White Wolf

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For any ETERNAL CHAMPION Series Game

Explore Three Deadly Temples!


Enter the Accursed Realbn of Zhorth, Lord of Chaos
WHITE WOLF, a supplement for the Eternal Champion series of roleplaying games,
presents many items of interest to gamemasters, particularly those wishing to run
high-level campaigns. The book contains:
Complete information, stats, and maps for three powerful temples of the Young
Kingdoms. DARKSPIRE: Temple of Chaos is a mysterious and sinister place, with many
dooms for the unwary adventurer. From this dark abode the twisted worshippers of
Mabelrode, the Faceless God, bring fear to all who fail to bow down to the power of
Chaos! The Temple of the Eternal Flame lurks in the fiery heart of an ancient volcano.
This remarkable temple is dedicated to the worship of Kakatal, Lord of the Fire
Elementals. The mighty fortress of HAVEN: Temple of Law stands defiant against the
minions of Chaos, and offers refuge to all who flee their wrath. Its courageous guardians
worship four great Lawful dieties: Donblas, Goldar, Arkyn, and Callandus. They stand
ready to battle Chaos whenever called upon by the faithful.
Escape From Yellow Hell, a high-level, ultra-magical scenario that will challenge even
the most powerful adventurers. The adventurers must rescue a priest trapped in the
Yellow Hell, a x5 Chaotic plane of the damned ruled by Zhortra, Lord of Chaos.
WHITE WOLF also contains naval rules for the Eternal Champion series, suitable for
any campaign, and new data on Elric of Melnibone (the "White Wolf").

Any adventurer created for an Eternal Champion game will function without flaw in any
scenario in the series. The strength of Law or Chaos on a plane may affect a character's CHAOSIUM INC.
magical ability. $8.95 - 2108

00042
The
ETERNAL
CHAMPION
series of 0 12515 00795 5
roleplaying games
ISBN 0-733635-42-7
WHITE WOLF
WHITE WOLF
Temples: Stewart Wieck
Escape from Yellow Hell: Kevin Freeman
Ship Rules: Greg Stafford, Charlie Krank
Elric: Sandy Petersen

Cover: Steve Purcell

Maps: Carolyn Schultz Savoy

Editing: Sandy Petersen

Design and Production: Bill Dunn

Temples, Demons, & Ships of War


Based upon the characters and novels created by Michael Moorcock. This book is authorized by Michael
Moorcock. WHITE WOLF is based on the characters and situations of the Elric Saga, Chronicles of Count
Brass, and History of the Runestaff novels, and is used with permission.

WHITE WOLF is copyright © 1987 by Chaosium Inc.; all rights reserved.

ISBN 0-933635-42-7

Printed in the United States of America.

WHITE WOLF is publication 2108, published by Chaosium Inc.

WHITE WOLF is infended for use with any Eternal Champion system game (currently the
STORMBRINGER and HA WKMOON games) which are copyrighted by Chaosium Inc. To fully enjoy this
book, readers need to be familiar with the STORMBRINGER rules.

Reproduction of the material within this book for the purposes of personal or corporate profit, by
photographic, electronic, or other methods of duplication, reproduction or retreival, is strictly prohibited.
Except in this publication and associated advertising, all original artwork for WHITE WOLF remains the
property of the artists; all rights resewed.

For questions or comments concerning WHITE WOLF, and for a free catalog of Chaosium products, write to
Chaosium Inc., Box 6302-WW, Albany CA 94706-0302, U.S.A. Rules questions must be accompanied by a
stamped, self-addressed envelope. If possible, please phrase your questions so that we may give yesho
answers.
How to Use This Book
WHITE WOLF contains a number of different items for Hell is a full-fledged chaotic plane, and its weather, monsters, and
you, the gamemaster, to integrate into your Eternal general ambiance are highly inimical to frail humanity.
Champion system campaign. These items can be used
individually or as a group. INTERDIMENSIONAL TRAVEL
In WHITE WOLF, HAWKMOON characters may travel from
The Temples Tragic Millennium Earth to the Young Kingdoms, where they
will find the temples of Chaos, Fire, and Law, or they may be sent
These three powerful temples are situated in the Young to the Yellow Hell, perhaps as part of a mixed group of
Kingdoms, the world of Elric. Each one shows different aspects adventurers from various planes.
of the STORMBRINGER system. Of particular interest are the
many and varied non-player characters and exotic entities Although the games STORMBRINGER and HAWKMOON
inhabiting these temples (58 in all). are constructed to allow easy travel between them, there are
certain effects which interdimensional travel forces upon a
It might be interesting to set the temples of Chaos and Law character. The strongest effects concern demons.
only a week's travel or so from one another. A minor war could be
run with this competition as the basis (and perhaps with the Entering Yellow Hell or the Young Kingdoms
Temple of the Eternal Flame as a neutral third party conducting
negotiations with both sides). Sorcerers entering Yellow Hell discover that their demons
suddenly are increased in power to five times their original value,
due to the highly chaotic nature of the plane. Each bound demon
Elric, the White Wolf may make an immediate attempt to break its binding.
This book contains revised statistics for Elric of Melnibone. It is Fire elementals find the hot environment of the Yellow Hell
suggested that interaction with supremely powerful and highly favorable to their nature, and are doubled in power.
unpredictable characters such as Elric not be an everyday
occurrence in your campaign. However, the occasional No change occurs to a native of Tragic Millennium Earth
appearance of the White Wolf on the peripheries of the campaign upon entering the Young Kingdoms or Yellow Hell. Flamelances
(terrorizing a city, tracking down his enemies, etc.) can be an still function, mutants retain their special power, ornithopters fly
exciting experience for your players. These revised stats are perfectly well. Science, the tool of Law, works just fine in Elric's
offered for such purpose. If you have already taken the trouble to world or in Yellow Hell. However, the tools and sophisticated
generate your own set of stats for Elric, feel free to ignore these. infrastructure necessary to science are generally unavailable
anywhere in the Young Kingdoms, and are certainly not
The Eternal Champion accessible in Yellow Hell.

