BRP - Mythic Iceland Adv - Night of The Yule Cat
BRP - Mythic Iceland Adv - Night of The Yule Cat
BRP - Mythic Iceland Adv - Night of The Yule Cat
OF THE
YULE CAT
A Holiday Adventure for Mythic Iceland
You know the Yule Cat Christian conversion in the year 1000. As the sto-
- that cat is very large ry starts, the pagan player characters are preparing
We don’t know where he came from to celebrate the mid-winter festival of Yule (“Jól”
Nor where he has gone in Icelandic), which is described in Grettis Saga as
being a time of “greatest mirth and joyance among
He opened his eyes widely men.”
Glowing both of them With minor changes, it is also possible to run
It was not for cowards this scenario for Christian player characters living
To look into them in the years after the country has converted to the
new faith. Early Christians in Iceland associated
Yule with Christmas and celebrated it on the same
His hair sharp as needles
date.
His back was high and bulgy
Timing is important in this scenario. The GM
And claws on his hairy paw
should keep track of the hours in the day. Try to
Were not a pretty sight
build a sense of urgency by reminding the players
often that they need to complete their quest before
Therefore the women competed
midnight, or many young lives will be lost. Do not,
To rock and sow and spin
however, tell the players how many hours exactly
And knitted colorful clothes
they have left, as the their characters would them-
Or one little sock
selves have difficulty establishing the time of the
day when in the darkness of winter and under a
For the cat could not come
cloudy sky.
And get the little children
They had to get new clothes
From the grownups
- Jóhannes úr Kötlum,
Icelandic poet
SYNOPSIS
The scenario starts with the PCs finding out that
This is a short scenario based on the old Icelan- the new clothes their children were going to wear
dic myth of the Yule Cat, the huge and monstrous at Yule night, tonight, have been stolen. They go
black cat that eats children who don’t have new to their local chieftain seeking guidance, only to
clothes to wear at Christmas eve. find out that the same has happened to all the other
The story takes place during the Pagan Com- farms in the region. A völva, an old woman with
monwealth period of Icelandic history, before the the gift of seeing into the future, tell the PCs that
they are the ones who should be seeking the stolen
Mythic Iceland
copyright © 2011 by Chaosium Inc. and Pedro Ziviani
clothes, trying to find them before the Yule Cat so they tricked those elven children into stealing
comes to eat the children at midnight. the new clothes belonging to their human friends.
After talking to the children, the PCs discov- Later, they took the clothes from the children, and
er that exquisite wooden toys were left behind in they plan to hide them.
place of the clothes by whoever took them. The Once those elven soldiers find out that a
children say they have seen similar toys with their group of humans is getting close to find out about
friends from the mountains, the children of the what they have done, they will set a trap for them.
‘hidden people’.
The PCs travel to the mountains on a quest
to retrieve the new clothes. On the way there they PLAYER CHARACTERS 3
encounter a group of men being attacked by polar
bears. As they try to help, the men vanish into thin The player characters are all established house-
air. It is a trap. After fighting the bears they final- holders. Each and every one of them are farmers
ly meet the hidden people, and go into their farm- who own their own land. Also, they are married
house. The children of the hidden people explain and have each a few children of their own.
that they were tricked by a group of elven soldiers It is not important where in Iceland the play-
to steal the new clothes from the human children, er character’s farms are located, but they must be
and that the soldiers then took the clothes from all in the same region and belonging to the same
them. goðorð (chieftaincy).
Following the clues, the PCs find a cave and
inside it they find the group of elven soldiers. The
must fight and retrieve the children’s new clothes.
Once they have the clothes, the PCs travel
back to the chieftains farm, getting there right at
SCENE 1:
midnight. They must distract the monstrous Yule
Cat long enough so that all children can be dressed
CLOTHES GONE
in their new clothes and thus spared the terrible
fate of being eaten alive by the gigantic beast. It is the morning of the day before the start of Yule
If they act with bravery, the PCs might just celebrations. All the family is up in this cold and
be able to save the Yule celebrations. dark winter morning. The wind howls outside and
snow is falling.
This is a busy morning at the farms of each
What is Really Going On of the player characters. Each family has been pre-
paring for tonight’s Yule feast for several weeks.
