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503 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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Chaosium Digest Volume 1, Number 11
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Date: Monday, March 22, 1993
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Number: 2 of 3
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Contents:
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The Siege of Castle Pennith [Part II] (Fergal Somers) PENDRAGON
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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 II : The Scenerio]
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System: Pendragon
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En Route to Castle Pennith
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It's late afternoon as the players travel through the forest towards
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Castle Pennith. The sky becomes quickly overcast and darkness begins
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to settle onto the forest as a ground fog sweeps in from the coast
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[Awareness - success this is not normal for this time of year]. The
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players should be advancing slowly on foot with torches lit
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[horsemanship rolls if not].
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As you clear the trees you see the outline Castle Pennith guarding its
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clifftop perch against the turbulent stormclouds which rumble and
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spark at its single tower. The clang of steel on steel and
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windsnatched yells, draws your attention downwards to the beach at the
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base of the cliff, where scattered torches weave and join one another
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giving light to figures silhouetted against the night sky.
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The characters have arrived in the midst of the expected Saxon raid.
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A storm has quickly built-up and a strange thick fog, which has blown
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in off the sea, hides the raiders' numbers. However, from the players
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vantage point [successful Battle/Awareness] rolls will tell them that
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the battle is going against the invaders. In particular, Lord Pennith
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[Heraldry roll] has joined the fray, giving much-needed encouragement
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to his forces, whose spirit has been somewhat sapped by the devilish
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and portentous storm. Encourage the characters to join in what now
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looks like a rout, but as they chase adversaries, the fog becomes
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quickly thicker and the players lose their way. Saxons and knights
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pass-in and out of their vision as they search to find their way out
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of the fog. Climbing for higher ground, the characters come to a
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relative clearing where a number of saxons warriors, a strangely
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garbed individual (see stats for Gardeth) and a beautiful woman (see
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stats for Lady Rosaline) are hurrying along. Gardeth, realising the
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failure of the invasion, has managed to capture the Lady Rosaline to
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ensure his safe escape. When the players see them, the Lady Rosaline
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will turn around and plea for help. Gardeth will attempt to hold the
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Lady Rosaline hostage, but after the knights kill the saxon warriors
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he'll flee, to appear again later. cue battle:
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Stats for: 6 saxon warriors (bandit stats)
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SIZ 12 Move 3 Major Wound 12
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DEX 10 Damage 4d6 Unconscious 6
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STR 12 Heal - Knockdown 12
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CON 12 HP 24 Armor 4/10
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AP 8 Glory 3 Valorous Mod
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Notes:
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They will turn and flee once half their number are incapacitated.
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Armor score includes shield (+6).
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Skills: Axe 11, Spear 8
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No player should be significantly injured in this battle. Each player
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knight should roll 3d6 to see who is the one to rescue Lady Rosaline,
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this knight also receives Amor(Rosaline) for this act. The Lady
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Rosaline is most grateful and asks the players to escort her to her
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father's castle, allowing the rescuing player to surrender his horse
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to her. Lady Rosaline will lead them through the portcullis where
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squires are busy making things normal again. Waiting at the main
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castle doors is the dwarf Walch (see stats). Lady Rosaline introduces
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the characters and asks is her father about. "No m'lady he's still
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abroad surveying the damage, left me in charge o' the castle he did.
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Shall I escort you to your room m'lady?" Walch will say. The lady
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Rosaline declines [Awareness rolls - success, she is ignoring the
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dwarf - critical, the dwarf disgusts and unsettles her]. After Lady
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Rosaline leaves, Walch will arrange squires to rub down the players
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horses making a show of ordering the squires about.
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Feast At Castle Pennith
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The battle is over and the players are honoured guests, seated at the
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high table, for their brave rescue of the Lady Rosaline. Lord Pennith
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is a good host and the usual feasting, intrigue and romance
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opportunities exist. Sir Ieuan's obvious saxon sentiments may be
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cause for argument with the knights of Castle Pennith who will have
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lost a number of comrades. Sword fights for love are preferable to
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mortal combat in this occasion. Seated also is Sir Alluen who has a
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tale to tell:
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'Twas more than a pity you didn't manage to hold that black saxon dog.
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Never seen weather like it, strange smelling fog and a storm that
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built so fast out of a clear blue sky. Aye, behind curses and hexes,
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that's how these saxons do battle! We were held down at one point by
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an enormous saxon warrior. Three knights it took to best him and when
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we opened his helm, unholy vapours, as putrid as a charnel house, did
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spill forth.
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If the characters inquire further Alluen will become even more vague,
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except that he believes Gardeth to be guilty of the most heinous
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sorceries. What was left of the saxon warrior was burnt almost
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immediately. Later...
