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Chaosium Digest Volume 21 Number 09

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Chaosium digest
 · 13 Dec 2023

Chaosium Digest Volume 21, Number 9 
Date: Sunday, August 17, 1997
Number: 2 of 4

Contents:

The Adventure of the Bandits and the Stag, Part Two
(Paul Williams) PENDRAGON

--------------------

From: paulw@betanet.co.uk (Paul Williams)
Subject: The Adventure of the Bandits and the Stag, Part Two
System: Pendragon

[continued from V21.8]

THE CELTIC TEMPLE

Description

Fifteen feet beneath the trapdoor in the Roman temple sanctum is an
old Celtic temple and burial site. The complex consists of four large,
rough-cut chambers (A-D) branching out from a central area, into which
the trapdoor opens. The mud walls and floor are generally dry,
although cold to the touch. On average the passage ways are only five
feet high, creating problems for knights, who are forced to bend
slightly, thus restricting their ability to fight if the needs arises
[-5 penalty] Inside the chambers the ceiling rises to a height of
seven feet, allowing the knights to straighten.

Within Chmaber D is a sword that once belonged to a knight of the
Tuatha De Danann, a Celtic faerie race that dwelt in Ireland millennia
ago. The sword is only moderately powerful but in the wrong hands
could wreak terrible destruction. Around six hundred years ago Fergus
Og Connal, the Irish king at the time, had learned of the sword's
power and desired it for himself, but he was a cruel, despotic ruler
and an Irish druid took it upon himself to hide it where the tyrant
would never find it. He travelled to England and sought refuge with
the Druids who worshipped at the temple on Creech Hill. The sword was
placed on the altar as a mark of respect to the Old Powers. When the
Romans later conquered the area they built their own temple on the
site, effectively burying the sword even further.

Chamber A

This chamber contains a stone burial slab upon which lies the skeleton
of a man wearing tattered leather armor, whose boney hands hold a
rusted broadsword and a rotten, wooden round shield. At his feet
stands a small chest, which can be opened with a single blow from a
weapon or by brute force.

The chest contains only a scroll written in the sacred Druidic
language of Ogham. Those who can read it discover that the scroll
contains notes on the history of the temple during pre-Roman times and
details many of the now-forgotten rituals that the priests use to
perform to honour Cernunnos. Gamesmasters who allow magician
characters may wish to allow bonuses to magical talents if the text is
studied by such a character.

If anyone touches an item, either on the skeleton or in the chest, the
skeleton animates and attack them. Touching or moving the chest does
not animate the skeleton, unless the chest is removed from the
chamber.

Chamber B

The skeleton is as Chamber A above. At the foot of this slab is a
chest which contains two texts written in the sacred language of Ogham
and a deerskin cloak which has the head and antlers still attached.
Once again, the skeleton awakens if anything is disturbed.

Considering their age the books are in remarkably good condition.
Knights who can decipher the texts discover that the books detail the
ancient Celtic magic rites used to bless the crops and animals of the
Durotriges tribe that once lived here. They are of little use to the
knights but druids or magical characters may be able to make use of
them. The exact contents of the texts are up to the individual
Gamesmaster.

Cloak of the Rampant Stag: This cloak is an ancient Celtic relic and
was highly prized by chieftains. If it is being worn when the first
rays of the rising sun strike it the wearer transforms into a stag
(normal statistics) and is endowed (or cursed, depending on your
viewpoint) with a huge sexual appetite. The wearer changes back to
human form at the next sunset, whether he wishes to or not. The cloak
can only be used once in any given day.

The cloak provides +4 to armor totals if the wearer is not in stag
form, but every hit tears the cloak a little. After each fight in
which the cloak is struck by a cutting or piercing weapon roll a
single ten-sided die. On a roll of 10 the cloak no longer functions as
a magic item but still retains the armor bonus (regardless of how well
it has been repaired).

Those of Christian beliefs, or those sworn to chastity or moderation,
may try to resist the transformation by rolling less than or equal to
the total of their [Chaste + Pious + Moderate Personality Traits] on a
d100. This roll must be made for every transformation.

