOUR ARMY
Each character in the army is subject to individual control. For archers, simply click on the piecend then click on the target; the archer will concentrate its fire on that piece until it id dead, hnhe will choose a new target. For infantry pieces, you may click either on an enemy target, or apoiton. Sometimes your infantry may lose line of sight of an enemy or get caught at the edge of amoa; smply move the infantry piece to another location, and he will try to locate the enemy.
THE ENEMY
Trying to destroy your castle is the Enemy. The Enemy will usually be Celts, though ogres will attayou frequently in the Fantasy World setting.
The enemy will march toward your keep, trying to destroy anything or anyone in their path. Ogres ararticularly infamour for their bloodthirsty tendencies.
The enemy has two special weapons: sapper's tents and catapults. Sapper's tents contain miners who l dig a tunnel underneath your castle, fill it with dead pigs, and light them afire, causing an exlson that will destroy the castle.
Catapults will continuously fire large stones at your castle walls, knocking them down after multiplits.
When most of the enemy pieces have been killed, the attack will end and you will have triumphed. Ifu have completed your castle, you will proceed to the next level, or to the final screen (if all csls in the campaign have been built). However, when the enemy has killed off your defenders or detrye a large section of your castle, they will have triumphed and your game will be over.
<=== OF FOOD AND ITS ADVANTAGES ===>
One of the most common tactics of an enemy, particualry if the ybelive that they can block your supps, is the siege. In order to withstand a siege, a wise monarch will purchase an emergency supply ffod: thus when one's army is under siege, they will not starve.
Food can be purchased by entering the Food menu, clicking on the the arrows beside "Buy" and clickinn the box underneath the Food menu. This will purchase the proper amount of food.
Food costs vary wildly, depending on demand and availability. Food is much less expensive after thell harvest than it is in early spring, when the needs of winter have used up most surpluses. The aeneeds of winter will also affect the supply of food at your castle; you will have less food afte wntr tahn you had before the winter.
During a siege, depending on the number of defenders at your castle, the food supply will decrease. en it hits zero, defenders will start to die. some sieges can be quite long, making mulitple purcae of food very necessary.
----> The remainder of the manual is not necessary to contribute greatly to the game. Anyone who hgotten this far in it can surely figure out the rest. Please bear in mind that this document was ae EXACTLY as it was written in the manual, with certain useless portions left out. We at AnarchyInerational thank you for your support of the pirated software business and wish you luck and enjomen whle playing this game. Look for more quality doc files for your favourite games composed by ourstrul or another member of AInt. Thanx a lot and LATER DAZE... <----
Shadowfire
(This concludes the doc file for CASTLES by Interplay Productions. Any questions or comments, pleaseave mail for the author at any or all of the following quality BBS's: Corvette Connection, The Daod Mine, or The Sprawl.)
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Pendragon Productions Catalog
Pendragon Productions is a new shareware company dedicated to providing
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The Chaos R.P.G
===============
The Most successful Sub on The Lost Resort
Started on August 27th, 1988
This will be an ACCURATE accout of what transpired on the Lost Resort's
Dungeons & Dragons R.P.G which led to the formation of the Chaos R.P.G.
-- RESPONSE # 1 --
By STEX-LR11
On Sat Aug 27, 1988 3:21 PM
Coiuud you give us a little
better description Predator? Like
what's south, north, etc. Is this a
gate to a town or is it the castle were
we are supposed to be crushed(ahemmm!)?
Anyway until I get that info my guy
(who isn't created yet) will sit down
and pick wildflowers by the side of the
road.
Stex
-- RESPONSE # 2 --
By KING POSEIDON-LR15
On Sun Aug 28, 1988 4:07 PM
I stop people on the street, give them
a flower, tell them my name, and ask
them where the bar is...
Bloodaxe
-- RESPONSE # 3 --
By CRONUS-LR2
On Tue Aug 30, 1988 1:12 AM
Oh SHIT! we have one of those HAHAHAHAHAHAHAHA you PEASANTS! DM's good GOD!
what is this world coming to?! his application sure looked sane! Dammit ANYWAY!
I suppose i will play along.. I hang around King Poseidon.. Why not.. I punch
every person I see with a flower in the schnozz and say "Good Day!"