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The shouting and merriment stops abruptly as two wet bedraggled
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knights arrive in carrying a chained prisoner under the arms, feet
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dragging along the floor. The prisoner has obviously been beaten
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quite severely. They drop the prisoner roughly and stand to
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attention. Lord Pennith stands to command silence: What is meant by
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this intrusion? One of the knights replies: Sire, we found this one
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escaping in a boat, four or five saxons fought to give him time to
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flew, but we managed to hold him. We believe him to be their leader!
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With this, the other knight bends down to the kneeling chained figure.
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Gripping his hair he pulls the prisoner's face up to the light. Lady
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Rosaline faints.
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The prisoner is the sorcerer Gardeth. Sir Ieuan will recognise
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Gardeth (handout #1). Gardeth should be sullen and aloof not
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answering any charges laid against him, merely glowering hatefully at
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the assembled knights. Once all the fuss has died down, one of the
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two knights will ask Lord Pennith if he should kill the saxon right
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there and then. Lord Pennith decides that the player knights have
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each earned the right decide the prisoner's fate: life or death and
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will ask each of them in turn. If the majority is for death, then
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execution will be scheduled for the morning so as not to interrupt the
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festivities any longer. In any case, the prisoner will be chained to
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the wall and taunted all evening by the revellers. Lord Pennith will
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ask Sir Alluen to set out at once to Silchester to tell Duke Ulfius
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that not only had they quashed the invasion, but they have its leader
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as prisoner. Lord Pennith will then make light of the situation by
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asking Walch to jest for him. Walch eventually does so [Awareness -
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very grudgingly] and starts cartwheeling etc. Indulgence rolls all
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round and so forth. The player knights will sleep (pass out) in the
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main hall with the other knights. The wine has been tempered with a
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sleeping draught slipped in by some traitor in the castle.
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The Morning After
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The characters are wakened by the screams of women. Raising their
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groggy heads from the table, they notice swords have been driven into
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the wood beside their heads [Awareness roles will indicate that they
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have an unusually bad hangover]. The blades of the swords are covered
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in blood and the characters will also notice that these swords belong
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to them. Sitting-up the characters notice the scene of carnage and
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also that their clothes are covered in blood. Throats have been slit
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and limbs hacked-off and most importantly the prisoner Gardeth is
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gone. Similar scenes of death abound in the rest of the castle. The
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players will eventually encounter a force of villagers searching the
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castle. They are lead by Sir Alluen who has this day returned with an
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entourage of several other knights (enough to outnumber the players).
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Sir Alluen is obviously shaken by the events. The peasants are angry
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and the situation is incriminating. Let the players sweat for a
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while. Then, a shout from the castle leads all concerned to the
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private bedchamber of the Lady Rosaline. A dead maid lies with sword
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wounds to her back as if in flight. Above, daubed in an all to
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familiar substance, is a message in Latin (handout #2). This will let
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the players somewhat off the hook, however they still allowed this
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travesty to occur while they were supposed to be helping to defend the
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castle. It is now a matter of honor. Sir Alluen, decides for the
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players:
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Something devilish has taken place here, and I must confess I do not
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yet understand your relationship with this Saxon dog. However, since
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the hand of fate has irrevocably interwined your destinies with this
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Saxon devil, your path now lies clear. Let God be your judge, ride
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forth and do not return until you can place the head of Gardeth on the
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Castle spikes.
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This should leave the players with no option but to set out for Castle
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Cynric. Their honour is at stake, they're under some suspicion for
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being the only survivors and Lady Rosaline is being held captive.
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Four of the knights who accompanied Sir Alluen will also set off
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(along a different route) to fulfil this quest.
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Setting Out
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The players and, indeed, people from the area, will not know the exact
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whereabouts of Castle Cynric, though it is rumoured to exist in the
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Saxon held areas of Wessex. This area is densely forested, though
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there are few well-defined tracks that lead through it. If the
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characters take a less travelled route, the journey should be mostly
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uneventful. Impress upon the players that they are entering
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unfriendly or at least neutral territory, and, above all, territory
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they are unfamiliar with. Throw in a saxon scout or two (use stats
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for warriors above), which the characters must kill off before they
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report back to their compatriots [successful Hunting/Dex/Horsemanship
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rolls for pursuit] just to keep things moving along smoothly.
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A Meeting in the woods
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After a few hours travel [Awareness Rolls - success you feel the
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forest is too quiet], the players hear a dog howling to the left of
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the path. This is answered by another dog, howling off to the right.
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More howls occur, and the players will realise that a pack of dogs is
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hunting them. These are no ordinary dogs however; they are much
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larger than hunting hounds and their eyes glow an evil blood-red
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colour. Twelve dogs will suddenly cross the players' path from the
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left and attack [Horsemanship rolls - success you maintain control].
