TEXT: 1 
  Cthulhu Dark Ages – Here be Dragons 
  Deane P. Goodwin 
   
  Copyright © 2003 Deane P. Goodwin 
  Here Be Dragons 
  “Regin hath drunk of the dragon's blood and will become a wolf” – Saga of the Volsungs 
  This scenario is designed to introduce inexperienced 
  players to Cthulhu Dark Ages. It provides instruction in 
  the use of skills and the basic game system. Many 
  potential plots and scenario ideas are left unexplored but 
  are available to the astute keeper as nuggets for an ongoing 
  campaign. The lethality of the main antagonist, the lloigor, 
  is also left to the discretion of the individual keeper. 
  Players’ Information 
  The rural settlement of Clotton on the Ton seems an idyllic 
  place to live. It is situated in the picturesque Cotswold hills 
  looking down on the Severn valley to the Northwest, with 
  rolling wolds and steep wooded valleys. Recently, a 
  strange gloom has descended on the village; Neighbors no 
  longer seem as friendly, animals are behaving strangely, 
  and the very trees themselves seem to loom in an eerie, 
  forbidding manner. The monks have no answer; indeed, 
  they but scowl and walk away if asked. 
  Keeper’s Information 
  In the distant past, the Romans built a fort on this site, 
  using it to pursue and pacify the local populace. The 
  druids, in an attempt to drive the Roman invaders from 
  their land, unwittingly summoned a lloigor. Finding the 
  creature dangerous, the druids soon realized that they 
  lacked the power to either control or banish it. They were 
  able to bind the lloigor within their druid ring, where it has 
  remained imprisoned. Over the intervening centuries, the 
  binding has weakened. With the arrival of the villagers, the 
  lloigor now has access to the power it needs to break the 
  binding. The lloigor’s sole motivation is escape; if left to 
  its own devices it eventually leaves without taking any 
  overt action against the village. 
   
  Clotton 
  Clotton on the Ton is a relatively new village numbering 
  some 100 souls, mostly farmers. It was built as a natural 
  trade stop between Gloucester and Exham, and provides 
  income to Stearc (“the severe”), first earl of Severnford. 
  The village is built on the site of an old Roman fort. Earl 
  Stearc has raised a mill for the villagers use and the village 
  has a stable with its own smith. Most buildings are either 
  rude stick huts or wattle and daub constructions, with only 
  “official” buildings being made from hewn wood and/or 
  stone. Habitations follow a quite regular pattern along the 
  central street; adjoining fields extend outward at the back 
  of each hut or house, with back lanes at the rear of each 
  plot. In Clotton, only the ancient Saxon church and the 
  Priory boast significant quantities of stone, being built on 
  the foundation of the roman fort 
   
  Keepers are reminded of the climate of the times. Belief in 
  an active demonic assault on humans is a very real part of 
  the fabric of life, and is not considered unusual. 
  Performing rituals or other strange acts could easily lead 
  to both religious and temporal penalties. Cleric types 
  would be hard pressed to justify Mythos investigation with 
  their religious beliefs, although outland converted 
  “heathen” types might have an easier time of it. 
   
  Lloigor “Sendings” 
  These are the crux of the scenario’s mood and tone. The 
  lloigor’s sendings should gradually increase in intensity 
  throughout the scenario, altering the senses and 
  perceptions of the investigators and other characters at an 
  increasing rate. In their earliest manifestations, foods may 
  taste odd, motions are seen at the edge of vision, odd 
  smells occur without noticeable reason, odd random 
  sounds, excessive attention to the feel of various textures, 
  etc. In short, any type of sensory distortions the keeper can 
  devise. At their most extreme, symptoms include auditory 
  and visual hallucinations, foods that taste rotted, charnel 
  smells, dizziness, and disorientation. These should slowly 
  worsen as the lloigor gains strength. It would not be 
  unreasonable to invoke skill penalties, especially in the 
  areas of Thought and Perception. Sanity losses during 
  extreme bouts are in order. Animals are also affected by 
  these sendings, Dogs bay at nothing, sheep and cows mill 
  about in strange ways, wild animals prowl the edges of 
  village and the farms, etc. 
  Scream 
  A horrendous screaming and wailing pierces the bright 
  sunlit day, growing ever louder as the source approaches 
  the village center. Those who rush out to find the source of 
  the disturbance, witness Mjukr (name of Norse origin 
  meaning “meek”) dragging his struggling, reluctant wife, 
  Elspeth, into the village. Clearly, she is the source of the 
  disturbance, her struggles and screams interspersed with 
  incoherent babbling and raving. Among this ranting, can 
  be heard comments about “seeing the dragon”, statements 
  that “he is coming”, and an insistence on “helping ease his 
  passing”. A few untranslatable words should be 
  interspersed here as well.  
   
