Growing Pains
Introduction
This is a supplement for RuneQuest, taking place in the East Wilds, which
is the eastern part of Ralios. In order to utilize this material to its
fullest, the GM should be familiar with the Orlanthi culture (as presented
in the Glorantha box) and the cult of Orlanth (found in River of Cradles,
for instance). The scenarios given here are intended as an introduction
to a larger campaign, covering the entire East Wilds region.
East Wilds
The eastern regions of Ralios are dominated by orlanthi barbarians, unlike
the western part, which mainly consists of the Safelster states. Orlanthi
in the East Wilds lack the sophisticated society of their western neighbours,
relying on their ancient traditions to guide them. Contact with Safelster
is limited both in terms of cultural influence and of trading opportunities.
The East Wilds are isolated from the rest of the world by mountain chains
to the north, east and south. Only to the west is normal travel possible,
chiefly by way of the Doskior river. Much of the contact with other lands
is with the Queendom of Halikiv, but this is often of a hostile nature.
Before Time the area was populated by hsunchen, who survived the Gods War
by staying true to their primitive, close-to-nature faith. But during the
Dawn Age, many of them were convinced by Theyalan missionaries and converted
to Orlanth worship; these tribes also followed Nysalor when his empire reached
them. The people of Ralios experienced a brief period of cultural flowering
under the Golden Empire, but this was brutally ended by Arkat the Traitor,
whose Dark Empire dominated this region in the early Second Age. The Halikiv
trolls played the oppressors' role with enthusiasm. When the Dark Empire
fell, the humans of the East Wilds had been isolated from other human cultures
for a long time, and only towards the end of the Age was any real contact
made with the West. The Third Age was at first characterized by a deepening
of relations with Safelster, but this ended in war and renewed isolation.
The Adventure
The three scenarios in this book form a mini-campaign, stretching over several
years and intended to introduce the East Wilds as a campaign setting. For
this reason we strongly suggest that player characters are local-born, and
have included a description of the Otter clan as a home locale for them.
If you really want to introduce foreign adventurers, or just more experienced
orlanthi, changes will have to be made in the background and/or plot - we
provide some suggestions in the introduction to each scenario.
The basic structure of the plot is as follows: the PCs are tricked into
doing something which initially seems beneficial, but in the long run turns
out to have disastrous effects, and can only be rectified through heroic
efforts on their part. The purpose of the whole exercise is to teach the
characters (and their players) something about Orlanthi virtues, in particular
about taking responsibility for their own actions.
The first scenario begins with the player characters about to undergo the
final stage in their initiation into the Orlanth cult: a journey to the
Other Side, the local mythical terrain. Normally, this is just a quick visit,
the main purpose of which is to impress young Orlanthi with how real the
magical and religious side of existence is. This time things are different.
Instead of the guide they were supposed to receive (a sylph, flint slinger
or other wind being), the PCs are met by a strange red-headed woman who
is not very helpful, even if she claims to be. She tells them their mission
is to find a poem. Four entities or groups each hold one fragment of this
poem. Put together, it provides a clue to the second scenario. Actually,
the poetry hunt has nothing to do with their initiation, it is part of a
scheme devised by the person who calls himself the Wise One. He is a Riddler,
a servant of Osentalka, who wants the PCs to find and use the wheat hidden
in the temple. To this end he has enlisted the aid of the red-headed woman
(who is really a spirit of Disorder), planted the fragments of the poem,
and intruded into the ritual that brought the PCs here. Now only he can
return them home, and will do so when they have pieced together the poem.
The Wise One is a kind of ghost - he was once a brilliant agricultural researcher
by the name of Alchangir, with plant improvement as his particular field
of expertise, who can find no rest as long as his last invention remains
untried. His motives are basically altruistic; he is firmly convinced that
"transwheat", as he has called it, is a great boon to mankind,
and has never considered the possibility that it might be less than perfect.
After the first scenario is concluded, time passes until the midst of Storm
season comes around, bringing torrential rainstorms with it. One night,
the PCs are troubled by dreams wherein the poem they found in the first
scenario plays a central role. The following morning, the landmark known
as the Rock has partially crumbled, revealing part of an ancient building.
This was once a temple to Osentalka. The second scenario is centred on the
exploration of those parts of the temple complex that have not yet caved
in. The PCs will find a number of mysterious objects, some of which are
dangerous, but first and foremost they will discover the barrels of transwheat.
This is the treasure alluded to in the poem.
When the new grain is tried, on a small scale at first, it will be found
to yield much larger crops than normal wheat. Soon the entire clan will
be planting transwheat and enjoying great prosperity. Alas, there is a catch.
This strain of wheat has gained its increased size and fertility through
an infusion of Chaos. Alchangir was convinced that chaotic energies could
be harnessed for the good of mankind, and after many failed attempts came
up with an apparent success. But Chaos is essentially unpredictable; after
the transwheat has been in use for a while the taint, which at first is
so minute as to be undetectable, will give rise to a new mutation - a hitherto
unknown disease. This will first be noticed when people start falling ill,
hallucinating wildly and teetering on the brink of insanity. Attempts to
return to the old ways fail since Ralia is displeased; it will become impossible
to grow any kind of wheat at all on the clan's lands. The PCs will, somewhat
unfairly, be blamed for this catastrophe, and forced to flee from their
home in some haste.
The third scenario concerns the PCs' attempt to repair the damage they have
inadvertently done. They need expert advice on how to avert divine wrath,
and the logical place to go for this kind of help is the 'big city', Istakax.
Once there, they learn that the only cure is to go on a Sacred Quest that
will convince Ralia to restore the fertility of their lands. They have several
options as to which quest to go on; depending on their attitudes,
they will be faced with different obstacles. Hopefully, they succeed, though
probably not without a good deal of hardship. Returning home, they are once
more hailed as saviours.
One final note: this mini-campaign is extremely tough, and in no way typical
of what young would-be adventurers are faced with. It is designed to drive
its points home forcefully and shape the player characters into true Orlanthi.
The Otter Clan
This clan is part of the Rolin tribe, which is ruled by chieftain Kvid,
of the San clan. He resides in the village One Hundred Ears. The Rolin tribe
is located in the land of Delela. Rolin tribesmen tend to be large, strong
and hairy types. The Otter clan is composed of more than 400 people (somewhat
below average size for a Delelan clan), of which roughly 150 are children
(that is, not initiated).
Most of the clansmen are farmers, using the pony-like native horses to pull
their wooden ploughs. About half also herd sheep, while the rest supplement
the yield of their fields with fishing or hunting. Craftsmen in the clan's
village include a smith, a carpenter, a leatherworker, two boatbuilders
and two herbalists. There is also a part-time merchant. The clan thane keeps
five warriors and a lawspeaker at his stead. Both Orlanth and Ernalda have
local shrines.
The clan is split into three bloodlines: Aren's, Bulrik's and Joren's. These
employ different colours, in decorations or warpaint for instance, to mark
their affiliation. Aren's, the most populous, has almost 200 members, their
colour is yellow. Next is Bulrik's line, with approximately 120 "red"
members. Joren's "blue" blood, finally, barely has 100 members.
There is a certain rivalry between these different bloodlines, but no serious
conflict. Outwardly, they all stand united, of course.
Neighbours to the south are the hsunchen Otter People, with whom the clan
has always had good relations. Less good are those with the Kott clan (also
of the Rolin tribe) to the north. There have been many raids and other troubles
between the Kott and Otter clans throughout history. Galanini, horse people,
live in the wastelands to the east and west. There is hardly any contact
at all between them and the local orlanthi.
History
A story known to all clanspeople:
"Many, many years ago, even before the days of king Retter, the forefathers
of the Otter clan lived further north. Then came an evil time with poor
harvests and kinstrife among the people. To protect themselves and their
families, three brothers left on a quest for a safe place to live. The three
brothers were Aren, Bulrik and Joren, sons of Verad. While wandering the
land, they came upon a band of trolls that had trapped three otters. The
otters promised to help the brothers if they were freed from captivity.
Verad's sons agreed to this, and after a hard struggle they defeated the
darkness monsters. One of the otters had fur of golden yellow, and Aren
took it into his care. The second otter's coat was of shimmering red, and
Bulrik bore it from that place. The third otter was blue as the sky, and
Joren became its protector. The otters showed the way to Small Fish Stream
and with their help the brothers were well received by the Otter People
who lived there. From them, the brothers learned the magic which lets us
eat the small fish, and we have been friends with the Otter People ever
since. Now you understand why Aren's folk have yellow as their colour, Bulrik's
red and Joren's blue. And how it comes that we all learn the magic that
makes us more powerful than the Kott clan or any other clan. They can't
eat the little fish, and so they must work much harder to feed themselves."
