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365 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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Chaosium Digest Volume 1, Number 7
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Date: Sunday, February 28, 1993
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Number: 2 of 2
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Contents:
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Comments on the Elric! Preview (Tom Zunder) ELRIC!
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Alternate Backgrounds for Stomp! (Eric Rowe) STOMP!
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The Adventure of the Hungry Tower (Dave Sweet) PENDRAGON
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--------------------
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From: Tom Zunder <tzunder@cix.compulink.co.uk>
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Subject: Comments on the Elric! Preview
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System: Elric!
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Thanks for the note on Elric!
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Sounds like Chaosium is trying to make what I thought was a good
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recreation of the early Elric books into something playable. To give
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Ken St Andre his due, his version does reflect the sheer chaos and
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slaughter of the original books.
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Of course the new Elric that Moorcock is writing is far more
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considered, and Elric becomes ever nicer in each one, so maybe the
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game should change too.
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BUT.
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I guess this sounds like a differently angled RQ. Do Stormbringer
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players want people to have little RQ like magics? Many people I know
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don't like RQ access to magic and play Stormbringer because it's
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different.
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I won't dismiss this game without seeing it and I'd guess it'll be a
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good game, which I might well buy for another angle on Basic Role
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Playing, but will it be the Young Kingdoms as I want them? Questions
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questions...
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I felt Stormbringer was mad, dangerous, unstable and lethal. Lunatic
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Melniboneans rubbed out PCs and NPCs like flies with horrendous magic
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that no one else had. No one quite knew if they would survive the
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evening and all feared the b**t**d who had rolled the sorcerer.
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This was GOOD and HOLY for it accurately reflected Moorcock's books.
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Nowhere in the Moorcock books do people have little RQ type spells, it
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has no precedence in the literature.
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Can you still play a Melnibonean? Are the demon and sorcery rules
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still there?
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I don't mind some character stability, but not at the loss of the
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world!
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--------------------------------------------------------------------
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tzunder@cix.compulink.com.uk
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"May the Red Moon Illuminate You All!
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--------------------------------------------------------------------
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--------------------
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From: Eric Rowe <rowe>
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Subject: Alternate Backgrounds for Stomp!
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System: Stomp!
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The following are a collection of rules for changing the background of
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STOMP! to various other Chaosium games. In all cases, the base rules
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remain the same, but a few are added to adapt it a bit to the listed
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game system. For those who don't know the game, the basic idea is
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that a bunch of elves got into Lord Darn's garden and Thunderpumper
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the giant is hired to get rid of them. He locks the gate and starts
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squishing. The elves attempt to spear his sandals to the ground to
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immobilize him until they can lasso him and pull him to the ground.
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His fall will break the wall and the remaining elves will be able to
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escape.
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Call of Cthulhu:
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The elves are now investigators. Thunderpumper is now Cthulhu.
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Placement and movement remain the same. Go ahead and add the extra
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three investigators, like it will help. Stomping remains the same,
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but Cthulhu needs no club. Instead, in the club phase, he hands a
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copy of the Necronomicon to any nearby investigator who must read it.
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The investigator must then do a two finger resolution to remain sane.
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Failure indicates insanity; the investigator must wander randomly
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while gibbering until Cthulhu finally decides to squish him. The elf
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spear phase is not needed, but should be done anyways. Speared
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sandals do not affect Cthulhu or his movement. The two ropes are now
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shotguns and the investigators are encouraged to shoot them at Cthuhlu
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every turn. Unfortunately, they have no effect on Cthulhu. When the
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investigators are finally all squished, the world will end. The elf
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player is considered to have done well if this happens after turn 25.
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Elfquest:
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By marking the backs of the counters, group six of the elves into
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three pairs. These are recognized pairs. If one of them is squashed
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the other in the pair will be emotionally stunned for two rounds and
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unable to move. On three different elves add a W. These elves have
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wolves and their move is increased by 2 hexes. Make sure you name all
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the elves so that you feel bad when they get squished. While playing,
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comment frequently about the fact that there are two moons.
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Thunderpumper the giant is now officially a really, really big Troll.
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Panzer Pranks:
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Movement may now be saved from turn to turn. Feel free to discuss
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which other rules to ignore, then do so. Add things like off-board
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artillery fire and a spear-in-sandal remover to the garden.
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Pendragon:
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The elves must now be called knights. The extra three counters should
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be marked as Arthur, Merlin and Guenever. A knight on a hex adjacent
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to one of these counters counts as two knights for spear (now lance)
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resolution. However, if any of these counters are squished, then all
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the knights will be too depressed to lance or rope that turn. The
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extra counters may not aid in the battle.