  A crowd has gathered from the ranks of the monks and the 
  villagers, all of who may offer an insight or opinion on the 
  poor woman’s state of mind. Thoughts put forth may range 
  from madness to disease and to demonic possession, 
  depending on the speaker. Proposed treatments include 
  dunking, bleeding, leeching, exorcism, and anything else 
  the keeper cares to introduce. Encourage the investigators 
  to participate in this discussion. Listen, Persuade and 
  Status rolls may be called for. 
   
  Questioning Mjukr elicits the information that she awoke 
  today very much distressed and has grown progressively 
  worse throughout the day. Much that she said made no 
  sense to him, including some ranting in an unknown 
  tongue unknown. After failing to perform her duties about 
  the farm, she began walking aimlessly across the fields 
  toward the forest. When he attempted to stop her, she 
  became violent, kicking, biting, and clawing. 
  
  2 
  Cthulhu Dark Ages – Here be Dragons 
  Deane P. Goodwin 
   
  Copyright © 2003 Deane P. Goodwin 
  It begins 
  At this time, the weaker sendings of the lloigor should 
  begin to make themselves felt. With a Natural World or 
  Idea roll, investigators should note a subtle disharmony; 
  shadows at odd angles and places, a “difference” in the 
  quality of the sunlight, a stillness and closeness to the air, 
  and a sense of expectation and waiting. A Sanity loss of 1 
  point is in order. 
  Elspeth definitely needs watching or guarding in some 
  manner. The form of the watch is decided by the 
  prevailing theory as to her ailment. As this decision is 
  being reached, the Priory bell begins ringing Nones (3 
  PM). 
  A strange change of attitude 
  During the tolling of the Priory bell and for a 5-10 minute 
  period thereafter, Elspeth’s demeanor visibly changes. She 
  becomes calmer and says she doesn’t have any idea what 
  happened to her but she is fine now. She apologizes to 
  everyone for the disturbance. Any investigator failing an 
  Insight roll tends to believe her.  
  After this brief period of calm, another Insight roll notes a 
  marked decline in her behavior, although the violent 
  outburst does not reoccur at this time. Elspeth begins to 
  mutter under her breath. Listen rolls hear her seemingly 
  conversing with some unseen being. Again, this 
  conversation is interspersed with foreign words and 
  phrases. If she notices the attention to her behavior, she 
  stops verbalizing, but continues to move her lips, and in 
  general act as though in communication with someone. 
   
  Play her demeanor as either mad or possessed. The logical 
  place for her to go for observation is to the Priory. While 
  there, she displays the rising and subsiding symptoms 
  described previously. At the moment of the keeper’s 
  choosing, Elspeth escapes to attempt to aid the lloigor. 
   
  Interlude 
  This is an optional event.  
   
  At a time of the keeper’s choosing, Thoric the Fisherman 
  comes to village, bringing his catch. Investigators easily 
  notice the same type of muttering and speaking to unseen 
  entities as was previously observed in Elspeth. Thoric is 
  stooped over, walking with a shuffling gait, and appears to 
  have some form of disease, as his skin has turned gray and 
  hangs loosely from his flesh. Thoric is totally in thrall to 
  the lloigor, which is precipitating his change into full Deep 
  One status. Any attempt at conversation about anything 
  other than buying fish is met with surly rebuffs and 
  scowls. If anyone attempts to physically grab or restrain 
  him, he lashes out with fist or knife, and at the first 
  opportunity makes his escape from the village and plunges 
  into the forest of Goatswood, heading generally toward the 
  druid ring. Any investigator seeking to follow him is 
  subject to Track and/or Spot Hidden rolls, but ultimately 
  Thoric’s track should be lost somewhere in Goatswood. 
   