-- RESPONSE # 4 --
By DOOMER-LR3
On Tue Aug 30, 1988 10:07 PM
I drop to my hands and knees and
start sniffing around and leaking on
trees. Oh and any cats that I happen
to see I think I'll chase...
SpoT
s
-- RESPONSE # 5 --
By STEX-LR11
On Wed Aug 31, 1988 7:57 PM
I pick a flower, put it in my hair,
get into a yoga position and start
chanting
Stex
-- RESPONSE # 6 --
By CRONUS-LR2
On Wed Aug 31, 1988 9:53 PM
Well, I said it zand I MEAN it, I will punch ANYONE with a flower...
I lob a punch at stex's face, (mabye THIS will get this slow sub going) he
falls out of his yoga position, and I continue following poseidon and punching
anyone he gives a flower to.
-- RESPONSE # 7 --
By KING POSEIDON-LR15
On Thu Sep 1, 1988 3:01 PM
I give a flower to cronus...
KP
-- RESPONSE # 8 --
By DOOMER-LR3
On Fri Sep 2, 1988 12:37 PM
Seeing how still that Stex is
lying I bark and run over and leak on
his unconcious form.
Then I see Cronus fighting with
himself (Gee, he's winning too!) so I
start biting at his ankle..
I think I think that I'm a pit
bull!
SpoT
-- RESPONSE # 9 --
By CRONUS-LR2
On Sat Sep 3, 1988 3:57 PM
I am now in the OUCH! midst OOOH! of SHIT! Battle with FUCK! myself THUD!
wow! damn! ok I am now thouroghly beaten up, now I kick SpoT offa me, and I
trip KP for the nice thing I did. as I pass by SteX I kick him a few times..
-- RESPONSE # 10 --
By STEX-LR11
On Sat Sep 3, 1988 10:06 PM
"More, more!", shouts I! I crawl
around after Cronus groveling, and
whining for more pain......
Stex
-- RESPONSE # 11 --
By KING POSEIDON-LR15
On Sun Sep 4, 1988 4:21 PM
I start to build a giant temple
out of wild flowers...
then I will worship it..
BloodAxe!
-- RESPONSE # 12 --
By TIMEHOPPER-LR34
On Sun Sep 4, 1988 10:16 PM
As KP begins to worship, I emerge out
of the top of the temple. Timehopper
has arrived, so the adventure can now
begin. (once mr. DM rolls me a
character, that is... I AM GOD.
THEREFORE I MUST BE AT LEAST 2 LEVELS
HIGHER THAN KP, cuz he was worshipping
me. Keep that in mind.
-- RESPONSE # 13 --
By DOOMER-LR3
On Mon Sep 5, 1988 6:02 PM
I quickly teleport from the Chaos
sub back to here, just long enough to
HUFF AND PUFF AND BLOOOOOWWWWW your
temple in! Then I grab Cronus' ankle
and rip it off.
Then I quickly teleport to my
field yelling, "I'm mightier than The
Diplomat so I guess MY character should
be 2 levels above HIM!
SpoT
-- RESPONSE # 14 --
By KING POSEIDON-LR15
On Tue Sep 6, 1988 5:46 PM
well, just go ahead and deface my
temple you mindless, smelly, knee
biter!!!
I grow and grow until I am
2.066*10^23 inches tall...
then I grow 2 extra arms, and
5 more eyes...
after that I fart on spot, and puke in
Timehopper...
and then shave my head, and beleave
that I am a Buddest priest...
Bloodaxe,
the freindly!
-- RESPONSE # 15 --
By DOOMER-LR3
On Tue Sep 6, 1988 7:09 PM
(Guess I'll post here since KP seems to
have brought me back from my peaceful
field!)
Well, FIRST I renew my deoderant
to rid myself of KP's stench. Then I
walk over to him and take a leak on his
shaved head.
"MEDITATE ON THAT ASS HOLE!!!!"
Then I go to have a brief 'god
Meeting' with Diplomat and try and
strike an alliance with him.
Our slogan: The Gods HATE buddhist
monks!!!!
(Hey, we're Gods we can beep if we
wanna!)