Clan Landmarks
Most clan buildings are of traditional Delelan type, i e log longhouses
with room for an extended family in each. The houses have holes in the roof
instead of chimneys, and the windows are narrow slits near the ceiling that
are covered at night (around the clock in Dark and Storm seasons). A majority
of the steads are clustered around the stream, where the soil is at its
most fertile; the rest are spread thinly over the clan's territory, seeking
level ground suitable for farming. There are a few stretches along the stream
that are unsuitable for habitation because of a tendency toward slides.
The Orlanth Shrine
The location chosen for the shrine is on an infertile piece of land, which
is also elevated above the immediate surroundings. The sanctified area is
marked with 20 wooden staves that form an Air rune. On normal holy days,
Halvar presides over the rites here, but on High Holy Day he and the initiates
travel to the (major) temple at One Hundred Ears, that takes a full day
day of walking to reach.
The Ernalda Shrine
On the western edge of clan territory lies this shrine, which of course
is also dedicated to Ralia. The land around it is the best in the region,
and belongs to the cult. It is almost exclusively used for the growing of
wheat, the exception being a small vegetable garden for the priestess' use.
Loran's Stead
The thane's homestead is the most extensive in the clan, consisting of several
longhouses, since his housecarls' families live here as well. Loran's own
family consists of his mother, grandfather, wife and six children. The hird's
families total 40 people.
Senar's Store
The store is open every Freezeday and Clayday, except in Mobility week.
If you need something desperately and can't wait, Senar might make an exception
for you. Most of the trading is in metal tools and other unusual household
items. Senar also carries a (very) small amount of cloth and other imported
luxuries. The most expensive of these is salt, the most exotic is snuff
from Keanos (which he buys mostly for his own use).
The Rock
Towards the north, close to Kott territory, the stream digs deeper into
the landscape, creating bluffs of up to 5 metres in height. At one point,
a cliff rises a full 15 metres above water level, this place is known as
"the Rock".
Fords
The stream is usually easy to ford anywhere, but at the three marked places
you can get across almost dryshod. Except, of course, during Storm and Sea
seasons, when the fords are the only way to cross at all.
The Moss Woods
A deciduous forest to the east, a portion of which is cut down each year.
This is done partly for the timber itself, partly to make room for new farmland.
Old fields nearby are abandoned, so the forest can reclaim them. Thus, the
extent of the woods remains fairly constant.
The Barren Hills
Neither the Otter nor the Kott clan lays any claim to this rather bleak
region. Occasional shepherds bring their flocks here, but otherwise the
only occupants are rodents, robbers and some Galanini.
Important Clanspeople
These persons are well known throughout the clan. Everyone has met them
at least once, and they in turn know almost everyone by name.
Halvar Stormeye
Usually called "the priest", but is really only an acolyte. Leads
local ceremonies at the Orlanth shrine. Halvar was born and raised in the
clan and is now approaching the age of fifty. He is well liked, but not
enough of a leader to gain a position of more power. Because of the demand
from initiates for skill and spell teaching, he is one of the very few people
in the clan that can make a living without farming or fishing. Halvar is
known for being able to extend the magic he receives from Orlanth over a
week. Also, he controls a mighty Sylph. Halvar is of average build and appearance.
Elen of the Seven Harvests
Elen is a full-fledged priestess of Ernalda who has borne seven healthy
children, four girls and three boys. Aided by the acolyte Rita she oversees
the religious festivals and ceremonies that are associated with farming;
the sowing rite and the harvest rite, for example. With her magic (Regrow
Limb, Heal Body) she is also the most powerful healer in the vicinity. Cases
of disease, though, are best left to Egla and Nara, the two old women who
possess knowledge of herbal remedies. Elen is the very archetype of an Ernalda
priestess: plump, shapely and attractive, with a calm and even temper.
Loran Longneck
Is thane both by inheritance and vote. Almost everyone thinks him a good
leader; fair, generous and a mighty warrior, he inspires a good deal of
respect. His only major flaws are a short temper and a certain inability
to judge people's character, he thinks well of everyone. At least until
proven wrong, then he becomes an implacable foe. He will always give someone
who shows proper regret a second chance, though. Loran's housecarls are
all closely related to him, which no one takes offence at but those who
feel themselves to be more deserving of the position. Loran is a short,
broad and powerful man, whom few would call handsome. In later years, he
has begun to acquire a certain girth.
Viran Lawspeaker
Loran always has the last word, but Viran's influence as advisor is considerable.
Viran is so old that he served in the same capacity under the former chief,
Loran's father Sird. During the long winter nights Viran has many edifying
stories to tell, and his store of knowledge about the law and Orlanth is
without compare. He is a small man with a limp and a hunched back.
Senar the Trader
The moonlighting farmer Senar is the closest thing to a merchant in this
clan. He is an initiate of both Issaries and Ernalda, but not of Orlanth.
Senar lives on a stead near the store with his wife and Dirk, his son. He
is tall and thin, with a receding hairline.
Suggested Families
These are some examples of family backgrounds your player characters can
have. The families in question are the ones that have children at an appropriate
age for initiation. We have separated them from the character descriptions,
so that you can use one without having to use the other.
The Laxons
A small and poor family of fishers from the Aren bloodline, living on the
southern edge of clan land. Their most distinguishing trait is their family
surname, handed down to all male children - this practice is otherwise unknown
here. Apart from Torkel Laxon, who is head of the family, it consists of
his mother, his wife Ragna and their three sons Sivar, Ingolf and Tordak.
Sivar, the eldest, is an acknowledged warrior who has distinguished himself
in two raids. The middle brother, who is due for initiation, is an ambitious
youth whose mother has convinced him that he is something really special.
Tordak, the youngest, is lame in one leg and mostly keeps to himself.
Despite the family's general poverty, the father seems able to afford a
new pair of leather boots each year. Torkel claims that he in his early
years did Vanagram Leathersmith of Istakax a big favour, and gets the boots
in return. No one from the Otter clan has ever accompanied Torkel on his
trips to Istakax. The truth is that he pays with silver that he stole from
the grave of Bertana Greenglow, who was an Ernalda priestess in Istakax
a hundred years ago. Torkel has a slight phobia regarding graves and burials.
Trygve's Family
This is a very small family, only consisting of Trygve and his four children.
They are of the Bulrik bloodline. When still a young warrior, Trygve suffered
an almost fatal head injury in a fight with trolls from the Ratsnack clan.
A Chalana Arroy initiate named Tonka saved his life, but he still lost his
sight in one eye. When Trygve's father died a few years later, leaving him
the stead, he travelled to One Hundred Ears and married Tonka. The terms
were that she would be his wife until she had borne him a son. Twelve years
later, Grimulf was born. Tonka moved back to One Hundred Ears, and now only
visits for a week at the end of each Sea season. Grimulf has three older
sisters; Narga, Treva and Vorna, all rather mannish and bossy. He also has
three younger half-siblings in One Hundred Ears that he has never seen.
Lina's Family
Lina comes from a large family in the Joren line. She has seven siblings,
all with many children, and their parents are both still alive. Despite
(or perhaps because of) this, Lina has chosen to live somewhat apart from
her relatives and without any husband. She is a hunter, and is bringing
her three children up to follow this profession and be as independent as
she is. Rumour would have it that Bure, her eldest son, is Loran Longneck's
child. Loran has not denied this, as he is afraid that it is true, but Lina
and Bure know that the real father is Torkel Laxon. Bure does enjoy the
freedom of a hunter's life, but has shown no interest in the Odayla cult,
choosing to become an initiate of Orlanth instead. Lina's other sons, Olag
and Felig, are still too young to choose a path. Sturve, an older brother
of Lina's, is known as the clan's ugliest man and is her favourite sibling.
Kaltar's Family
Kaltar is a shepherd, living with his wife Dolga and his two brothers Tambe
and Brokar and their families on one of the Aren line's wealthiest farms.
Confusingly enough, Tambe's and Brokar's wives are also named Dolga. Kaltar
has three very small children, Tambe had one son who died when a tree fell
on him, and Brokar has four children, of which Gastur is the oldest. Gastur's
siblings are Starkad, Fredrik and Olfhild. Both Kaltar and Brokar have served
in the thane's hird, but both left after Brokar lost his right foot. They
built a stead on the eastern outskirts of clan territory, where Tambe joined
them after their parents had died and the oldest brother, Koralt, moved
to One Hundred ears, where he married Manga, the niece of Larsake Sparehair,
a Storm Voice with a huge family.