  At the keeper’s discretion, a Luck roll may allow the 
  investigators to spot the druid ring, although it is not 
  recommended that events play out at this time. 
  Behind the curtain 
  After making good his escape, Thoric goes to the druid 
  ring with the intention of removing the stones necessary to 
  affect the lloigor’s escape. Unless interrupted by the 
  investigators, he removes four of the stones without 
  stopping, prior to disturbing the ghost of Caestir the Druid 
  (q.v.). The sight of Caestir makes Thoric step inside the 
  central portion of the druid ring, causing an immediate loss 
  of all magic points and unconsciousness. Thoric remains in 
  this state until removed from the central portion of the 
  ring, after which he begins to regenerate magic points and 
  regain consciousness. Further information may be found 
  under the section entitled “To the Ring!” 
  To sleep, to dream 
  Anytime the investigators are asleep, they are subject to 
  appropriate dreams about the lloigor, its location, and its 
  history. These might include visions of the Roman and 
  druids at war, scenes of the druid ring in the forest, and 
  vague shadowy figures of a dragon-like being. 
  The bells 
  The tolling of bells, being a part of the original binding, 
  weakens the lloigor’s sendings. Currently in the village is 
  the Priory bell, Radzik’s bell, a bell on Mjukr’s cow, and 
  one on the Small Merchant’s ox. The smith has enough 
  materials to create three small hand bells over a two-day 
  period, one day if he has an assistant with any kind of 
  metalworking skill. Alternately, a Dexterity roll allows the 
  untrained to successfully assist the smith. 
   
  The Priory bell is in a small bell tower and requires a 
  resistance table strength roll against the bell’s weight of 
  100 pounds. Up to five people can assist in the lowering. 
  Creating some form of mobile platform on a wagon or cart 
  requires 12 hours and a successful Repair/Devise roll. 
  Each bell actively being rung, adds the equivalent of one 
  POW to any resistance rolls against the lloigor’s influence 
  (see the section entitled “To the Ring!”). 
  The Village 
  Clotton Priory 
  A small Benedictine cloister that is charged with the 
  gathering and preservation of charters describing the 
  grants of land, some dating back to Saxon times! In 
  addition to the Prior, the Priory houses one illuminator, 
  three copyists and eight monks who perform the day to day 
  duties of the Priory.  
  The Priory basement holds many unique books and 
  historical documents including the Journal of the Roman 
  Legate, Patroclus, as well as a Celtic document, relating 
  the specific details of the original binding of the lloigor 
  (See “Chaining the Dragon” in the endnotes). These 
  documents may be found with successful Library Use or 
  Luck rolls. The Prior and the illuminator know of the 
  existence of these documents and may be persuaded to 
  bring them to light if the investigators fail to find them 
  through other means. 
  Lodging and meals are available to travelers. 
  