OH and THEN I bite off Cronus'
OTHER foot so that he won't be able to
chase me (not that it would even be a
close race...). ZZZZZZZZZZAAAAAAAAAP!
That last paragraph was just put into
PAST tense so you can't do a thing
about it!!!(this is a Godly power and
only me and Diplomat have it although
we can only use it once a week...gotta
have SOME limitations!)
DOOM
P.S. I'm beginning to like ripping
off people's sign off's! My current
list of reppee's: Cronus
KP
And now, SLEEPER!!!
Who will be next???
P.S.S. Cronus and KP will STILL be
hearing from my lawyer any day now...
-- RESPONSE # 16 --
By DOOMER-LR3
On Tue Sep 6, 1988 7:14 PM
Oh, BTW, I'd just like to say that
I can get away with all of this 'cause
your sign off's arn't Copywrited like
mine...Of course I can (C) then for
you...Free for the first user or two...
DooM
-- RESPONSE # 17 --
By TIMEHOPPER-LR34
On Tue Sep 6, 1988 10:22 PM
With that refreshing puke in my
system. I continue to grow to the size
of the planet. first I squash kp
(killing him) then I go destroy the
whole adventure. From all those kills,
I gain vast experience and become
all-powerful and undefeatable The
adventure is now over, and we need a
new subop who will get this damn game
going.=
TTTTT H H EEEEE
T H H E
T HHHHH EEEEE
T H H E
T H H EEEEE
END!!!
Timehopper the great!
-- RESPONSE # 18 --
By DOOMER-LR3
On Wed Sep 7, 1988 5:41 PM
Epilogue
--------
Doomer managed to escape this
massive carnage returning to his field
on the Chaos sub...
DooM (c)
--- RESPONSE # 19 --
By KING POSEIDON-LR15
On Wed Sep 7, 1988 7:59 PM
and with tottal grace BloodaxE re-forms
himself into a void for where he
broadcast random slanderous messages to
the universe...
-- RESPONSE # 21 --
By CRONUS-LR2
On Thu Sep 8, 1988 7:15 PM
The soul of Cronus is carried by the solar winds until it reacges the Chaos
Sub, where it posesses the current Cronus-Figure there,
meanwhile Doom's Lawyer reincarnates as a mole on KP's butt.
-- RESPONSE # 21 --
By DOOMER-LR3
On Thu Sep 8, 1988 8:14 PM
BUT! luckily MY PLASTIC SURGEON is
able to remove MY LAWYER from Kp's butt
and using his near-godly skills gives
him a normal human body.
THE
END
OF THE
EPILOGUE
--------
DooM (c) <--YES the OFFICIAL
SIGN-OFF of the 1988 Olympics!
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Clan Ghost Bear "Racemech" - Cheetah Experimental Racemech
By Nightblade [71670,3446]
As fastest mech in the known universe, the four-legged Cheetah has been clocked
going at over 409.6 kph! Basically a fusion engine with legs, the Cheetah was
never considered for military use until the Inner Sphere invasion. While it
would not survive very long against a skilled Clan mechwarrior, the Cheetah was
found to be quite useful as a scout mech when used against shorter ranged Inner
Sphere weapons. Being assigned to pilot a Cheetah is often used as a form of
punishment for Clan warriors. Most trueborns would sooner shoot themselves
than be assigned the cowardly job of running past the enemy and taking pictures
in a Cheetah. Freeborns usually end up piloting the Cheetah, although it is
unlikely they will get much glory from piloting this mech.
Type: Clan Cheetah Mass
Tonnage: 10.00
Internal Structure: Endo Steel II 0.50
Engine: 200XL 4.50
Walking MP's: 20
Running MP's: 30
Jumping MP's: 0 0.00
MASC MP's: 40 0.00
LAM Equiped: No 0.00
Gyro & Cockpit 5.00
Heat Sinks: 10 0.00
Heat Points: 20
Armor Factor: 0 Ferro-Fibrous 0.00
Internal Armor
Structure Value
Head: 3 0
Center Torso: 4 0/0
Lt./Rt. Torso: 3 0/0
Lt./Rt. Arm: 1 0
Lt./Rt. Leg: 2 0
Weapons and Ammo:
Type Loc. Critical
Recon Equipment CT - -
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