The night Gastur was born, all the shadow cats howled for hours on end.
This was regarded as an omen, but the interpretation of it was uncertain.
Varad's Family
Varad belongs to the bloodline of Bulrik, and heads a family that includes
his three sons, their wives and children. He is no longer young, and spends
most of his time composing poetry, but was once a prominent warrior, as
are his sons today. Korp, Skarp and Ore, as the sons are named, are waiting
for Loran to call for new housecarls. They regard themselves as the obvious
choices. In the meantime, they make a living fishing and farming. Korp,
the eldest, has three children. His son Arngrim is not the fighter he had
hoped for, and the younger twin daughters are definitely not interested
in violent occupations. Skarp only has one child: Hilda, regarded as something
of a tomboy by the other adolescents, who wants to become an Orlanth initiate.
Ore has three children, none of them in their teens yet.
Suggested Player Characters
These characters come from the families described above. They are mainly
described in terms of personality, as the stats for 15-year olds tend to
look much the same. Hints as to their characteristics are given in general
terms (big, fast etc), and some of them have acquired unusual skills or
spells, which are stated. They all know Digest Taskmoert and one point of
spirit magic from Orlanth. The scenario text sometimes refers to events
in the characters' past: this is to give them a sense of belonging, of being
rooted in the environment of the campaign. If other characters are used,
you might need to modify or eliminate these references.
Ingolf Laxon
Born Sea season, Stasis week, Godday. A handsome lad, with a very sharp
mind (best in the clan, in your own humble opinion) and a good memory.
Shortly after your fifth birthday you became friends with a boy of the otter
people, named Krt'tf, with whom you have spent a lot of time playing, mainly
swimming in the stream (Swim +10). He has always been faster in the water
than you, but you have privately decided that some day you will best him.
When you had grown enough to help your father with his fishing (Boat +10)
he started taking you into the village, where you quickly made new friends.
Probably the best of these is Dirk, an older boy who is the trader's son.
Your family, particularly your mother, have high hopes for your future,
expecting that some day you will be a great leader of men. These plans are
definitely to your own liking, and you do your best to be as true to Orlanth
as possible. In your spare time you will often daydream about how mighty
you are destined to become. You enjoy responsibility and will accept any
task that is set for you without question. Laws, traditions and authorities
should always be obeyed, whether the leader is you or someone else. Although
you try to be just and fair, you find it impossible to forget an insult
or injury done to you.
Grimulf Axepole
Born Sea season, Death week, Freezeday. You are a big, energetic and extremely
strong young man.
Olina, your mother's priestess, was present at your birth, and left a magical
healing potion as a gift (Heal 6); it is still in your possession. As a
child you heard many stories of adventurers and heroes - you quickly decided
that one day the scalds would sing of your exploits. You convinced
your father to start teaching you his old skills at an early age (2H Axe
+20), and have taken the nickname "Axepole" because you think
it sounds tough.
You are a distinctly emotional person, acting first and thinking later,
if at all. Weighing the consequences is an alien notion, your enthusiasm
runs away with you at the drop of a helm. You are not noted for a sense
of humour, rather for a certain grimness and taciturnity. The reason for
the latter is a slight stutter that appears when you try to talk quickly
or communicate several thoughts at once. Girls are an unwritten chapter
for you; you are actually slightly afraid of them, but would never admit
this.
Bure Linason
Born Storm season, Fertility week, Windsday. Blessed with strength, both
mundane and magical, and a good portion of luck .
Your mother began teaching you the basics of hunting early on (Track +10,
Bow +10), impressing the need for self-reliance on you. In your early teens
you befriended a Trickster who calls himself Gniffel Gniffel Goink, but
is usually known as just Gniffel. You first found him dangling from a tree,
where some irate clansmen had tried to lynch him. They had been pretty inept
about it, so you managed to get him down before he suffocated. Gniffel has
gotten you into trouble on several occasions since then, but you don't mind.
He is fun to be around, and once took you to meet a Galanini shamaness,
from whom you learned some useful spells (Speedart, Countermagic 2).
Gniffel's irreverent attitude has rubbed off on you; authority is always
questionable. And with your self-confidence, you sometimes wonder why people
need all these gods? Your main reason for joining Orlanth is to be sociable.
You enjoy talking and mingling with people. Even if they wrong you, you
find it easy to forgive them. There is nothing that could frighten you,
and problems are stimulating, for they challenge you to really stretch your
abilities.
Gastur Milkskin
Born Storm season, Illusion week, Fireday. A fast thinker and fast on your
feet, as well as having better coordination than any of your peers. You
also possess excellent night vision (penalties for darkness are negated,
except in total darkness).
Because of the inauspicious circumstances of your birth and the exceedingly
pale complexion that has given you your second name, people have always
treated you with a certain reserve. Other children have been known to throw
sheep droppings at you. Because of this antipathy, and because you prefer
the night time anyway, your only real friend during childhood has been the
Storm Servant's familiar, Orvar the shadow cat. Associating with him on
various nocturnal escapades has developed your natural talent for stealth
(Hide +20, Sneak +20).
As others treat you, so you treat them: you have little time for other people,
regarding them with scorn. Honesty and honour are not inflexible rules,
if bending them will benefit you in some way. Work does not engage your
enthusiasm; your cleverness is often employed to get out of burdensome chores.
If you could find some way of making a living without toil and sweat, it
would be most welcome. You are no coward, but feel that personal risk should
be avoided if at all possible.
Hilda (the Harridan)
Born Storm season, Truth week, Waterday. Smarter than average, you also
possess both physical and spiritual resilience.
As a child, you befriended the travelling Chalana Arroy priestess, Olina.
She taught you something about how to recognize useful herbs (Plant Lore
+ 10). You once went with her to the Healers' temple at One Hundred Ears,
and learned a spell to heal wounds with (Heal 2). When your cousin Arngrim
started teasing you about girls not making good warriors, you decided to
prove him wrong. You have gotten involved in more than your fair share of
childish brawls (Grapple +10). Two years ago, you even started taking snuff,
just to show how tough girls can be. Arngrim can't stand the stuff, as you
constantly remind him. Joining the Orlanth cult is another way to demonstrate
the equal aptitude of girls for any activity.
The nickname "Harridan" is only used by others, and is not to
your liking - you will take offence at anyone who employs it. As you do
not wish to show weakness, you are touchy about any personal remarks and
keep most of your feelings to yourself. But you are quick to spot flaws
in others and will state your opinions freely. Courage and generosity are
some of your good traits. On the other hand, you have not been blessed with
much patience.
(Sidebar information)
Digest Taskmoert
1 Point, Touch, Temporal, Passive. This spell allows the recipient to eat
and derive nourishment from fish too small and foul-tasting to normally
be considered fit for human consumption. The taste will be rather bland,
but not offensive in any way. However, the user will suffer from bad breath
afterwards, since the fish are eaten whole and raw.
Character Generation
When rolling up new characters from the Rolin tribe, their stats should
be adjusted as follows: +1 STR, +1 SIZ. This is a result of their long forgotten
descent from hsunchen of the Bear tribe. Orlanthi from other parts of the
Wilds will have different modifiers.
Hsunchen
The East Wilds harbour about a dozen different hsunchen peoples. A few of
the tribes - such as the Galanini - are large and powerful, but most are
quite small - like the Beaver and Otter hsunchen. At the beginning of Time
the hsunchen dominated all of Ralios, but after missionaries from Dragon
Pass had done their work, the old ways no longer seemed as attractive. There
are still marked physical differences between orlanthi from different regions
of the Wilds; this is a result of their descent from hsunchen of different
tribes. Their common origins have also resulted in better relations between
the two cultures than elsewhere; the orlanthi have some understanding of
their primitive cousins' worldview. But this common background is not something
most people are conscious of; only those who have studied the old legends
with a critical eye have an idea of the true story.
Galanini
The Horse People are a nomadic breed, constantly on the move during the
verdant seasons, and only settling down in one place during dark and storm
seasons. Their primary locales are Laughing Horse Plain, Thunder Veldt and
Goldlook Forest (the later is where most clans make their winter camps),
but it is not at all unusual to find parties of Galanini raiding as far
away as Delela tribe territory. They usually avoid raiding the orlanthi
living near their 'home' areas. Galanini culture seems very contradictory
to outsiders - they live in a mixture of highly formalized solar hierarchies
and primitive hsunchen anarchy. The leader of the tribe is referred to as
the Emperor; he and most of the other men worship Yelm, while the women
mainly carry on the tradition of ancestor worship on the Hykim/Mikyh scheme
- their deity is Galanin, God of Horses (or of ponies; as a concession to
solar mythology he is sometimes called the foal of Hippoi). The Galanini's
level of technology is similarly mixed: while they lack most tools and implements,
things not needed in their hunting and gathering society, they are probably
the finest goldsmiths in all of Glorantha. Their arms, armour and other
items are of the utmost quality and artistry.