  3 
  Cthulhu Dark Ages – Here be Dragons 
  Deane P. Goodwin 
   
  Copyright © 2003 Deane P. Goodwin 
  Mill 
  Simple water turned grinding mill situated on the Ton 
  River. It is owned by Earl Stearc and is available to the 
  villagers for a small fee, usually fee-in-kind rather than 
  cash. John the Miller is able to grind the acorn flour 
  needed to rebind the lloigor in 6 hours, although he may 
  need Persuade or Status rolls to do so. The gathering of the 
  acorns is the responsibility of the investigators, requiring 6 
  hours of time. The finding of the mistletoe needed is 
  subject to Spot Hidden, Natural World or Luck rolls, at the 
  keeper’s discretion. 
  Stable/Smithy 
  Boarding of travelers’ animals and general metalwork can 
  be done here. The smith cannot make chain mail, shields, 
  or swords, although he can perform simple repairs to 
  existing martial equipment. He can make simple but 
  nevertheless functional weapons. Generally, any item 
  above 40d in price is beyond his capability. See the section 
  entitled “The Bells” for further detail. 
  Market 
  The market place is a plain cleared area, similar to a small 
  caravanserai. This is where locals and wandering 
  merchants gather to barter their wares, primarily on 
  Saturdays. 
  Fisherman’s shack 
  Thoric is a strange loner of a man, never truly at peace on 
  land. Unknown to all, including himself, he is a deep one 
  hybrid, whose change is hastened by the otherworldly 
  nature of the lloigor’s sendings. He is the first villager to 
  actively try to free the lloigor. 
  Radzik’s Cave 
  A small cave outside of village is the home of Radzik the 
  Leper. Radzik lives simply on foraged plants, snared small 
  animals, and the largesse of the Priory’s almoner.  
  He knows the location of the druid ring as well as the 
  forest for miles around. He can easily and without fail find 
  the herbs needed for Candyce’s potions as well as the 
  mistletoe, although he requires either a Persuade or 
  Bargain roll to do so. He is relatively unaffected by the 
  lloigor’s sendings, perhaps due to his leper’s bell, which 
  he rings faithfully when he is out and about. Anyone 
  wanting to interact with Radzik must make either an Idea 
  roll or a Science: Medicine roll to overcome his or her 
  ignorance and fear of his leprosy. 
  Healer’s hut 
  Candyce lives in a crude stick hut outside of the village. 
  Outside the hut are neatly arranged plots of vegetables and 
  herbs. A Natural World roll identifies the vegetables as 
  normal foodstuffs, while the herbs are standard types of 
  plants used in healing, although some darker, more 
  questionable items such as foxglove and nightshade can be 
  found as well.  
  Candyce is able to create a Potion to reduce the effects of 
  the lloigor sendings. She requires the gathering of Wild 
  Garlic and Vervain Root. Finding these items in the 
  surrounding woods takes successful Natural World and 
  Spot Hidden rolls and takes four hours to acquire. The net 
  result of this potion is an effective +1 POW rating for one 
  hour, beginning fifteen minutes after ingesting the 
  concoction.  
  Candyce knows the basic history of the druids and the 
  lloigor, including the mental effects of the sendings, 
  although specific details are not among her knowledge. 
  Mjukrs’ Farm 
  Home of Mjukr and his wife Elspeth, this is the closest 
  farm to the druid ring. Crops here grow strangely, 
  sometimes stunted; sometimes lush and fast. Mjukr’s cow 
  is unaffected by the sendings due to the bell around her 
  neck. Elspeth is one of those most affected, her first major 
  outburst being the precipitating event in this investigation. 
  To the Ring! 
  Within the forest, close to Mjukr’s farm, lies the druid 
  ring. Finding the ring without either Candyce or Radzik 
  present requires a successful Track roll. The ring was 
  raised centuries ago, but its final use was something for 
  which its designers hadn’t planned. The foliage around the 
  ring is unusually thick and lush, although a Natural World 
  roll indicates the strangeness of some of the plant 
  structures and appearances. Oddly, in the central portion of 
  the ring nothing grows (because of the invisible, 
  otherworldly presence of the lloigor). 
   
  History of the Druid Ring 
  During the battle with the Roman invaders, the druids 
  summoned the lloigor, hoping to use it to drive out the 
  Romans. Unfortunately, they were unable to control the 
  creature and were forced to battle it instead. Unable to 
  destroy or banish the creature, the druids used all their skill 
  to bind the lloigor inside the druid ring, sacrificing the life 
  of Caestir the chief druid to complete the binding. The 
  ghost of Caestir remains bound to the site while the lloigor 
  remains. Statistics for the ghost of Caestir and his actions 
  are found at the end of the scenario. 
   
