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299 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 10
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Date: Monday, March 22, 1993
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Number: 1 of 3
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Contents:
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Replies on Sanity (Matt Grossman) CALL OF CTHULHU
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Queries on Elric! (Anthony Ragan) ELRIC!
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Pendragon Fanzine (Heidi Kaye) PENDRAGON
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Hero List (Heidi Kaye) PENDRAGON
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The Siege of Castle Pennith [Part I] (Fergal Somers) PENDRAGON
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Editor's Notes:
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Sorry to take so long to get this set of digests out. My UUCP
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connection has had continued problems, making it hard to send mail
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from erzo. Hopefully, those problems should be clearing soon.
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Tonight's digest is in three parts, mostly consisting of a long
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PENDRAGON adventure, run at Gaelcon '92.
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Heidi Kaye, who has some articles a bit further down, asked a few
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questions concerning PENDRAGON. First, she wondered if anyone could
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explain how the battle system works, commenting that the original
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rules made little sense and seemed very impersonal. She went on to
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say that there was little sense of actual damage to opponents. Heidi
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said that a flow chart for a round of battle would be helpful, as
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would any indication of how to make battles more exciting for PCs. If
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anyone has any suggestions/comments/ideas on the battle system for
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PENDRAGON, please send them in. I've seen some of the same problems
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in running PENDRAGON battles (indeed, every time we run one, the rules
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end up somewhat changed).
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Heidi also mentioned that it was difficult to run a full length
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campaign in the pre-Arthurian period of THE BOY KING due to the lack
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of published adventures. She asks people to post more adventures set
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in the 490-531 era, in particular 490-510. Heidi is trying to set the
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tone of Britain as "warring kingdoms, invaded by marauding Saxons, in
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the dark days after Uther's death." The Siege of Castle Pennith,
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included in this issue as well as V1.11 and V1.12 will probably help
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out somewhat. If anyone else has adventures, or even just short ideas
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for adventures in THE BOY KING era, please send them in.
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That's about it for this week. Hopefully, my UUCP will have
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stabilized by next Sunday, so keep those submissions coming.
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Shannon
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--------------------
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From: <MGROSSMAN@hamp.hampshire.edu>
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Subject: Sanity Rules
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In-reply-to: V1.9 Sanity RUles
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System: Call of Cthulhu
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Jan Engan made some good points about sanity, but I disagree with the
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idea that gaining sanity for killing monsters is dumb. It seems to me
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that it makes sense that, if what causes sanity loss upon seeing a
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monster is its horrifying alien-ness, then killing the monster,
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showing that it is, after all, just flesh and blood, should increase
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the character's self-confidence, and therefore their sanity. Also,
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characters are generally able to kill only the weakest monsters, so
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any sanity they gain back will be minimal compared to what they might
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lose upon, say, seeing Cthulhu. At any rate, I find that this works
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well in my campaign, where wise players soon learn that outright
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combat against monsters or cultists is not a good idea. Gaining back
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three points of sanity for killing a Deep One just isn't worth it if
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your leg gets ripped off or your friend killed in the process. So
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far, I haven't had any problems with characters becoming powerful
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sorcerors; in fact, I sometimes have a real problem keeping them sane
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and alive long enough to advance the plot!
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As for characters getting back sanity just by resting, this would work
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in some circumstances, but not in others. For example, if the
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characters know that while they are wandering through the peaceful
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hills, the stars are slowly coming into the proper conjunctions and
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the Atlantean High Priest Shar-Yugga is roaming the world again, their
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sanity will probably go down, until they do something about the
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threat. Generally, I prefer to maintain a very tense, harried
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campaign enviroment in which stuff is happening all the time and the
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characters have no time to rest, let alone regain sanity.