Trolls and Tusk Riders
Halikiv is one of Genertela's oldest and firmest troll strongholds, ruled
by an ancient lineage of Mistress Race trolls. The troll influence extends
beyond the borders of Halikiv; most of Corolaland is under their control
and all along the route to Guhan, stretching right across Ralios, their
presence can be felt. Three places in the human-occupied East Wilds have
a permanent troll population: Istakax, Lickstone (near Ironfort) and Dark
Kilwin. The meetings between men and darkness men vary from border skirmishes
in Saug and Corolaland to friendly trading in Istakax.
Contact with the half-trolls, or tusk riders, is (unfortunately) much more
frequent than with real trolls. Since the war with Naskorion, a half-dozen
clans (robber bands) range through Delela and Saug, and have gradually come
to use Corolaland as a base. There are also many smaller gangs that sell
their services to unscrupulous humans.
The Initiation
Those who would become adults this year are, after a week of instruction
and testing, about to undergo the final and most secret part of their initiation.
Halvar Stormeye has led them to an old altar in a valley among the Barren
Hills. It is Windsday, on Death week of Sea season. A gentle rain falls
through the mild breeze. The sky is covered with clouds, and the snow melted
just a few days ago. Far off, a shadow cat yowls. The young orlanthi nervously
finger the weapons and leather armour loaned them by their families. Their
facial markings (in the appropriate colours) are still standing up against
the rain. Halvar turns towards them and raises his voice...
Alternative introductions
This scenario is very hard to run with non-orlanthi characters. Outlanders
who have been adopted into the clan and wish to convert, becoming initiates
of Orlanth, are a possibility. For those experienced adventurers who already
are worshippers of the Orlanth pantheon, it could turned into a more
general magical journey, not having anything to do with initiation. The
motivation for such a quest will have to be based on the party's composition
and goals.
Adapting to party strengths
The combat encounters given (trolls and broos) are supposed to challenge
an unexperienced party. If you use this scenario with older and tougher
PCs, we suggest increasing the number of opponents as the simplest way to
increase difficulty. It might also be necessary to improve the shadow cats'
skill levels if the PCs are good at non-combat skills. If, on the other
hand, the party is having trouble with the bare minimum of enemies, Olivia
is there to lend a hand.
Halvar Speaks
"We are the Otter clan. We came here a long time ago, when there was
famine throughout Delela, and we met the three otters who taught us how
to survive even when Ernalda is ill. But even if the fish is an important
part of our daily lives we must not forget that Orlanth and Ernalda are
the most important; we must not become so impudent that we turn our
backs on sheep and wheat.
We are not as many as the Kott clan, but we are braver, wiser and above
all more honourable than them. This makes us a greater and stronger people.
But we must not become hardened by our superiority: Orlanth's virtues of
generosity and justice apply equally toward the Kott clan. Even if they
are devious and shifty.
As this will be your most important test, I cannot tell you what to expect.
But I can repeat what is expected of you. An Orlanthi must always
take action, even if it is not always the right one. Seeing to it that something
happens is the main thing; mistakes are made to be corrected, and also to
learn from. You will probably make many mistakes - this is no cause for
concern as long as you maintain the virtues of Orlanth and set things right
in the end. Orlanth himself grew through acknowledging his errors and correcting
them."
Halvar raises his arms into the air and calls upon Orlanth to guide his
worshippers on the right path. As they have been instructed, the PCs repeat
this prayer. A powerful whirlwind rises around them, blurring their vision:
Halvar, the altar, even the hills fade from sight. They can feel themselves
being lifted from the ground and carried up and away at great speed... (The
point of POW required of all initiates is expended in this ritual.)
On the Other Side
When the PCs come to their senses again, they find themselves standing in
another valley, this time in a mountainous landscape. On a nearby mountaintop,
a woman can be seen, beckoning to them. As they climb towards her, they
realize that the surroundings are very much like their home, but the stream
is a rapidly running river, the woods are much greener and the hills are
mountains.
This is the magical reflection of the Otter clan's territory. Everything
encountered is clearer, more beautiful, more dangerous and in general more
extreme than on the material plane. Instead of their own clan the PCs will
meet wind children who live on platforms in the trees and keep sheep with
blue wool, instead of the Kott clan a group of clever and conniving shadow
cats, instead of the Otter people huge (SIZ 8-18) otters, and so forth.
It is important to realize that the Other World is very subjective. The
attitudes of its inhabitants and the nature of events largely depend on
the purpose of the visit. Thus, since the PCs expect to be tested, and the
ritual invoked was also geared towards this, the encounters they have will
mainly be in the nature of tests. The PCs' preconceptions about the world
also play a part. For instance, members of the Kott clan going through a
similar rite would probably not see the reflections of their own
people as devious and sneaky, but clever and funny instead. They would also
meet really stuck-up and boring wind children.
Another thing to remember is that there is no time in the realms of myth.
The PCs will arrange their experiences in a temporal sequence anyway, but
it will seem to them that the passage of time is very dependant on attention
- boring tasks like walking from place to place (or climbing a mountain)
take barely any time at all, while a conversation can drag on for as long
as it is interesting (even in the midst of some other activity, like combat).
The rules for encumbrance and fatigue are not used in this scenario or those
parts of the third scenario that take place on the God Plane.
Olivia
The woman is dressed in white, bearing no arms or armour. She has bright
red hair (not the reddish brown shade common among East Wilders), skin as
pale as Gastur's, and is quite alluring. She opens the conversation with
a little speech.
"My name is Olivia, and I am here to help you. But there are certain
laws I must follow, and certain things I do not know, so I will not be able
to help you always. Your task is to find a poem that was lost a long time
ago. Different fragments of the poem are known to different groups, but
you are needed to forge the fragments into a whole once more. When you have
accomplished this, you must bring it to the Wise One. I believe one fragment
is known by those who live down there." She points towards the area
corresponding to the PCs' home.
As explained in the synopsis, Olivia does not have anything to do
with Orlanth or the initiation, she is an agent of the Riddler. To complicate
matters further, the Riddler's own impartiality has blinded him to the possibility
that Olivia might have a private agenda to follow. She is forced by the
terms of her binding to help the PCs acquire the poem, but will otherwise
try to sow dissension within the group. To disrupt their unity she will
play the characters off against each other in various ways; a favourite
ploy is to use her sexuality against men, creating jealousy, while evoking
sisterhood with women, turning them against the men. She will try to inflate
the pride of those who succeed at various tasks, implying that they are
better than their comrades. Her stratagems will work best if she seems genuinely
helpful at first, escalating tensions within the group as the scenario progresses.
It also helps to keep the players confused if her helpfulness against external
threats is emphasized; if the PCs are losing a fight, she will step in at
the last moment and turn the tables with some spellcasting.
The Hippogriffs
While travelling towards the lowlands, the party will pass under a cleft
in the mountainside, from which a number (equal to the number of PCs) of
gold-shimmering hippogriffs fly out. They circle down and land next to the
humans. These creatures have the heads, bodies and hindlegs of horses, but
the wings and forelegs of eagles. The PCs will have no idea what these beings
are; hippogriffs have been extinct since before Time began, and now only
exist in the timeless world of myths.
The hippogriffs state that they are seeking "the light which time has
hid" and ask if the PCs have any knowledge about it. It is actually
a line of the poem, but the players will have to figure this out for themselves.
Even if they do, and say so out loud, the hippogriffs will not find such
information very helpful, and issue a challenge instead. Their contention
is that Yelm is superior to Orlanth, and that this can be shown through
a series of contests between them and the PCs. For each contest, one hippogriff
and one human are paired off. If the PC wins, he receives a golden egg (the
size of a normal hen's egg, worth 100 pennies) as a prize, if he loses he
most forfeit some of his magical force (3 magic points). Olivia is appointed
judge.
The first contest is of dancing. The hippogriff rears up on his hooves and
performs a stately formal dance (with 90% skill).
The second contest is of music. A harp materializes out of thin air, and
a hippogriff plucks an elegant ballad with his claws (91%). The hippogriffs
can provide instruments for the PCs, but only harps or lyres. Under the
terms of this sky-air contest, an Orlanthi who focuses his mind properly
(an INTx3 roll) can materialize a drum or bagpipes.