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Prince Valiant:
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As with Pendragon, the elves are now knights. When completing any
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action you must describe it to the other player (like, "I squash the
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knight between my big toe and its neighbor, enjoying the sound of the
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gentle crackling of its bones."). If the description is not given,
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the other player may complain and dissallow the last move. If the
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description is particularly good, the player should give his opponent
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some sort of bonus in the next round (like extra movement).
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Ringworld:
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The Kzinti are hunting Bandersnatchi and have managed to corner one!
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Now they must move and spear fast before the beserk Bandersnatchi
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smushes them or smacks them with its artificial prosthetic limb. The
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Kzinti do not use any of the available technology as it would lessen
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the challenge of the hunt. When attempting to spear down the feet of
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the giant food source the Kzinti player must always remember to scream
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as he pounds his fist for the finger resolution. The Bandersnatchi
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should occasionally think of the taste of yeast.
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Stormbringer:
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The elves are all now eternal champions and Thunderpumper is Agak.
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The ropes are now both black swords (Stormbringer and Mournblade), but
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still must have an immobile Agak to be used effectively. During the
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game the eternal champions should be referred to as the eighteen who
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are one, then the seventeen who are one, then the sixteen who are one,
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etc... Other rules remain the same.
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Superworld:
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Thunderpumper is now an evil mad scientist who has drunk a growth
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potion and the player must insist upon being called Doctor
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Thunderpumper. The elves are all super-heroes. They should each be
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given nifty names like Starburst and Firewalker. The whole group is
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considered a super-team and should also be named. Detailed powers and
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weaknesses should be given to each one, then ignored as the mad doctor
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has placed a power draining device in his evil garden hide-out. The
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heroes must use their wits, a bunch of sticks and a pair of ropes
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someone left lying around to take down the bad guy. They should
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continually remark how they could have just wasted the mad scientist
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if they just had use of their special powers.
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Troy:
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Thunderpumper is now an angered Zeus who feels like squishing some
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Trojans or Achaeans. Pick a side and name all your elves after heroes
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from that culture. If two heroes both spend three turns in woods next
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to each other they may build a giant horse. If it is made, Zeus must
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head for it during his turn. When he reaches it, he must spend a turn
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examining it, ignoring the heroes for that turn. During the game,
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Zeus may throw one lighning bolt which will automatically kill the
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poor hero so targeted. Three heros should be given chariots which add
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two to their move, but they may not enter woods or marsh.
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--------------------
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From: dsweet@soda.berkeley.edu
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Subect: The Adventure of the Hungry Tower
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System: Pendragon
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[This is an adventure that Dave Sweet ran for our Pendragon game last
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week. Despite being insulted, eaten and almost digested, I quite
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enjoyed it. So, I insisted he write it up for me for the Digest.
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Enjoy. -sda]
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And now for something completely different.
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INTRODUCTION
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This adventure should start off at some point when the player knights
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are erranting about the countryside. To begin the adventure, have the
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characters make an awareness check. Anyone character who makes it
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will hear the cries of a woman far off from the road.
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If the knights ride towards the source of the screams, a small tower
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will shortly come into view. If the wind had not been blowing from
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the direction of the tower, the troupe would not have ever been able
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to hear the lady.
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ENCOUNTER AT THE TOWER
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The tower has a single window twenty-five feet off the ground. Inside
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is the figure of a frantic lady, screaming continually. At the
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tower's base, stands a fully armored knight. When the knights near
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the tower, the lady will be discovered to be gorgeous, rivaling even
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Gwenivere. Since first heard, the lady has not stopped yelling. Once
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the troupe is close enough to hear individual words, things like,
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"Help!", "Save me!", "Quickly now, do not hesitate, my life is in
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danger!", "Your honor for my safety!", and "Oh God, help!" will be
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heard.
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The knight is clad from head to foot in the finest armour. He bears
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the shield of a black knight. Upon close approximation, he will greet
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the players, raising his right hand in salute. No amount of coaxing
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will get him to speak. Meanwhile, the fair maiden is making up for
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his silence.
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Certainly the troupe will try to speak to the knight. However, if at
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any point a member of the troupe should come into striking distance of
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the knight, he will attack. If communication is preferred over
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action, the troupe member who is the most vocal will be challenged.
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The knight will draw his sword, rise it high, and then point at the
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troupe member in question. The knight will then stand at the ready,
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until the challenge is accepted.
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The Knight will attack at 10, and do 5d6 damage. He will apparently
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die from the first successful blow against him. If examined the
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knight will in fact be dead. Though he will, of course, have fallen
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over, his feet will be firmly attached to the ground. This is not so
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terribly strange to mention unless he is moved.
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The maiden will not stop asking for assistance. The hope is that a
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Knight will climb up. A rope and grappling hook would work, but the
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stone work is rough enough to be without rope though. A climber will
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notice that the bricks are a little warm. If asked, the stone work
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will be described as unusual. It seems to be hollow or plastic.