Chamber C

The skeleton is as Chamber A above. This skeleton also animates if
disturbed. As with the previous chambers, a wooden chest stands at the
feet of the funeral bier.

The chest at its feet contains 20L worth of silver jewellery and a
finely crafted golden goblet worth 4L alone.

Chamber D

This area is sacred to the stag god of the ancient Celts, Cernunnos. A
crude altar comprising of stone blocks piled on top of each other has
been assembled here. On top of the altar lies a gleaming sword. The
largest stag skull that any of the knights has ever seen rests on the
sword, its vacant eye sockets staring at the intruders. [Hunting.
Success = the beast it belonged to must have been at least fifteen
feet tall at the shoulder.] Pagan knights may make recognise to whom
the altar is dedicated. [Religion Pagan. Success = recognise the altar
as being dedicated to the Celtic god of wild nature, Cernunnos.] Those
who recognised the statue in the Roman temple are able to deduce to
whom the altar is dedicated without making a roll.

As the knights enter the area all lights are suddenly, and
automatically, extinguished, plunging the area into pitch darkness. No
matter how hard they try neither the knights nor their squires can get
the torches to catch whilst near the temple area. Suddenly, out of the
pitch black, looms the image of a severed and bloody stag's head. This
is the Avatar of Cernunnos. The image casts its own pale green light
and is visible to the knights. All persons seeing the apparition must
make [Valorous] rolls with a -5 penalty or flee the area. The head is
semi-corporeal and attacks by spiritually "butting" its victims.

Once the head has materialised it continues to chase the knights
around the entire complex, no longer bound just within the temple
area. The only way to cause it to retreat, back into the skull which
houses it, is to leave the complex altogether through the trapdoor.

The sword, whilst not up to the same standard as Excalibur, is still
an exquisite piece of work and its blade is still sharp and rust free,
even after six hundred years underground. The blade increases the
wielder's Sword skill by one when using it. It also has the ability to
harm all types of faeries (it was originally designed to fight the
Fomori).

THE BANDITS' CAMP

Location & Description

The bandits' camp actually lies some five miles to the north of Creech
Hill and is situated just off the trail. By following the trail from
Creech Hill the knights easily discover the camp.

The camp is actually little more than three make-shift shelters
constructed from leaves and branches, and a small fire-pit with
several cooking pots near it. Under a tarpaulin in the largest shelter
is the bandits' acquired booty. They plan to sell most of it in
Cambria, where they know it will fetch a good price. They had
originally planned to leave for Cambria after killing Sir Stephen's
knights, but after coming up with the plan to impersonate the knights
they now plan to stay in the area until things become too dangerous
for them. The booty is worth 87L but knights taking it for personal
gain are technically stealing. Those wishing to take items for
themselves should make a [Deceitful] Personality Trait check.

Knights searching the booty find no sign of any weapons, armor, or
shields that could belong to Sir Stephen's missing knights. The reason
for this is that the bandits are using it as part of their plan. They
are posing as knights guarding the road to Bruton and are then robbing
travellers and merchants who pass that way.

The Bandits

During the day there are no bandits at the camp; they are all out
robbing innocent travellers. As evening settles in they return to the
area to check the snare traps they have set. They then cook and eat
any game they have caught, whilst inspecting the booty gained that
day. This takes about two hours and two bandits are on watch at all
times.

During the night the bandits take watch in pairs, swapping every three
hours. If they see or hear anything they instantly shout to warn their
colleagues. After killing three knights they know that they are hunted
men and take no chances.

The dead knights' stolen horses are tethered to a tree on the edge of
camp and whilst the bandits obviously keep an eye on them they are not
specially protected or watched. Anyone trying to free the horses
quietly needs to calm them as they are jittery. [Horsemanship. Success
= the animals remain calm whilst approached. Failure = the animals
begin to whinny at the knight's approach].

THE MAIN ROAD

If the knights travel along the main road to Bruton for any reason
they come across a party of three "knights" sitting on their horses by
the side of the road. Each has his "squire" with him. The knights have
not erected any pavilions and it is obvious to the player knights that
they are not planning to stay for any length of time. These "knights"
are actually the bandits who ambushed and killed Sir Stephen's
knights.