The third contest is of magic. A hippogriff summons a Sunspear that blasts
a small boulder to pieces. If the PC contestant can come up with a proper
prayer to Orlanth (a Ceremony skill roll and a POWx5 roll) a mighty Thunderbolt
strikes the mountainside, precipitating a small avalanche (nobody is injured).
If only one of the rolls is successful, a puny thunderbolt appears and the
hippogriffs win.
The final contest is of weapons. Clumsily gripping his bow (he only has
67%), the hippogriff contestant shoots at a tree some distance off (but
within effective range). If the PCs have lost all the previous contests
(quite likely), Olivia decides some cheating is in order. She will use a
Sureshot, Bladesharp 14 or something of that sort, but it is done so subtly
that only the beneficiary has a chance to notice it. He can choose to finish
this contest in a peaceful manner (i e chopping down a tree with his bladesharped
sword) or a violent one (killing a hippogriff). The winner will be praised
by Olivia as the salvager of the party's honour and the stuff of which heroes
are made.
The Wind Children
Continuing on their journey, the party comes down from the mountains and
heads, per Olivia's directions, towards the river. As they reach the fringe
of wind child territory, they spot two of these beings sitting in a windblown
pine tree, having a heated argument. They are both very handsome, with magnificent
silvery wings. The quarrel concerns a bag of sand, which they both claim
to have found first. One says that he saw it first, the other that he grabbed
it first.
"If I hadn't spotted it, you never would have found it!"
"I would too! It's your own fault for shouting and pointing at it."
"That was just to tell you it's mine!"
"Doesn't matter, I'd have seen it anyway and gotten to it faster than
you!"
Etcetera. Olivia asks the PCs what they think. If they suggest splitting
the sand, the wind children condescendingly explain that the sand isn't
magical, the bag is. While the argument is going on, lightning unexpectedly
strikes a nearby tree, splitting it down the middle. Burnt into the inside
of the trunk are the words "to yield it now is bid". Olivia and
the wind children can read. Various endings to this encounter are possible.
The PCs might ignore the whole situation, now that they have the line from
the poem. In this case, the wind children kill each other and the bag disappears.
It later shows up in the trickster's possession - he eats it before anyone
can react.
They could grab the bag for themselves; this results in a fight with the
wind children. The bag's use is incomprehensible, and it disappears when
the PCs return to their own world.
If they judge in one of the wind children's favour, or Solomonically decree
that they take turns using the bag, this is grudgingly accepted.
The most orlanthi conclusion is that the wind child thane should decide.
Sarax Threevoice lives in a cluster of huge trees, his housecarls are six
muscular wind children armed with long, slender swords. He will greet the
PCs as cousins, offering them water and meat. Regarding the bag, he will
rule that it belongs to the entire clan (i e he keeps it and lends it to
anyone who needs it). Sarax also congratulates the PCs for their wisdom
in bringing this matter to his attention.
The Trickster
Olivia says that another part of the poem might be found with the clan of
cats. On the way there, the party finds a tall oak. It is in the same place
as the tree where Bure saved Gniffel. A strange creature is hanging upside-down,
by its knees, from one of the lower branches. It has a hedgehog's head and
body, the arms and legs of a monkey, and a large red behind.
"Well met warriors. For you I have some gifts," he says and gesticulates,
apparently picking an object out of the air. He then opens his hand to show
a hazelnut. "If you eat this you will always be the very picture of
health."(+2 CON, never tires, never falls ill) "If you plant it,
a hazel shrub will grow, whose nuts each equal a whole meal."
Olivia says that the bravest PC should be given this nut. She points at
the oak and suggests that whoever can climb the highest will have proven
his superior courage. If the players fall for this, Climb rolls are in order.
The first two are made with no penalty, after that there is a cumulative
-10% for each roll. A missed roll means the climber is stuck and will have
to try a different way up, three consecutive failures mean that he's not
getting any higher. A fumbled roll leads to a fall, with 1d4 of damage for
each previously successful roll. Whatever the outcome, the trickster speaks
again.
"I also have a Cloudstone here for you. If you sharpen a weapon with
this, it will cut through your foes like grass."(double damage dice
for the duration of this and the next scenario, the stone is only good for
one use)"If, on the other hand, you crumble it and spread it to the
winds, the area around you will be safe from hailstorms for many years."(10
years, to be precise)
Olivia thinks the best fighter has the most use for this item. A duel between
the aspirants, fought until all but one have yielded, would decide the matter.
"If you as a group have more than (a number higher than the actual
one) brothers and sisters, I will grant you a third gift. In this box is
something that will make your fields give better crops." While the
PCs confer about this, he chats with Olivia in some strange language.
If they lie, claiming that they have that many siblings, the trickster will
say "Well, if you have such large families you need a lot of food.
Here you go." In the box is some ordinary sheep manure. Laughing like
crazy, the strange being climbs up into the tree and disappears among the
leaves.
If they tell the truth, he will say goodbye and wish them many happy returns,
whatever it is they are up to. Should they ask about poems, he only knows
one:
Bolibompa
Bolibombompa
Bolibompa
Bolibombompa
Will you look at That
What a lot of Fat
The Shadow Cats
Proceeding into what they feel to be Kott country, the PCs encounter three
shadow cats. These seem friendly enough, inviting the party to their home
for a little midnight competition. The hospitable cats live in a gigantic
heap of sticks, which no PC is small enough to crawl into. Next to the heap
is a hen-house, also built of sticks.
Their thane's name is Fremurr, he is big as a lynx and has thick grey fur
with black spots. He is in the habit of speaking in rhyme, and also of rhyming
with whatever is said to him. After treating his guests to water and roast
chicken, he declares the start of the competition. "For a prize we
set the possession we value most, against the one you value best. This silver
torque is the favourite of your host, what is your wager on this test?"
Best out of seven events wins. Olivia is appointed arbiter; she is partial
to the PCs.
1. Be first to the top of the heap. Three Climb rolls. The competing cat
Simirir has 70%.
2. Rip a broadcloth to shreds. Each cloth can take 20 hits, and an attack
roll is needed to inflict any effective damage on it. The cat Geraur gets
3 Rip attacks/MR at 65%, doing 1d3 with each. Daggers and shortswords get
2 attacks/MR, other swords just 1.
3. Argue for and against the wearing of boots. The player gets to think
up arguments for his character; the GM takes the role of Urar the Wise,
who thinks that boots make prowling impossible, make your feet stink etc.
4. Walk past the hen-house without waking the hens. Two Sneak rolls, Hmanar
has 55%.
5. Spot an egg in the grass. First successful Scan roll wins. Since it is
night, all humans have a -30% penalty except Gastur, who gets his normal
chance. Arga the cat can use her full 40% without any problems.
6. Heal the wounded hen fastest. It has taken 4 hits, Sim the cat healer
has a 35% First Aid skill.
7. Guess at riddles. Each contestant speaks one riddle, the one who needs
the fewest guesses wins (not getting it at all counts as five guesses).
Fremurr's riddle is "When does death save your life?" The answer
is "When you parry with a sword."
If the PCs win, Olivia will once again have ideas about what to do with
the prize: the most agile and courageous orlanthi should have it. Beyond
the heap of sticks is the start of a crevice that gets wider and wider as
you follow it. The one who can jump over at the widest place gets the trophy.
Looking down the crevice, there is no bottom to be seen. The torque is only
silver-plated tin, by the way (1 ENC, worth about 20 pennies).
The cats, being orlanthi, naturally know a lot of poems, but not the one
the party is after. "A 'lost' poem? Better check with the otters, then.
They've really lost it." If the PCs wonder why Olivia led them here,
she will point out that she never claimed to be omniscient.
The Otters
When the adventurers travel into Otter People territory, they will hear
a cry for help. On investigation, a band of dark trolls (equal in numbers
to the PCs) will be found. The men of darkness have captured three otters,
one each with yellow, blue and red fur. If the otters are freed, they take
the PCs to a cliff wall, where something is carved. Olivia or the otters
can read what it says:"gifts the earth will bear".
If asked about other parts of the poem, the otters will suggest talking
to various groups the PCs have already met. The only new clue they have
is that the Earth Woman, who lives where the Ernalda shrine is located in
the material world, is very knowledgeable.