  Approaching within 100 feet of the ring, allows the lloigor 
  to directly influence the approaching person (POW v POW 
  resistance roll) with the intention of having them 
  physically remove the stones from the ring. Each of the 12 
  stones requires 4 hours of digging and a successful STRx5 
  roll. The use of a horse, ox or similar beast obviates the 
  need for the STR roll. Half of the stones must be removed 
  for the lloigor to escape.  
  On day 3 following Elspeth’s initial outburst, Thoric 
  succumbs and begins removing the stones at the rate of 
  one per day, unless the events described in the “Interlude” 
  have come into play. 
   
  Anyone entering the central portion of the ring and failing 
  in a POW v POW resistance table roll suffers an 
  immediate drain of all magic points and falls into an 
  unconscious stupor. A Science:Medicine roll is required to 
  detect signs of life in one so afflicted. Removal of the 
  victim from within the ring results in normal magic point 
  
  4 
  Cthulhu Dark Ages – Here be Dragons 
  Deane P. Goodwin 
   
  Copyright © 2003 Deane P. Goodwin 
  recovery and awakening. This may appear as a miraculous 
  or demonic return from death. Anyone witnessing the 
  awakening of one declared dead is subject to a 1d6/1d10 
  Sanity loss. 
   
  Depending on the chosen actions of the investigators on 
  site, an enraged black wolf can be summoned to the site of 
  the ring by either the lloigor, in the event the investigators 
  are attempting to rebind the creature, or by the ghost of 
  Caestir if the intent is to remove the stones. 
  Statistics 
  Lloigor - Bound Dragon 
  STR 
  40 
  CON 
  28 
  SIZ 
  50 
  INT 
  20 
  POW 
  14 
  DEX 
  10 
   
   
   
   
   
   
  HP 
  39 
  Move 
  14 
   
   
  Damage Bonus: +5d6 
  Weapons: Claw; 30% 1d6+db : Bite; 50% 2d6 
  Armor: 8-point reptilian hide 
  Sanity Loss: 0/1d8 : Mental Contact 1/1d4 
   
  In its natural form, the lloigor is made of a dark matter 
  invisible to humans (although animals like dogs and cats 
  can feel its presence and shy away). Once unbound 
  however, the lloigor can create a tangible and visible body, 
  which bears some resemblance to an enormous distorted 
  reptile – a “dragon”. 
   
  Lloigor “Sendings” 
  These are the crux of the scenario’s mood and tone. The 
  lloigor’s sendings should gradually increase in intensity 
  throughout the scenario, altering the senses and 
  perceptions of the investigators and other characters at an 
  increasing rate. In their earliest manifestations, foods may 
  taste odd, motions are seen at the edge of vision, odd 
  smells occur without noticeable reason, odd random 
  sounds, excessive attention to the feel of various textures, 
  etc. In short, any type of sensory distortions the keeper can 
  devise. At their most extreme, symptoms include auditory 
  and visual hallucinations, foods that taste rotted, charnel 
  smells, dizziness, and disorientation. These should slowly 
  worsen as the lloigor gains strength. It would not be 
  unreasonable to invoke skill penalties, especially in the 
  areas of Thought and Perception. Sanity losses during 
  extreme bouts are in order. Animals are also affected by 
  these sendings, Dogs bay at nothing, sheep and cows mill 
  about in strange ways, wild animals prowl the edges of 
  village and the farms, etc. 
  Caestir – Druidic Ghost 
   
   
   
   
   
   
  INT 
  15 
  POW 
  18 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sanity Loss: Seeing Caestir – 1/1d6 
  Sanity Loss: Fear Chant Attack – 1d6/1d10 
   
  The spirit of Caestir manifests itself to a chosen victim, as 
  an ominous figure standing in the shadows of the first 
  trees, and intently watching him or her. As soon as the 
  victim spots the indistinct ghost, the ghost chants to him or 
  her inside his or her head. Only the designated victim can 
  see or hear the ghost. Caestir’s creepy litany cannot be 
  understood, but nonetheless fills the victim with a sense of 
  dread and doom. Failing a magic point vs magic point roll 
  on the Resistance table occasions a 3 magic point loss. 
  There is no other damage caused by Caestir. Rebinding the 
  lloigor temporarily dispels Caestir as he returns to waiting. 
  Releasing the lloigor frees Caestir’s soul from the binding 
  and he either disappears or (keeper’s option) takes up 
  residence in the Ton River Bridge in Clotton. 
  Black Wolf – Wild Card Beast 
  STR 
  12 
  CON 
  12 
  SIZ 
  10 
  INT 
  6 
  POW 
  11 
  DEX 
  14 
   