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The caution about characters seeking a reputable psychoanalyst is
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valid. In my current campaign, the characters are not seeking
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psychiatric help (although some of them really need it) because they
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do not think that an analyst would believe them. I have this image of
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a CoC character going to an analyst:
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Investigator (on couch): "...so that's when the tentacle came up
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through the floor and got Bob, and Doc. I just haven't been able to
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sleep well since then."
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Analyst: "Really...(picking up phone and calling nearest Mental
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Hospital)... come round quick...I got a live one here!"
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Of course, this could lead to an adventure in which the characters
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have to rescue their friend from the hospital, or an adventure with
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the committed character discovering horrible goings-on in the insane
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asylum. Maybe I should persuade them to see an analyst after all...
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Matt Grossman
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Hampshire College
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mgrossman@hamp.hampshire.edu
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--------------------
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From: Anthony Ragan <ECZ5RAR@MVS.OAC.UCLA.EDU>
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Subject: Queries on Elric!
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In-reply-to: V1.8 Elric! and the Books
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System: Elric!
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I read Liam Routt's summation of the Elric magic rules with interest,
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even though I'll admit to being one who's skeptical of a need to do a
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Stormbringer revision so soon after the 4th appeared. (Or, has it
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been that long already?) [I don't have the exact date handy, but SB4
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has been out for at least 3 years -sda] I do have a couple of
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questions, though, tied to demon summoning.
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One of the reasons I bought 4th edition at all was that I had fallen
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in love with the "chaos value-point" system. The design-a-demon
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method is a kick, and giving the player and GM a share in its creation
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is a piece of perverse genius. Is this method going to remain for
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those few PC sorcerors the new system will allow? I certainly hope
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so.
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I'm also concerned about the previously-released supplements for 4th
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edition Stormbringer. Several of them were of quite high quality and
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I would hate to think that they will become obsolete upon the
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publication of Elric (not to mention the money I spent on them). If
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anyone at Chaosium reads this newsletter, please (!) include some
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conversion notes.
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--Anthony
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ecz5rar@mvs.oac.ucla.edu
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--------------------
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From: Heidi Kaye
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Subject: Pendragon Fanzine
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System: Pendragon
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Gareth Jones is starting a Pendragon zine called BEAUMAINS. Copies
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are #1.75 and his address is:
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69 Atherley Road
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Shirley
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Southampton
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Hampshire
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SO1 5DT
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I am sure he would welcome contributions of articles and artwork.
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--------------------
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From: Heidi Kaye
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Subject: Hero List
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System: Pendragon
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List of Pendragon characters' birth and death dates
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Agravaine -563
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Arthur 493-565
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Balin 482-515
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Elaine -562
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Galahad 535-557
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Gareth -563
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Gawaine 495-564
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Griflet 491-
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Gwenever 497-573
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Kay 488-564
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Lamorak 494-552
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Lancelot 508-573
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Lot 470-513
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Margawse 487-545
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Marhaus 481-529
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Merlin 454-522
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Mordred 512-565
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Morgan le Fay 484-
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Pellinore 475-522
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Sagremor 482-
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Tristram 501-559
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Yvaine 500-
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--------------------
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From: fergal somers <ftsomers@cs.tcd.ie>
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Subject: The Siege of Castle Pennith [Part I : Background]
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System: Pendragon
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Here's the first Pendragon event held at Gaelcon, Ireland's national
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games convention. It was intended to give new players (about a handful
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of people in the country had seen the system) an introduction, so the
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plot is quite linear - the characters are nice though. It was meant to
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last about three hours.
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Fergal
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--
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The Siege Of Castle Pennith
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A Pendragon Event for Gaelcon'92
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Copyright Fergal Somers July 1992
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Notes
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I've included relevant rolls where necessary. Feel free to ignore or
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substitute other rolls as you see fit.
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This adventure is non-standard for two reasons: (a) it is set before
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Arthur becomes king, in the dark anarchist times of Saxon raids (b)
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since it is set before Arthur, the chivalric ideal is not widespread.