The Earth Woman
A robust, but still beautiful middle-aged woman with blonde hair in a long
braid, dressed entirely in green. She greets the party in the entrance to
her underground abode, and then explains that she would be grateful for
their help with a little problem that she has. Her assistant, a little brownie,
has disappeared and she has reason to believe he's been kidnapped. When
she sought to divine his whereabouts, the message "it awaits in Asrelia's
care" resulted. She knows that a witch lives in a nearby cave with
some subordinates.
If the PCs want to help, the cave is easy enough to find. Inside, it is
pitch dark. In the entrance cavern, no light can exist. Horrible bear-like
roars and heavy sighs float through the dark. As soon as all the PCs are
inside, a net is thrown over them, leaving them hopelessly entangled. Someone
or something gathers up the net and its contents; the party is carried away
and dumped in another room. The sound of a heavy door slamming shut is heard.
Before too long, a torch is lit and the PCs can see that they are not the
only prisoners. There is a large black man, a normal-sized blue man, a small
yellow man, an ugly little red humanoid (a red elf) and a brownie. All except
the brownie are armed, the blue and yellow men are also wearing armour.
"Damn it." says the black one, who is holding the torch. "A
lot of light wasted on a bunch of stupid white folk."
"They smell bad, too." squeaks the red elf.
"Oh well, maybe now the witch will eat them first." suggests the
blue person.
"Hmm, fried white meat in sweet-and-sour sauce. It's worth a try, I'm
really hungry." says the yellow one.
"Who-who-who are you?" stammers the brownie.
All except the brownie will continue bickering and squabbling until the
PCs can convince them otherwise. The thing to realize here is that they
are all caught in the same trap and should cooperate in order to get out
of it. If everyone helps push at the door (which is huge), it will budge
enough for the bolt to be seen. It is so high up that a human pyramid must
be built to reach it, with a base of three, then two, and finally one at
the top. Once the door is open, escape is easy. Noises can be heard from
the inner caverns, sneaking in the opposite direction will get the group
outside.
Well away from the cave, the strange people go their separate ways, but
the brownie stays with the PCs. The Earth Woman will thank them for their
assistance and offer them food, healing and rest. This is the only place
in this scenario where the party can regain magic points. Olivia will now
reveal that the Wise One sits on top of the mountain by the river.
Darkness against Chaos
Before the party reaches the mountain, they come across a battle being fought
between 4 trolls and (3 + no of PCs) broos. If they decide to help the trolls,
it will be a tough fight. The trolls will be very grateful if their side
triumphs, praising the PCs' courage. They also give the orlanthi a magical
stone, which if thrown to the ground will produce a field of protective
darkness (10 metre radius, 5 minute duration, one use).
Meeting the Wise One
The mountain's position is equivalent to that of the Rock in the normal
world, but here it is a full 200 metres tall. On the top stands a short,
fat and bald man dressed in a grey robe. When the PCs come up to him, the
air around them is becalmed and a hush falls on the surroundings. He looks
them over carefully and then speaks:
"It awaits in Asrelia's care
the light which time has hid
gifts the earth will bear
to yield it now is bid"
He will answer any questions with questions of his own, for example:
"Who are you?" "Who are you?"
"What is the meaning of the poem?" "What is the meaning of
life?"
He will then ask them a riddle: "What grows better than wheat?"
The answer is: "Better wheat!" This is an Illumination riddle
for the skill of Plant Lore (see Dorastor for a description of Illumination).
The riddle will be asked of each PC in turn, and for each wrong answer the
Riddler will grow to twice his previous height. When everyone has failed
or if someone gets it right, whichever comes first, a whirlwind appears
and takes the PCs home. They find themselves precariously perched on top
of the Rock.
Epilogue
When the PCs recount their adventures to Halvar, he will be perplexed. Never
before in the history of the clan has there been such an extensive and difficult
initiatory quest. Normally, a much more helpful guide will steer the initiates
through a relatively simple task. If the PCs discuss this with other Orlanth
initiates, they might hear stories like the following:
Nagir Slouchear "...it was her, the earth woman standing alone without
her digging stick and I offered to get it back. Me and Lardur tracked down
the two trollkin, taking it from them was easy. She thanked us and we came
back to the barren hills right away. In..."
Harsan Longlegs "...and my two friends, Jorm and Gard met a sylph who
called himself Bluestorm, he showed us around where the wind children lived
and then took us to a mountain where some horse-things lived. We riddled
for a while, and we got three right but they only got two, so we..."
If they collect enough stories, they will hear nearly every being they encountered
mentioned. The exceptions are that nobody has ever met a red-headed woman
or a wise bald man.
Halvar will proclaim the party full-fledged initiates, and as part of their
education go through the different encounters with them, explaining the
proper orlanthi behaviour in each case. Most of his points are obvious,
but the following clarifications might be useful:
Refusing to accept a prize won from the hippogriffs through cheating is
very honourable, just and generous. Killing a hippogriff as part of the
contest is nominally orlanthi, but in a very rash and immature manner. Attacking
on sight or refusing the contest is not on.
Saving the trickster's gifts for the whole clan's benefit is both generous
and wise (it also results in other benefits, see below).
Refusing the shadow cats' invitation or contest shows lack of piety and
courage, respectively.
Helping the trolls against the broos is extremely courageous. Avoiding the
fight carries no stigma, the PCs are not expected to be foolhardy.
When Loran learns that this initiation was unusually strenuous, he feels
sorry for the PCs and grants them 100 hours of free training. For each of
the trickster's gifts they bring back, they get another 100 hours. A gold
egg will also buy 100 hours training. Skills for which teachers are available
include: Climb, Dodge, Jump, Speak Delelan, Speak Stormspeech, Orate, Animal
Lore, Plant Lore, Mineral Lore, Scan, Hide, Sneak, Ceremony, Enchant, Summon,
Battleaxe Attack/Parry, Broadsword Attack/Parry, Dagger Attack/Parry and
Self Bow Attack.
If they give the clan both the nut and the cloudstone, they also get one
spirit spell each, up to 4 points in strength, from either Orlanth or Ernalda.
If they only deliver one of the items, they get a 1 point spell each.
The PCs' families will let them keep the equipment they were loaned for
the initiation. Also, before the start of the next scenario, each PC will
gain 1 year of occupational experience, as a Barbarian Initiate and in their
respective parents' occupation. They will also get a POW gain roll on Orlanth's
high holy day.
Osentalka's Seventh Temple
During the First Age, the region now known as the East Wilds was part of
Osentalka's Golden Empire. And quite pleased about it, too. The inhabitants
reached heights of civilization undreamed of by their modern-day descendants.
Until the Grim Demon of Darkness, Arkat, came... His name is even today
a curse among East Wilders, who are wont to blame him (screaming "Arkaaat!")
when things go wrong for them. He and his allies destroyed or hid all vestiges
of the golden culture, and when Osentalka himself was slain even the memory
of what had been faded rapidly, leaving only a feeling of nostalgia and
a deep-rooted scepticism towards any future proselytisers.
Under the part of the river valley that reaches the greatest height above
Otter clan lands, known as the Rock, lie the remains of a temple to Osentalka.
When in use, it was of minor importance - and so was one of the last to
be assaulted, by a relatively small force.
Agara Stonefoot, the troll general/priestess that finally conquered the
temple, did not penetrate the innermost parts of it, but buried it under
masses of earth in order to envelop it in darkness forever. When the Jrusteli
fell and Seshnela sank beneath the waves, the rivers in the East Wilds changed
their courses, including the stream around which the Otter clan has settled.
It began cutting into the ground right beside the old temple. During the
following centuries it has steadily dug deeper, until it is now below the
level of the temple.
Alternative introductions
PCs who did not participate in the first scenario could be introduced as
friends of those who did. If the GM has skipped the first scenario altogether,
the PCs are probably outsiders, driven by dreams and omens to assist the
Otter clan. The temple itself need not be changed much, the big difference
will be in the clan's attitude towards the party: cautious at first, changing
to ready acceptance if they show themselves to be honourable (and preferably
orlanthi).
Adapting to party strengths
A party of medium experience should face one zombie for each PC. Runemasters
(who have no business being here) should get at least three zombies each,
a Sever Spirit of higher POW, and a few extra wraiths. Anything in between
is up to the GM to judge, but when in doubt: go easy on the PCs, they are
in for a good deal of trouble later.
The Sever Spirit is particularly dangerous for young PCs, and having someone
die just because of an unlucky die roll is anti-climactic, to say the least.
So if the suggested characters are being used, and the players show intelligent
caution in handling this situation (letting the highest-POW character tackle
the door, using Countermagic if it is available), we advise the GM to fudge
the die roll on their behalf, describing the effect so as to make them believe
the PC was a hairs-breadth from death. If more experienced PCs or less careful
players are involved, run it by the book.