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Insistence by the maiden will hopefully get the knight inside,
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however. Once the knight is inside, the tower window will close.
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At this time, the dead knight will jump up and grab a troupe member
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(randomly from those closest). At this point, it will be revealed
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that the knight is attacked to the tower by a strange flesh-like
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appendage, which was concealed beneath the ground before the knight
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grabbed the troupe member. Via this appendage, the tower will list
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the knight to its mouth (the window). The knight will then pop the
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troupe member in, like popcorn.
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Either the grab or the subsequent pop into the mouth might be
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unsuccessful. Creativity by a player character, not long after the
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announcement should be rewarded, by a chance for the tower to fail its
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hold or the following swallow.
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The tower, with the knight attached will then run off to a nearby
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menacing forest at a horrendous speed.
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INSIDE THE TOWER
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While the majority of the troupe is figuring out what to do, a quick
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description should be given to any knights trapped in the tower. They
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will find themselves in a square rooms. The walls will be slick and
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membrane like. The floor is littered with armor and other knightly
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equipment. Most of it is scarred and pitted, as if it were burned by
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acid. We'll return to our trapped knights shortly.
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TRACKING THE TOWER
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The tower is easy to track, as it will have gorged huge chunks out of
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the ground. Near the edge of the forest a nasty smelly mess will be
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found in the middle of the tower's path. In the mess is a skeleton of
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the same size as the first abducted troupe member.
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Before the end of the day, any knight making another awareness roll
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will hear a woman yelling in distress. When the troupe approaches the
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screams, they will see the same scene as before.
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INSIDE THE TOWER II
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Before the second encounter with the tower is played, the several
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hours inside the tower's stomach should be taken care of. To heighten
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suspense, allow the troupe to believe the first abducted member is
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dead as long as possible.
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If the room is searched, the remains of up to two people will be
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found. On and around then will be typical armaments and d6 librums.
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Everything will be dissolving and discolored. The librum is
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tenderable, and the weapons wieldable (though they are in
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embarassingly poor shape), but the armor is useless (since the straps
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went first). Another search will find d3 more librum in even worse
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shape but still tenderable.
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The knights will be able to damage the tower from the inside
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Damage done inside counts, but forty points
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of damage done will cause enough flooding to drown an occupant.
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The only way out for a party member is to hack his way out either up
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(thru the mouth) or down (the other end), but to even get started one
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would kill oneself. As the walls of the stomach are wounded, fluids
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will gush out. If forty points of damage are done, the fluids will
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have risen to the top of the stomach, and the knights will be
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drowning.
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Once the stomach is flooded successful energetic rolls will represent
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the occupant holding his breath. As long as he holds his breath, he
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may still attack, one energetic roll per attack. The stomach bears no
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armour. It will take a total of 110 points of damage to kill the
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beast. This includes damage to the stomach, the maiden's room and the
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knight. Theoretically, the people stuck in the beast's stomach could
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kill the beast, but their best hope is to wait for help to arrive.
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The stomach will absorb fluid at the same rate as it heals itself.
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Therefore, if 10 pts is done to the wall then the occupants will be
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about 1/4 of the way to killing themselves. After a very long time
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all of this fluid should be reabsorbed, but the wall will no longer
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have a wound. The stomach will take weeks to digest an occupant. A
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good day will pass before any damage is done, but any exposed skin
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will receive a rash. Enough of a rash in the right places will effect
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appearance. Armour will be tarnished. An occupant can avoid real
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damage a very long time if he sacrificed some armour so that contact
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with the floor is avoided.
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SECOND ENCOUNTER WITH THE TOWER
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Meanwhile, the rest of the troupe will be again interacting with the
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tower beast. If they try and speak with the beast, they will find
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that neither the knight nor the lady are able to truly communicate.
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Likewise, if the tower is attacked, it will prove ineffective. Doing
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so is like hitting a brick wall.
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The beast will not remember the last encounter, but once it sees that
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it old ploy is not working, it will run away, only to repeat the same
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process if it lives. Before it can run though, it must expose its
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unprotected armour on its base. If damage is done here, these wounds
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must be summed with all others, internal and external. If more than
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110 points of damage are done, the beast will die.
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When the beast is slain it will fall over. A particularly cruel story
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guide could give it chance to land on and kill a troupe member. Once
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the tower is on its side, a troupe member could cut his way through
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either end. When the stomach is reach the occupants will pour out.
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The troupe member cutting will, of course, be effected by the stomachs
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acidity.
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TELLING THE TALE
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If the story of the tower beast is told in court then any armour will
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be replaced, but Arthur will insist that the old armour is kept and
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put on display as proof of the amazing tale. The slaying of the Tower
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beast will be extraordinarily glorious (100 pts), and being swallowed
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or just watching is ordinary (10 pts).
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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 |