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This adventure is supposed to be dark in style. Britain has fallen
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into warring factions, saxons are invading and peasants are
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mistreated. These are the grim and nasty dark ages where power is
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everything. Mysterious ground fog, unholy dark woods and that sort of
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thing should set the tone of the adventure, essentially the opposite
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of the bright coloured tents and pavilions, shining knights and
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chivalric courtesy that will characterise the reign of Arthur. In
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addition, the characters are not evenly designed. Good roleplaying
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opportunities exist between the characters Ieuan and Domicus. Rivalry
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also exists between Gwair and Robert; Amig and Peter are there to
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prohibit the party from dividing into factions.
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Honourable Mentions
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Pendragon is not a competition game, it is a roleplaying game, thus
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there are no winners or losers. There will however be honourable
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mentions for players whose actions during the course of the adventure
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are memorable. One method of gauging this is the number of traits and
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passions experience checks. So, during this scenario, we relax the
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rules on traits and passions. Whenever a character acts spontaneously,
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tick the relevant guiding trait/passion. These will provide a basis
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from which to discuss who deserves honourable mentions.
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Characters:
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Sir Amig Young knight of Silchester
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Sir Robert Veteran knight of Silchester
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Sir Gwair Veteran knight/courtier of Silchester
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Sir Domicus Exile in service at Windsor
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Sir Peter Knight of Windsor
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Sir Ieuan Exile knight errant
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Background
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King Uther Pendragon, sick and tethered to his horse, finally defeated
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the Saxon invaders at the terrible battle of St. Albans; but he's dead
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now, poisoned some say, and Britain's shores once again are prey to
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Saxon raids. The country cries out for a King, but no heir comes to
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claim the throne. Portsmouth was the first to fall, then the Saxon
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Cedric took all of Wessex. Some say that all of Salisbury will soon
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fall also. Duke Ulfius, Uther's old friend and advisor rallies men
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around him to battle the Saxon horde. Knights arrive at Silchester
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daily to swell the ranks, but never enough; many lords, lacking a King
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to guide them, look to their own affairs and their own lands. These
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are bad times for Englishmen: land squabbles set knight against
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knight, lord against lord; Saxon raiders advance ever inward; and
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strange tales are heard of terrible faerie powers of Saxon raiders in
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the South.
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Character Summaries
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Sir Domicus and Sir Peter of Windsor have been ordered to offer their
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aid to Duke Ulfius, by their Lord, Sir Herringdale (a loyal supporter
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of the Duke). Sir Domicus is an exile, his homeland having been
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overrun by Saxons. He passionately hates Saxons and sees this as a
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trip as a possible means to reap revenge. Sir Peter is obsessed with
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chivalric purity and morality, but his intentions are better than his
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practice of it. They are joined by Sir Amig, Sir Robert and Sir Gwair
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all household knights of Duke Ulfius who are being sent to Castle
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Pennith as reinforcements against expected raids on this clifftop
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stronghold. Sir Peter and Sir Domicus and have been asked to
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accompany them. Sir Robert is a veteran old knight who lives somewhat
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in the past and sees his role as keeping the others in line. Sir Amig
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is young and recently knighted. He has overdosed on folktales of
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knightly derring-do, something which is far removed from the gritty
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reality of an England falling apart. Sir Gwair is the typical court
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advisor, slimy and underhand with an overriding sense of
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self-preservation. They are also joined by Sir Ieuan, a knight errant
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who took-up Duke Ulfius' call to battle, but who tires of the waiting
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and planning at Silchester and wishes for adventure. Sir Ieuan was
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kidnapped and brought up as a Saxon until he was allowed to search for
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his real parents. Though he found his family, he was never fully
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accepted by them and now works essentially as a mercenary knight, with
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no particular sentiments or deeply held loyalties.
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--------------------
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The Chaosium Digest is a Discussion Forum for Chaosium Games which do
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not have another specific area for discussion. To submit an article,
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mail to: appel@erzo.berkeley.edu |