Prelude
The seasons pass as they have always done, and storm season lives up to
its name. On Clayday of illusion week a particularly severe downpour starts
drenching the area, and the rains continue for a full week. On the last
night of this tempest, all the PCs have similar dreams, concerning the Wise
One reciting his poem.
The following morning, news spreads that part of the Rock has slid into
the stream, on account of the powerful raining, and that something strange
has been discovered. Almost everyone in the clan wants to have a look, most
certainly including the PCs. They find that a stone building has been uncovered.
For the first time in over a thousand years, the seventh temple of Osentalka
is visible.
Thinking hard on the poem that has been haunting them, the party will probably
come to the conclusion that it is their mission to explore the interior
of this building. However, Loran will be adamant that investigation is the
thane's task. With three of his housecarls, he starts digging down into
the temple. Soon they are lost from sight, going down their tunnel. Hours
pass, most of the onlookers grow bored and go home. But finally, Loran and
his men appear again. One of the housecarls, Garing Rockjaw, is being carried
and looks lifeless. Without giving any explanations, the thane decrees that
entrance into the building is forbidden.
In the night, the PCs have the same dream again, this time it is much clearer
and the memory lingers longer. They now have the poem ringing in their ears
and feel an almost irresistible yearning to enter the building. Doing so
is not very difficult; no guards have been posted, and the rest of the clan
stays well away from it.
Apart from gathering rope, torches and such, the only preparation they could
make would be to find out some more about Garing Rockjaw's fate. His family
refuses to discuss the matter, but when his wife Tekla is referred to as
a widow, the natural conclusion is that he is dead. The only person willing
to talk about it is Tekla's brother, Tandam. He can reveal that Garing just
dropped dead with no signs of violence on him. If coaxed, Tandam will state
as his opinion that there is an evil spirit down there.
Outside the Temple
From outside, you can see the eastern part of the building's roof and the
tunnel dug by Loran. The roof is arched and appears to be made of perfectly
fitted stones.
The tunnel slants downward until it comes up against a stone wall and then
turns left, following the wall. After a few metres, a rectangular opening
(a door) in the wall is found and the tunnel resumes its original direction.
Five metres later, the tunnel emerges from a mound of earth and clay into
the temple's entrance hall.
In the Temple Hall
In the poor light of the PCs torches, this room seems immense. Masses of
earth and stone have welled in through the walls at regular intervals (via
the doors and large windows). The floor is covered in 10 cm of mud, making
careful movement necessary (half move, rounded down).
Unless the party is planning on digging their way out, there are only two
exits from the hall. They are easy to find, as they are made of gleaming
bronze and free of debris. One is a wide double door, the other a slightly
smaller single door. Both are approximately 3 metres in height.
If a search of the hall is made (half an hour of sifting mud and a Search
roll), an oblong lump of gold can be found. This was once a key to the smaller
door, as metal it is worth 40 pennies.
The Doors
A black graphite Death rune covers the double doors, around the edges of
it the metal seems to have been scorched. One of the doors is ajar. When
Garing tried to force it open, the rune burst into flame and a stored Sever
Spirit spell was activated. Since the spell was one-use, this entrance is
now perfectly safe.
The other door also has a graphite cross on it, somewhat smaller. This one
seems to shimmer slightly, there are no scorch marks and the door is locked.
Trying to break it open (STR+SIZ vs a resistance of 30) or pick the lock
(a Devise roll if some appropriate implement is used, otherwise impossible)
will cause the rune to flare up, hitting the unfortunate soul with a Sever
Spirit (POW 13). After this, the door will present no further danger.
The double doors lead to an antechamber with zombie guards in it. Through
the single door, one reaches the priests' private chambers.
The Priests' Quarters
Along a corridor lie eight identical rooms. They are small cells, all nearly
filled in with earth and rocks. At the corridor's end is a room for meetings
and prayer. When this room is entered, eight illuminated skulls fly up and
start buzzing around, gibbering madly. Some of them might get the idea of
asking the PCs riddles like the following:
"Which bar is the best in Glorantha? : Gor!"
"Who never want the story to end? : Tel-mori!"
"Which goddess is never wet? : Al-drya!"
"What country sounds exhausted? : Pent, Pent, Pent!"
"What do sun-worshippers say when it rains on them? : Oouu, rania!"
"Who is the rodent god of comedy? : Rats-laff!"
"What is Uleria's favourite pet? : Cock-a-thrice!"
(The designers accept no responsibility for these 'riddles'. Wakboth made
us do it.)
If the GM feels the scenario is too short, or that the PCs should get more
for their pains than silly puns, this area can be developed further. Some
examples of what might be found in the priests' cells:
A pair of intact books in High Dangan, describing Fronelan agricultural
techniques.
A ghost that begs them to get the green bugs off his back. There are actually
some green beetles crawling on him, but they are ghosts too.
A passion spirit that forces its victim to collect, preserve and systematize
various plants.
A blood-red gargoyle, playing a strange board game with himself. He is relieved
to be freed at last, gives the PCs the game and flies off westward. He possesses
a great wealth of knowledge, but has no way of communicating it.
The Antechamber
Inside the double doors there is a smaller hall, with some debris to the
left and lying straight ahead, a huge mound of soil that seems to have fallen
in through the collapsed ceiling and also pushed through the floor. Between
these two obstacles, it is possible to squirm further into the room. The
floor here is covered with mud, just as in the hall.
Just inside the door stand two dark troll zombies. They activate two melee
rounds after the chamber is first entered, attacking immediately. There
is no way to reason with them, and they will follow the PCs wherever they
go (even outside the temple) until they are destroyed.
Searching the antechamber reveals nothing of interest. At the far end there
is an unlocked bronze door, leading to the library. Opening it poses neither
a problem nor any danger.
The Library
A room that is free of rubble and mud, but is still very damp. Near the
walls, the floor is littered with mouldy remnants of books and shelves.
In the centre of the floor lie similar piles of decayed furniture, mingled
with glass shards. Some of the glass is intact; small oblong bottles, a
tube with a smaller tube inside, and so forth (i e laboratory equipment).
To the right of the entrance is another bronze door, leading to a closet,
and a bronze staircase, descending into the cellars. In the closet hang
nine sets of vestments, eight red and one white, that crumble to dust when
handled unless DEXx1 is rolled.
When the PCs have been in the library a while, a floating globe of light
appears, illuminating the room clearly. It speaks in a soft and pleasant
voice, not unlike the Wise One's.
"Greetings my friends, I have awaited your visit. I see that you have
understood the meaning of: It awaits in Asrelia's care, the light which
time has hid, gifts the earth will bear, to yield it now is bid."
The globe of light - a hellion - then disappears down the stairs.
A thorough search of this room will take an hour. Three items of interest
might be found, given successful Search rolls.
1) A small, shimmering green, stone that gives a calming sensation when
held in the left hand.
2) A small bottle of violet-stained glass, containing 30 dark pellets. Each
pellet will, when eaten, negate the need for one night's sleep.
3) A circular glass tube, filled with a lustrous liquid. If activated with
10 magic points the tube will glow for an hour, with the same strength as
a Light spell. Also, if you place it above your head when it (the tube)
is in an active state, it will remain floating there, following you around
for the duration of the magic.
The Cellar
The lower level of the temple contains even more mud and water, reaching
to the knees of a normal-sized man. There are three areas here: the stores
with the transwheat, an earth pillar that is a continuation of the one above,
and the tomb of Alchangir.
The Storeroom
From the earth-filled room a lot of mud has spilled into the former storeroom,
that and water from the stream has seen to it that nothing left here remains,
except for three small bronze barrels. These are about 30 cm high and 20
cm in diameter, weighing 6 kg each. There is a text inscribed on each barrel
in High Dangan, a precursor of modern Delelan. A character gets half his
Read Delelan skill when attempting to read High Dangan. It says:
nr 35364
transwheat
1/3 hectare
Property of Alchangir Great Saint of the Neverseen Light
The barrels are completely sealed, and thus the grain inside has been preserved
from damp; it has a germinativeness of 67%, enough to sow a small field.
This grain is in fact the focal point of the adventure's plot.
Alchangir's Tomb
A copper coffin is the last resting place of this temple's last high priest.
The inscription (in High Dangan) reads:
Alchangir the Wise
may his gifts be blessed by the earth
To get into the coffin, the PCs would have to get the lid off, which presents
a problem. The 300 kg casket is impossible to move, so they have to work
on it here. Some form of prising tool and a combined STR of at least 31
is needed. The lid has a resistance of 40, so STR 31 gives a 5% chance,
32 a 10% chance etc. Once they have removed the lid, a wraith rises from
the coffin and attacks them.