Cattle has been slaughtered, skýr (a type of yo-
A group of elven soldiers from coming from Álf-
gurt) has been prepared, and shark meat has been
heimur, the world of the elves, was on an explora-
carefully rotten to the exact point, and urinated on
tion mission in Miðgarður, the world of men. They
for optimal flavour, as tradition demands. The chil-
met a group of children belonging to elven fami-
dren have been busy for months as well, making
lies who had long ago decided to emigrate from
the clothes they will wear tonight and for the next
Álfheimur and had settled here in mythic Iceland.
few months after that, out of the wool from the
There is an unease peace between the royal elven
farm’s sheep.
houses of the elf world, and those who abandoned
Just as the player characters are getting ready
that world and are now called ´the hidden people´
for today’s work at the farm, in each of their
by the humans.
homes, the children scream, terrified. The children
The soldiers decided to stir a little trouble.
are shaking and crying; saying between sobs that
They knew about the the Yule Cat and the magical
they don’t want to die.
binding that compels it to eat any human children
who are not wearing new clothes at Yule night,
Let each of the players roleplay the interac- open wooden trunk where the children keep their
tion with their own children. The GM should try to clothes, and see that it is empty.
give to each child a distinct personality and memo- The children have good reason to be this
rable description, so that they will seem more real frightened. Everyone knows it that children with-
to the players and so lend a greater sense of impor- out new clothes in Yule night get eaten by a terri-
tance to the quest to protect them throughout the ble monster called the ‘Yule Cat’. The player char-
adventure. acters themselves have been using the threat of the
In order to calm the children down, it is nec- Yule Cat to persuade their children to work hard
essary a successful Easy roll of Charisma (APP so that they would finish making their clothes in
x5). The Charisma characteristic measures inter- time for Yule.
personal reactions, and so it’s a good fit here. Once Now, there is only one thing to do. The player
they have stopped screaming, the children explain characters can’t individually hope to find who stole
that when they opened their wooden trunks they the clothes in time by themselves. So a decision is
realized in horror that their new clothes, that they quickly made by the adults in each of the house-
should be wearing later today, were missing. holds to travel to the farm of the goði (chieftain),
The player characters can look around for with all the family. The goði will have the resources
themselves for the cause of their children’s fright. to know what to do, or at least he can organize an
A successful Easy roll of Spot means they see the
SCENE 5: SCENE 6:
TRAVEL A TRAP!
The place pointed by the children as the home of When the player characters are getting close to
their friends is on a hill on the top of the valley. their destination, they find they can see some com-
The snow is so thick on the ground that horses can- motion at a distance: a group of four people are
not be used on this journey. The player characters fighting three polar bears. Not much detail can be
will have to travel on skis. seen from this far, however, with their vision ob-
There is a fierce and cold wind blowing from scured by the falling snow.
the north, against the direction the player charac- If the players characters hesitate to run and
ters are travelling, and more snow is falling. Also, help the people being attacked by the bears, re-
depending on the time they start their journey, it mind them that they are still in the valley where
is likely that they will travel mostly in darkness. they have their farms, and that these could thus
There is only about three hours of daylight in Ice- be people who they know or even be their rela-
land at this time of the year. tives. Also, the Norse sense of honor should com-
The GM should ask for a roll of Ski skill. If pel them to fight to protect those people.
all players succeed, the group will take about four When the player characters get closer, the
hours to arrive at the top of the valley where they GM should ask them to make a Spot skill roll.
want to get. If one or more fails the roll, the en- Those who succeed notice that the people being
tire group gets slowed down and the journey takes attacked wear strange armor which covers their
one more hour, making a total journey time of five whole bodies, save for the head, in dark layered
hours. If one or more of the characters rolls a fum- plates which look almost like lizard scales. They
ble, that means the character has slipped and twist- are also somewhat shorter than the average Ice-
ed his ankle, and the journey now takes even lon- lander, and are defending themselves with spears.
ger, making for a total of six hours. Those PCs who failed the Spot roll never notice
The GM should strive to describe how dif- these details, having had their view obscured by
ficult and taxing this journey is, as well as dan- the falling snow and being distracted by the threat
gerous. Tell the players that their characters hear of the polar bears.
strange noises and at times they think they can see Just before the PCs reach them, those strange
large dark shapes moving in the night. Everyone people disappear. They simply vanish into thin air.
knows that it is not safe to travel in the darkness of The bears are confused by that for a brief moment,
winter - if the weather doesn’t kill you, there is a but then, already in a blood rage, they turn their at-
good chance that the mythical creatures will - but tention to the PCs and attack them.
this is a desperate situation they find themselves in.
SCENE 13:
WAS YULE SAVED?
Hopefully the PCs will have acted fast and saved
Yule! Or at least managed to save some of the
children.
FICTION
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Robert Bloch has become one with his fictional
Eldritch Evolutions
Basic Roleplaying
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The package includes a 22”x34” Mythos Vade pertinent buildings, useful people, and important
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Mythos. for d20 Cthulhu are also provided. for one of the original and most influential role
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