As the player knights approach the bandits turn to face them,
displaying the heraldry on their shields. [Heraldry. Success = the
knights' shields bear the crest of Sir Stephen. Fumble = the shields
bear the crest of one of the player knights' enemies.] Since Sir
Stephen only has three knights in his service, these must be the ones
that rode onto the hill with him.

Once the two groups are close enough to see each others faces clearly
the player knights see that the "knights" are somewhat dirty and
unshaven. If the player knights ask the "knights" any questions
referring to Sir Stephen or their service with him they attack
immediately. They realise they have been rumbled and know that being
caught now would mean a painful death. Player knights who make a
successful [Just] Personality Trait roll prefer to bring the villains
to justice rather than despatch them here and now.

However, if the player knights ask what the "knights" are doing on the
road they merely say that they are "guarding the road from bandits."
Likewise, asking where they come from elicits only the vague answer of
"around here." The bandits try to be as vague as possible, guessing
(wrongly) that the player knights are merely passing through the area
and are being polite to fellow knights.

THE FEAST

Once the bandits have been successfully dealt with (either killed or
handed over to the town constable to await trial by higher authority)
the knights can report the fate of Sir Stephen's retainers to his
wife. Considering Lady Rowena's current state the knights should
attempt to break their news with some modicum of tact. [Courtesy.
Success = knights break the news gently and without upsetting Lady
Rowena too much. Failure = the knights deliver the news bluntly and
Lady Rowena becomes distraught.] Lady Rowena is upset by the news,
regardless of how well the knights broke it to her, but has suspected
the worst all along.

To honour the knights' endeavours Lady Rowena has a modest feast
prepared for the knights. No other knights are in attendance.

Favourite food: Suckling pig stuffed with sage and almonds.

Favourite entertainment: Cymri bard singing tales of happier times.

During her husband's illness she is officially in charge of the manor
and its welfare. During the feast she stands and offers the knights a
reward. "Sirs! You have captured the bandits that have been troubling
these parts and for that I thank you. Alas my husband's retainers have
been most cruelly slain by the brigands and our lands are defenseless.
Kind sirs, would you accept a permanent position in my husband's
household as his vassals?". Should Sir Stephen have been cured of his
malady then he makes a similar offer. Each knight who accepts the
position receives a manor house with an accompanying farm worth 6L per
annum, plus initial goods equal to 3L. The manors were used by Sir
Stephen's deceased knights but were not hereditary lands; instead
reverting to Sir Stephen upon the knights' demise. The player knights
should not feel as if they have to accept the offer - this is merely
an additional reward for a party of knights who are not already in
service to a lord and would like to be.

If the knights turn down the offer of service, for any reason, each of
them is thanked warmly for their help and given 10L worth of goods as
a reward. An extra 4L worth of goods is given if Sir Stephen was cured
by them. The knights have also made useful allies in Sir Stephen and
Lady Rowena and may stand a chance of successfully courting their
daughter.

If the knights cure Sir Stephen and accept the offer of employment
their first task is to travel to Sarum and escort Sir Stephen's
daughter Madeline back to Bruton.

Glory Awards

Standing to face the black guardian after weapons can be seen to do no
harm to it - 40 points

Temporarily banishing the black guardian - 200 points (first time
only)

Smashing the stag skull and freeing the spirit - 100 points

Fighting the skeletons - 10 points (first fight only).

Subsequent fights - 5 points (to a maximum of 50 points)

Capturing the bandits and handing them to the constable to await
justice - 10 points per bandit. Also check their [Just] Personality
Trait if it is below 16

Slaying the bandits outright - 10 points per bandit slain

Returning the stolen booty to Sir Stephen for redistribution - 10
points. Also check their [Honest] Personality Trait if it is below 16

Curing Sir Stephen of his madness - 30 points

Accepting the offer of service (if not already in service) - 100 points

** THE BESTIARY **

THE GUARDIAN OF CREECH HILL

The creature that guards Creech Hill is described by those few
unfortunates who have got close to it as a black humanoid without any
distinguishable features. A few talk of it having horns, but none
would swear by it.