   
   
   
   
   
  HP 
  11 
   
   
   
   
  Damage Bonus: none 
  Weapons: Bite; 30% 1d8 
  Armor: 1-point fur 
  Candyce – Crone and Healer  
  STR 
  7 
  CON 
  14 
  SIZ 
  9 
  INT 
  15 
  POW 
  16 
  DEX 
  8 
  APP 
  6 
  EDU 
  11 
  SAN 
  80 
  HP 
  12 
   
   
   
   
  Damage Bonus: -1d4 
  Weapons: Cane 35%; 1d4 
  Skills: First Aid 75%; Insight 70%; Natural World 70%; 
  Occult 85%; Potion 80%; Spot Hidden 65%; Persuade 
  60%; Science: divination 40%; Cthulhu Mythos 2% 
  Radzik – Leper 
  STR 
  8 
  CON 
  8 
  SIZ 
  15 
  INT 
  16 
  POW 
  18 
  DEX 
  813 
  APP 
  64 
  EDU 
  11 
  SAN 
  45 
  HP 
  14 
   
   
   
   
  Damage Bonus: -1d4 
  Weapons: Quarterstaff 45% ; 1d6 
  Skills: Bargain 40%; Conceal 60%; Fast Talk 40%; Insight 
  70%; Listen 70%; Spot Hidden 50%; Natural World 60%; 
  Hide 70%; Throw 75% 
  Sanity Loss: First appearance of Radzik may cause a 0/1 
  point Sanity loss 
  John – Village Miller 
  STR 
  13 
  CON 
  12 
  SIZ 
  15 
  INT 
  10 
  POW 
  9 
  DEX 
  10 
  APP 
  68 
  EDU 
  6 
  SAN 
  45 
  HP 
  12 
   
   
   
   
  Damage Bonus: +1d4 
  Weapons: Club 50% 1d6+db 
  Skills: Craft (Miller) 60%; Bargain 60%; Fast Talk 40%; 
  Insight 50%; Natural World 70%; Own Kingdom 10%; 
  Status 45% 
  Willan – Village Smith 
  STR 
  18 
  CON 
  14 
  SIZ 
  16 
  INT 
  10 
  POW 
  8 
  DEX 
  13 
  APP 
  12 
  EDU 
  7 
  SAN 
  40 
  HP 
  15 
   
   
   
   
  Damage Bonus: +1d6 
  Weapons: Smith Hammer 70%; 1d6+db 
  
  5 
  Cthulhu Dark Ages – Here be Dragons 
  Deane P. Goodwin 
   
  Copyright © 2003 Deane P. Goodwin 
  Skills: Craft (Smith) 60%; Bargain 65%; Fast Talk 30%; 
  Insight 70%; Natural World 45%; Own Kingdom 24%; 
  Repair/Devise 75% 
  Alton – Prior of Clotton Priory 
  STR 
  10 
  CON 
  14 
  SIZ 
  16 
  INT 
  17 
  POW 
  15 
  DEX 
  810 
  APP 
  12 
  EDU 
  11 
  SAN 
  75 
  HP 
  16 
   
   
   
   
  Damage Bonus: +1d4 
  Weapons: None 
  Skills: Science: Religion 40%; Latin 70%; Library Use 
  75%; Listen 45%; Occult 30%; Sign Language 60%; Write 
  Latin 75%; Persuade 80% 
  Brother Paedrig – Illuminator 
  STR 
  10 
  CON 
  13 
  SIZ 
  9 
  INT 
  11 
  POW 
  12 
  DEX 
  814 
  APP 
  12 
  EDU 
  11 
  SAN 
  80 
  HP 
  12 
   
   
   