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They will fight to the last dog, who will turn and flee to the right.
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While the players are inactive, more dogs will appear, but ignore the
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players, and race off to the right of the path and into the woods. A
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few yelps and screams will alert the players that something big is
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happening in the woods to the right. The woods are dense and the
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players are not able to ride through, so they must advance on foot.
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As they proceed dogs will periodically attack them.
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When the players arrive, they are overwhelmed by a sound of dogs
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baying. Before them is a clearing, ringed by standing stones. Inside
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the ring, wielding a sword is a bloody figure, his arm mangled.
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Circling him is a very large pack of evil-looking dogs [Awareness -
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success, They will not enter the stone circle]. The figure is taking
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wild swings at them, but for the most part the dogs are too fast. The
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players should make for the circle and then attack the dogs. The dogs
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will eventually realise their problem after a few casualties and
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leave, perhaps leaving one sentry. The players are now free to talk to
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Hobriu.
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Demon Dogs
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SIZ 14 Move 3 Major Wound 12
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DEX 12 Damage 4d6 Unconscious 6
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STR 10 Heal * Knockdown 14
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CON 12 HP 26 Armour 2
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AP - Glory to
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kill 30 Valorous
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Modifier -3
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Skills: bite @15, Avoidance 14.
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The bloodied figure is Hobriu, a Jute who's running away from the
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saxons in Wessex, and is now making a mad dash for Kent. His entire
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party were attacked and killed by undead monsters, but Hobriu, through
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luck, worked out how to defeat them (staking them with hawthorn wood).
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Since then, these black dogs have been attacking him every night. If
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the players ask about the Castle Cymric, he will tell them it is but
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an hours ride due west. However he will refuse to accompany them.
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Each of the players should obtain a hawthorn stake (convenient bush
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nearby).
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Faeries
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If the players decide to sleep inside the ring of standing stones for
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protection, [Faerie Lore success - this may not be such a good idea]
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then at night, while they snooze, they will be bound by Gossamer cords
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and unable to move. Invisible hands pinch the characters awake. This
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continues to the accompaniment of tinkly laughter. Eventually, the
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faerie folk make themselves visible, chastising these rude travellers
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for barging in on their festivities without being invited. As the
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characters look around them, there is indeed a large feast taking
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place with exquisite pies and delights. If the characters are
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suitably apologetic then the faeries will offer to smooth over their
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upsets, if the players will join them for a bite to eat and drink.
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[Faerie Lore - this would be a mistake, never eat/drink faerie food
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for fear of becoming moon-struck]. The players must now make
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courteous excuses. If they raise the faeries' displeasure, then some
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michievous forfeit will be brought down upon them (a bout of
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itchiness, compulsion to dance etc). If they really upset the
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faeries, some physical deformity (like grossly enlarging a players
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nose etc.) will occur. Make of this as much as you wish.
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Lake Cynric
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It is again late evening as the players reach a largish lake, complete
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with moss-covered roots poking ominously out of the water. In the
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centre lies a ringfort crannog. At the edge of the shore, 100 yds
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down, a flat-bottomed boat waits. Standing in the boat is a cowled
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figure holding a pole. The boat is the only way (apart from swimming)
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across the lake. The boat is just about big enough to carry all the
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knights, but not their belongings and certainly not their horses.
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Once all the knights are in the boat then the boatsman begins poling
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slowly across the lake. The boatsman will not answer any questions
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put to him; and his face is always cowled. If the players remove his
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cowl then they will see a palish-green face. [In the unlikely event
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that a player has died at this stage then resurrect him as a sort of
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zombie boatsman. If not then Hobriu, Lord Pennith, Sir Alluen etc can
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be candidates if you like]. From the point of stepping into the boat
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there is no going back. If the players attempt to swim for shore have
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something pull at their legs and release only if they turn back to
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clamber into the boat. [Successful swimming roll, if failure, roll
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under (CON - ARMOUR pts) on d20 or lose d6 HP].
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Castle AAAAARRGG (Cynric)
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The boat will pull up to the jetty (see map #2) and wait. There is
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nothing for the players to do but disembark and bang on the doors of
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the fort. After some time the heavy wooden-stake doors will be opened
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by Walch, the dwarf from Castle Pennith [and also the traitor who put
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a sleeping draught in the wine and freed Gardeth]. He will be
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suitably snide and mocking to the knights, saying how surprised he is
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that they ventured this far. He was sick and tired of being treated
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like some sort of pet, a curiosity to do tricks at the feet of that
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great oaf Lord Pennith. If the players try to do Walch any harm he
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will use his avoidance of 25 to get away. Either way the players will
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either be led or make their own way into the main hall, the door of
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which closes behind them.