Ship Rules Unless a traveler brought his equipment with him, no


HAWKMOON Lore skill can operate at higher than 20% in the
These rules will assist you in adding some authentic details to the Young Kingdoms or Yellow Hell.
periods of sea travel or combat in your adventures. In the pullout
section of this book you will find several pages of filled-out Ship Technological Weaponry in the Young Kingdoms
Sheets, primarily warships. You may wish to photocopy these and Yellow Hell
sheets to produce small fleets.
Flamelances and similar technological weapons are generally not
Major sea battles and other grandiose naval events will still considered magic, and do not damage demon armor, though
need special work on your part to run in full, but these rules allow damage points in excess of the demon armor's protection will still
you to deal with that part of the battle that the player characters are damage the wearer.
personally involved in. Certain special weapons, such as the Sword of the Dawn, can
harm demon armor. And other weapons, such as acid or sonic
cannons, produce effects too devastating or too subtle to be
Escape From Yellow Hell blocked effectively by demon armor.

Yellow Hell is a chaotic plane of damned souls, which the player


characters must enter to perform a rescue. This adventure is
designed to challenge powerful player characters. Escape From
Yellow Hell also serves as a showcase of what can be done with
the magic system of the Eternal Champion series. The Yellow
DARKSPIRE: Temple of
Chaos
I. Worship Demon Knockers (demons of protection)
STR 0 CON 51 SI 21 POW 30 CHA3

This is a temple devoted to Mabelrode, called the Faceless. This Special Ability: paralysis
temple and its plots are all the work of one very perceptive mortal
mind, that of the 92-year-old Agent of Chaos, Mekmakabis. When approached, the two faces of the doors speak in unison,
Mekmakabis is the high priest of this temple, though he serves "Who is our lord and the lord of all kingdoms?" Answering
invisibly, for he rarely leaves his ebony tower. Instead, he uses simply "Mabelrode" is insufficient - the correct reply is, "He who
demons as his representatives. has no visage."

Mekmakabis constantly seeks ancient lore, carrying on his The demon door tells anyone failing to give the password to
research in his tower while the other priests carry on the knock and wait for an attendant. In fact, it will actively try to
traditional bloodthirsty worship of Mabelrode in the surrounding convince any such person to knock. If anyone touches one of the
temple. door knockers, it instantly attempts to paralyze him by matching
its POW versus his in a Resistance table roll. If the demon's POW
This temple has become famous to worshipers of Mabelrode, overcomes the target's POW, then the target is paralyzed for the
who make pilgrimages across great distances to experience the next ld6 hours. In the meanwhile, the demon doors will scream
indefinable energy coursing through the building. None of these loudly, giving the alarm and signaling to the priests the presence
pilgrims ever meet, or even hear about, Mekmakabis. of another paralytic prisoner.

The temple can be placed wherever the gamemaster deems 2) THE MAIN WORSHIP CHAMBER: the Wednesday night
best. Some plausible spots would be in Pikarayd, the Silent ceremonies are held here. Most worshipers never come further
Lands, or the Jungle Lands. than this chamber, which is octagonally-shaped and has seven
doors. On either side of the front double doors are wooden stands.
This is a powerful bastion of Chaos. Characters who plan to A close examination reveals that the wood is veined, and throbs
assault this temple had best prepare to die for their cause! gently. Each stand holds six or seven iron bands, made to fit
around the forehead. Each hand has the symbol of Chaos
engraved upon it. Identical demons of possession reside within
II. Temple Description the iron bands.

From outside, the temple is a black building surrounded by a


wasteland of bare dirt and dead grass. The temple's form is Iron Band Demons
basically octagonal, but distorted, as if the walls themselves had INT 20 POW 20
been tortured. A slender ebony spire rises out of the center. Special Abilities: telepathy and power drain
Despite many irregularities, the tower is clearly eight-sided and
stands quite straight, an amazing feat considering its 175' height Every priest of the temple wears one of these bands. The bands
and narrow width. A morbid note is added by the huge flock of allow the priests to pass through all but one demon door in the
vultures circling the tower, apparently aware of the death taking temple without interference. The demons' telepathic ability
place within the walls. renders Mekmakabis capable of instantly sensing whether an
intruder is wearing a band. In such a case, he commands the
Note that the numbers for each area below correspond to those demon to attempt possession.
found on the map.
The demons' Power Drain ability is used as a second mode of
1) THE FRONT DOOR: the defenses start (where else?) at the attack versus intruders, a punishment for erring priests, and a
front doors which are, logically enough, demon doors. Though method of sacrifice. It works exactly as the normal demon powers
the entrance is a double door, with an eyeless, noseless face on of Strength Drain and Life Drain, but sucks off POW instead of
each, a single demon operates them both. Each door has a door CON or STR. POW lost in this manner is not added to the demon's
knocker, each a demon. The knockers have identical statistics. own POW, but is automatically transferred to the Demon Egg (see
Mekmakabis' description for details).
Demon Double Door
CON 90 SIZ 30 INT14 POW 40 CHA20

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