   
  Damage Bonus: 0 
  Weapons: None 
  Skills: Art: Illuminate 70%; Latin 60%; Library Use 80%; 
  Listen 50%; Occult 45%; Sign Language 60%; Write Latin 
  90%; Spot Hidden 45%; Read/Write Celtic 65% 
  Leof – local Thegn (leading landowner and the king’s 
  servant) 
  STR 
  13 
  CON 
  15 
  SIZ 
  13 
  INT 
  11 
  POW 
  12 
  DEX 
  814 
  APP 
  11 
  EDU 
  9 
  SAN 
  65 
  HP 
  14 
   
   
   
   
  Damage Bonus: +1d4 
  Weapons: Longsword 70%; 1d8+db 
  Armor: 5-point leather and scales 
  Skills: Natural World 30%; Own Kingdom 40%; Ride 
  65%; Status 40%; Track 30%; First Aid 35% 
  Mjukr the Meek – Farmer 
  STR 
  14 
  CON 
  13 
  SIZ 
  13 
  INT 
  10 
  POW 
  17 
  DEX 
  13 
  APP 
  11 
  EDU 
  9 
  SAN 
  85 
  HP 
  13 
   
   
   
   
  Damage Bonus: +1d4 
  Weapons: Pitchfork 50%; 1d6+db 
  Skills: Craft (Farming) 75%; Bargain 50%; Drive Horse 
  70%; Listen 60%; Natural World 50%; Track 55%; First 
  Aid 30% 
  Elspeth – Wife of Mjukr and lloigor victim 
  STR 
  10 
  CON 
  10 
  SIZ 
  10 
  INT 
  8 
  POW 
  5 
  DEX 
  12 
  APP 
  14 
  EDU 
  5 
  SAN 
  25 
  HP 
  10 
   
   
   
   
  Damage Bonus: 0 
  Weapons: Knife 40%; 1d4 
  Skills: Bargain 60%; Listen 50%; Butcher 55%; Natural 
  World 40%; Cook Tasty Meal 70%; Cultivate Garden 55% 
  Thoric – Fisherman and Lost Deep One 
  STR 
  15 
  CON 
  13 
  SIZ 
  13 
  INT 
  10 
  POW 
  11 
  DEX 
  13 
  APP 
  10
  /7 
  EDU 
  7 
  SAN 
  50 
  HP 
  13 
   
   
   
   
  Damage Bonus: +1d4 
  Weapons: Fishing Knife 45%; 1d6+db 
  Skills: Craft (Fishing) 55%; Natural World 60%; Navigate 
  60%; Pilot Boat 80%; Spot Hidden 60%; Swim 85%; 
  Throw 45% Repair/Devise 60% 
  Play Aids 
  Journal of the Roman Legate Patroclus 
  This is the journal of one of the Roman soldiers detailing 
  the journeys of his legion throughout Britannia. One 
  section of this journal details the battles with the druids in 
  the area and the dragon (draco) that fought against both 
  sides. Unfortunately, no description of this dragon is 
  given. This journal ends abruptly in the middle of this 
  description with no clue as to the final resolution of the 
  conflict (Patroclus died). 
  Latin; 1d6 Hours - +5% Occult +1% Cthulhu Mythos 
   
  “Chaining the Dragon” 
  This spell is found in the un-translated Celtic document in 
  the Priory library. This is a binding spell: each magic point 
  invested in the casting gives a 10% chance for success. For 
  each magic point spent, the caster much spend another 5 
  minutes chanting. A roll of 96+ always fails. The caster 
  invariably loses 1D3 Sanity points per casting. If the spell 
  succeeds, the llogoir will become briefly visible to all 
  present, who are then subject to the creature’s sanity 
  effects.The specifics of the spell require the continued 
  ringing of bells during the ritual and the spreading of a 
  special flour, ground from acorns to which a sprig of 
  mistletoe has been added during the grinding process. This 
  flour requires the investment of one permanent point of 
  POW during the grinding. 
   
  
SOURCE: textdata/thevault/Cthulhu Dark Ages (CoC)/core/CoC - Dark Ages - Here Be Dragons.pdf