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As you eyes become accustomed to the flickering light of the torches
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that hang from the tarred wooden supports, you notice the pagan runes
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and designs that have been drawn out upon the earthen floor. Straight
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in front of you, upon a raised dais, lies a simple wooden chair.
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Around the walls of the room stand four rusted metal cages. Now you
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can see clearly their purpose, for inside lie the twisted forms of
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what was once human, their bodies held fast by the stained metal
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spikes of the cage.
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[recognise rolls will reveal that the cadavers inside are those of the
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other four knights who attempted this quest]. [Valorous rolls - success
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the knight manages to contain his fear and revulsion, failure - the
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knight tries to flee, but the door is bolted from the outside and they
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are shut in.]
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Suddenly the tapestries behind the dais move and the Lady Rosaline
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emerges, her red hair capturing the orange fire of the torches. Her
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eyes are downcast to a steaming wooden bowl which she carries most
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carefully. Behind her stands the sorcerer Gardeth, he moves forward
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and sits down on the chair. "Now I have you all"
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Gardeth is not interested in the original deal; he wants them all. If
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the players threaten him he'll simply say something like: Piteous
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fools! Do you really think I would let you enter my domain if you
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could possibly be a threat to me. No, you shall die here, that much
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mercy I promise you.
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Gardeth weaves his fingers and a cold numbness enters your head. Your
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arms and legs begin to feel like lead and your swords drop to the
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floor and lie at your feet. The cold in your head becomes a searing
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whiteness etching away all thought, smoothing away all your cares
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Gardeth has immobilised the characters, [piety rolls will break this
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enchantment and hitting other players or attacking Gardeth will also
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||
break it. In the unlikely event that all characters fail the piety
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roll then fudge it by saying that the knight with Amor(Rosaline) sees
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her pain and is spurred to action, the enchantment broken by his
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inspired passion]. Breaking the enchantment will annoy Gardeth. If
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the players attempt to attack Gardeth, then he will touch Rosaline's
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forehead. Rosaline rises upright, lifts the steaming bowl to her lips
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and drinks full, yellow liquid spilling down her chin. She steps
|
||
forward, arms out-stretched, and shouts in a strange language. Slowly
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the cadavers in the Iron maidens become animated and pull themselves
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off their spikes and attack the knights.
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Six Dead knights
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SIZ 14 Move 1 Major Wound 14
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DEX 11 Damage 4d6 Unconscious 7
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STR 11 Heal * Knockdown 14
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CON 14 HP 28 Armour 10
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AP -2 Glory to
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kill 80 Valorous
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Modifier -5
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|
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Notes:
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*Heal d4 HP per round. Can regenerate from negative HP.
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Can only be killed by staking them with Hawthorn and inflicting
|
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damage.
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* Once wounded a similar wound appears on Rosaline's body, but of
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course the players have to be watching Rosaline to notice this.
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Skills: Sword 15, No shield.
|
||
|
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A Bargain?
|
||
|
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This should be a pretty bad battle, with some casualties. Once
|
||
defeated, the scene leaves Rosaline dead on the dais, with bloody
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wounds in identical places where the players have staked their dead
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opponents. Gardeth, who's carefully worked out revenge has just
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failed, will attempt to make a deal for his life:
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She is not dead, for nothing truly dies here within my domain. With
|
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power, even loved ones can be returned from beyond the veil of death.
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But with death, there is always a price. Swear a solemn oath on your
|
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honor to leave this place and never return, and I will breath new life
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back into her.
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If the players swear an oath, then Gardeth will be true to his word.
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He'll lift the wooden bowl and pour yellow liquid from it into
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Rosaline's mouth. Rosaline will awaken, but be unable to speak and
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remain in a state not much more than catatonic. If the players then
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try and break their oath, let them, but Rosaline will fight to attack
|
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them and each participating knight should lose 1-2 points of honor for
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breaking an oath. When the players return with Rosaline in a
|
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catatonic state and no prisoner, they will be welcomed, but their
|
||
quest has failed. Rosaline, being heiress apparent to Castle Pennith,
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||
allows one of the players to claim the right to marry her and thus
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claim the castle.
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||
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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.
|
||
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||
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.
|
||
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On return the players are cleared of all suspicion, if they have a
|
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prisoner (or his head) and the body of Lady Rosaline is given a decent
|
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christian burial.
|
||
|
||
The End
|
||
|
||
NPCs
|
||
|
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Gardeth the Necromancer
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SIZ 10 Move 2 Major Wound 13
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DEX 10 Damage 3d6 Unconscious 6
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STR 10 Heal - Knockdown 10
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||
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 |