What is quite clear, however, is that the creature is very agile and
can sometimes be seen leaping and bounding around the hilltop, as if
performing some strange dance. It also possess great stamina and never
seems to become fatigued. The creature has neither the ability, nor
the desire, to speak to mortals.

The creature is dispelled by sunlight. At first dawn the creature
suddenly vanishes, and all those currently affected by its powers
return to normal. Those who are suffering long-term effects must still
wait until the powers' effect ends naturally however.

The creature is an ancient and powerful Unseelie faerie, bound here by
the Celtic druids who once worshipped here to guard the hill. When the
Romans came it tormented them, even though they worshipped an aspect
of Cernunnos, and the priests would only visit the site during the
day, preferring to live in the nearby settlement at Bruton during the
hours of darkness rather than staying in the temple grounds.

The creature is unlikely to be harmed by the player knights as it can
only be harmed by iron weapons or by weapons specifically designed to
harm faeries. It does not suffer knock-back effects, nor does it
attempt to avoid any of the blows. Should the creature be reduced to
zero hit points or lower it is temporarily dispelled, returning
completely healed on the night of the next full moon.

SIZ 24 Move see below Major Wound 30
DEX 17 Damage n/a Unconsciousness n/a
STR 20 Heal Rate spec. Knock Down n/a
CON 30 Hit Points 54 Armor 10 (immune to normal weapons)
APP 3

Attacks: no physical attacks (see below for special powers)

Significant Traits: Energetic 21, Cruel 23, Arbitrary 20

Significant Passions: Hate (Non-Druids) 18

Significant Skills: Dance 15, Faerie Lore 20

Special Powers:

Transfixing the Mortal Body: This power allows the creature to root a
mortal to the spot, making it impossible to move. The victim receives
a [Constitution] test to break free, but if that roll fails the victim
is stuck to the spot until sunrise, or until the creature cancels the
effect. The victim may use his arms, however. If the resistance roll
Fumbles, the victim is completely paralysed. All those within 5 yards
of the creature are affected. The creature may use its other powers
whilst this power is active.

Unholy Scream of the Ancient Soul: Everyone within 15 yards of the
creature who hears it scream, and covering one's ears does not help,
must make a [Valorous] Personality Trait roll with a -5 penalty or
flee until out of sight and at least a mile from the creature. If the
roll is a Fumble then the victim goes indefinitely insane.

While fleeing, the victim does almost anything to get away. If
prevented from fleeing, the victim may cower in terror, roll up in a
ball, or, in very rare circumstances, he might enter a berserk
state. Player knights who are berserk when initially encountering this
power are unaffected by it.

A favourite trick of the creature is to chase individuals who are
fleeing, so forcing them to keep running until they drop from
exhaustion. The creature can keep up with any human or animal,
regardless of its ground speed, if it succeeds in an [Energetic]
Personality Trait roll.

Maniacal Laughter of the Insane Spirit: The laughter of the creature
deafens mortals and disturbs their ability to concentrate on
tasks. All rolls made suffer a -5 penalty. In addition all those who
hear the sound, and covering one's ears does not help, must make
appropriate [Awareness] skill checks to be able to make out what
others are saying to them, the laughter drowning out all other
sounds. This power lasts until the creature stops laughing.

Incorporeal to Nature's Body: The creature can freely pass through,
and is passed through by, wood and earth (includes all metals except
iron), including items made of these substances. Such items pass
straight through the creature as if it does not exist. The creature
takes great delight in watching mortals' reactions as they try
desperately to harm it.

SKELETONS

The skeletons are typically useless guardians, animated by the Old
Powers to protect the goods buried with them. They are far more use
for their fear value than they are for actually killing anyone.

As can be seen, a single decent blow destroys them. However, the
skeletons re-animate five rounds later and come searching for those
who disturbed their eternal rest. They keep this up until they cannot
find the intruder within the confines of the Celtic temple.

SIZ 11 Move 2
DEX 8 Damage 4d6
STR 11 Hit Points 5
CON n/a Armor 4 + shield
APP n/a

Attacks: Sword 10

AVATAR OF CERNUNNOS

The avatar of Cernunnos holds a very small fraction of the true power
of the ancient stag-horned god. Placed in the temple when the Romans
were invading Britain, its function was to protect the inner area from
intruders and those who would rob its treasures in case the mortal
guardians were defeated.

SIZ 16 Move 3
DEX 10 Damage 6d6
STR 18 Hit Points 46
CON 30 Armor immune to normal weapons
APP 0

Attacks: Butt 16

Significant Traits: Vengeful 14, Arbitrary 16, Cruel 9

Significant Passions: Hate (Intruders) 18

If the stag hits, the victim may only use his [Constitution] divided
by two as armor. Normal armor is of no use in stopping this attack as
the spirit is actually trying to possess the target and is attacking
his "soul". Damage inflicted is all subdual damage and the victim
cannot die from this attack. When the victim's hit points drop below
zero he merely passes out. He regains consciousness in 60 minus his
CON minutes. If the victim falls unconscious then a part of the spirit
possesses him. The spirit may possess up to ten victims per day. After
this number it must rest within the skull for 24-hours.

Before the first night of the next full moon the possessed victim's
body changes into that of a normal stag. On the first night of the
next new moon following the physical transformation the victim's mind
becomes that of an animal and the change is totally irreversible by
mundane methods, including magic (curing the affliction would make a
good quest-style adventure).

The spirit itself can only be affected by iron weapons, weapons which
have been specifically designed to damage spirits or faeries, and by
certain magical spells known only to the Druids. However, the stag
skull is the spirit's home and ties it to the real world. If the skull
is smashed the spirit is released and forced to depart to the distant
faerie lands, never able to return.

The skull has 10 armor points and 25 hit points.

THE BANDITS

Two different categories of bandit currently make up the members of
this band; those using low quality armor and weapons, and those who
have donned the armor and weapons of Sir Stephen's vanquished knights
and who now pose as servants of the King.

SIZ 12 Move 2 (+1) Major Wound 12
DEX 10 Damage 4d6 Unconsciousness 6
STR 12 Hit Points 24 Knock Down 12
CON 12 Armor 4 + shield ("knights" have 10 + shield)
APP 8

Attacks: Great Spear 8, Dagger 8, Sword 6

Significant Traits: Cruel 13, Valorous 8, Suspicious 16

Significant Passions: Hate (Knights) 12

Significant Skills: Awareness 18, Hunting 16

Lady Rowena of Bruton

Lady Rowena is the beautiful wife of Sir Stephen, the ruler of Bruton.
She is elegant, witty, charming and totally devoted to her husband and
his welfare. Underneath her composed and pleasant exterior lurks a
fiery temper that has made battle-hardened knights flee her presence.
Knights who try to take advantage of her in any manner will soon
regret it!

She and Sir Stephen have been married for fifteen years and have but a
single daughter, Madeline, who was born the year after their wedding.
Since then they have had no luck in their attempts to produce more
offspring. Lady Rowena is extremely protective of her daughter and
potential suitors have to perform a variety of tasks to prove that
they are worthy enough to marry the girl. Madeline is currently
travelling to Sarum to stay with family friends. Her mother sent her
there so she would not see her father in his current state.

Lady Rowena's woman's gift is +1d10 APP and is already included in her
statistics.

Current Glory 1250
SIZ 12 Move 2 (+2) Major Wound 9
DEX 13 Damage 4d6* Unconsciousness 5
STR 10 Heal Rate 2 Knock Down 12
CON 9 Hit Points 21 Armor 2 (heavy robes)
APP 23 Age 31

Attacks: Dagger 10 (* subtract 1 die for dagger)

Significant Traits: Chaste 15, Valorous 5, Suspicious 14, Energetic
12, Vengeful 14

Significant Passions: Hospitality 15, Love (Family) 17

Significant Skills: Chirurgery 17, Courtesy 15, Dance 13, First Aid
16, Industry 13, Stewardship 16, Battle 11

--

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