In the coffin lie the mummified bones of Alchangir and a mirror. The mirror
is not magical, just very valuable (500 pennies, minimum) as it is nearly
the only glass mirror in the East Wilds, normal mirrors being made of highly
polished bronze or copper.
The wraith, the hellion and the Wise One are all manifestations of the same
being, in his first life known as Alchangir.
Leaving the Temple
When the PCs exit the tunnel again, one of the housecarls happens to be
nearby and spots them. He is furious, ordering them to come with him to
the thane's stead at once. When Loran learns that they have broken his decree
and entered the building, his fit of anger leaves him senseless, but upon
being calmed by his wife he can at least discuss the matter. After questioning,
he will probably conclude that their disobedience is pardonable - not very
wise, but unquestionably extremely courageous. If someone has died during
the expedition, the thane will be much harder to convince, but eventually
he will feel that the deceased person has him/herself to blame.
Loran will demand to see what the party found in the building; he will mainly
be interested in the smaller items, and decide that he should keep them
for the good of the whole clan, and as punishment for the PCs. His interest
in the barrels is marginal, and he will let the party keep them.
Opening the barrels reveals that they are filled with grains of wheat. These
are somewhat larger than normal, but not otherwise notable. Elen will think
they look suspicious, but consent to having them tested. The Ernalda shrine
lends the PCs a patch of land, which they can sow with their 'transwheat'
and tend to themselves.
Next Year
The PCs know perfectly well how to sow a field of wheat, and tending it
is no problem at all since the next year is an excellent one for all crops.
Transwheat turns out to grow somewhat shorter than conventional wheat, but
has much larger ears and ripens as soon as the end of fire season. Thus,
the PCs bring in their harvest before anyone else and for such a small field,
the yield is enormous.
Rumours spread quickly, and shortly afterwards both Loran and Elen come
to the PCs with a proposition. If they give up all their wheat, so the whole
clan can use it for seed next year, they will be richly rewarded in the
form of gifts, training and increased social status. I e they will be looked
upon as local heroes, despite their tender age. Their elders will respect
them, members of the opposite sex pay them a good deal of attention, everyone
wants to be friends with them etc. Presumably, they accept.
Each PC will receive a full set of cuirboilli armour, and whatever arms
they wish that can be produced locally (daggers, spears and bows, but no
swords). They are granted 400 hours of free training, in the skills listed
previously or in stats (STR, CON or DEX), as well as getting the normal
occupational experience for Barbarian Farmer and Barbarian Initiate. In
the way of magic, they get 2 points of spirit spells, the option of sacrificing
for one-use divine spells (Worship Orlanth, Cloud Call) and a POW gain roll.
The Year After
Come late fire season, the clan reaps a gigantic harvest, and can even export
wheat; a long rainy period in early earth season - the normal time to harvest
wheat - spoils part of some other clans' crops. The Otter clan has never
had such a profitable year before, and the adulation of the PCs reaches
its peak.
Perks this year consist of 600 hours training, 4 points of spirit magic,
a POW gain roll and Initiate experience. Between all the training and basking
in the glow of admiration, there is no time for the PCs to pursue a real
occupation.
Yet Another Year
The transwheat is sown in sea season, and everything seems to be going fine.
At harvest-time, Elen and Rita complain that Ralia isn't responding to the
rituals as she should, but the clan goes ahead with the harvesting anyway.
A week later, when the first breads are baked, the problems begin. Many
people who eat of the bread start behaving strangely: some go berserk, others
start seeing spiders. One man jumps into the stream and drowns, screaming
incoherently about little black men with sharp sticks.
Over the next few days, these effects increase in number and strength. Soon
the conclusion is reached that the wheat is responsible, it must be cursed
in some way. Whispers that it might even be tainted with Chaos are swiftly
silenced, but panic begins to spread anyway; some neighbouring clans who
have bought wheat accuse the Otter clan of trying to poison them. Loran
orders all of the wheat and its by-products burnt, to prevent further calamity.
The only large supply of food available is taskmoert, and after five weeks
of heavy fishing the Otter People complain that this resource is also running
low. The Ernalda shrine proclaims that Ralia has taken her hand from the
land, so that no normal wheat can be grown. Thus the clan is on the brink
of both starvation and war. Who can they blame?
By this time the clan's attitude towards the PCs has taken a turn for the
worse. Apart from their immediate families and close friends, Viran Lawspeaker
is about the only one on their side (they haven't really broken any laws,
after all). Dirty looks and muttering behind their backs is only the first
step; as the weeks go by, they will be blamed more and more openly for every
misfortune that occurs. The situation grows more and more tense, with occasional
outbursts of near-violence (someone gets drunk and shouts that he is going
to bash in the heads of all the chaos-growers). It should become obvious
that the PCs' position here is untenable. If they do not leave of their
own accord, about 30 irate clan-brothers will decide to take the law into
their own hands. The escape should be a harrowing one.
Before things turn sour on them, the party has time to pick up 200 hours
of training.
The Goddess' Grain
So now the player characters are fugitives from their own clan. Where do
they go? If all they are interested in is escape, and they don't mind being
despised rootless vagrants, they could wander off in just about any direction.
But we presume they will feel responsible enough to seek help for their
clan, or at least embarrassed enough to want to clear their own names.
If they stop to think for a moment, the players should quickly realize the
nature of their problem: Ralia bears them a grudge. How do you go about
appeasing a goddess? The PCs certainly have no idea, so they need help.
Where is such help to be found? One Hundred Ears, perhaps, but the San clan
is one of those that have purchased cursed wheat, so they are not likely
to feel helpful. Even if the chieftain is supposed to be impartial, he is
under a lot of pressure to censure the Otter clan. The only other place
the PCs know of as an important religious centre is Istakax, the fabled
city of weirdness. Some of the older clansmen have told stories of this
place that sceptical characters might find hard to swallow, but that will
nevertheless turn out to be true (huge stone houses, trolls walking around
in broad daylight and so forth). In Istakax, there must be someone who knows
about these matters.
Alternative introductions
If this scenario is to be run on its own, it will have to be assumed that
the events of the first scenario never took place, and that those of the
second were accomplished by someone else, Loran and his hird for instance.
In this case, the PC party is the hired help: experienced adventurers inspired
by gold, glory or perhaps piety to help the Otter clan in its time of need.
Adapting to party strengths
The only encounter intended to be one of combat is that with Barbester Gor
on the Way of the Warrior. Increasing the number of avatars quickly makes
it much more dangerous. Real HeroQuesters could expect to face this guardian
in single combat, i e one avatar for each character, but a solitary opponent
is quite enough for the Otter clan party. In fact, the only real chance
they have of getting past is to gang up on her. The GM might want to drop
some hints that their honour does not require them to be suicidal.
Getting There
Normally, getting to Istakax only requires two days of hiking along well-travelled
paths. However, this route passes through One Hundred Ears and several other
places the PCs might not want to visit. Presumably, they will try to avoid
attention. The GM will have to judge how much extra time this requires,
depending on the degree of caution (or paranoia) shown.
Istakax
In the easternmost reaches of Delela, on the border of Corolaland, lies
the town of Istakax. Ever since the dawn of Time there has been some kind
of settlement here at the Istakahixa waterfall. The original name of the
city is lost, and only ruins remain as mute testimony to its former greatness.
Istakax is inhabited by a thousand humans and a few trolls. The city covers
a large area for such a small population, but one has to consider that crops
are grown and livestock is allowed to roam free within the earthworks. Approximately
two out of every three houses are restored ruins, built largely of stone.
The rest are of traditional Orlanthi make: mainly of wood with reed roofing.
Most of the inhabitants live by farming and animal husbandry, but a significant
minority seek an income from the lake or in trade.
Politically, the city is a neutral zone between the three neighbouring tribes
(Ajim, Talmon and Rolin). There is no formal government; most people mind
their own business. There is a city guard though, and its captain (Eagin
Dragonslayer) sometimes acts as if he owns the place. As a matter of fact,
he almost does. His only real rival in terms of influence is Barnan Redhair
(high priest of Orlanth). Some visitors are surprised that humans and trolls
(and even tusk riders!) get along so well in Istakax - the two races have,
historically speaking, always been enemies in this region. What is easily
overlooked is the fact that the current inhabitants are unrelated to the
previous ones, thus having no feud to carry on. Anyway, if you want to survive
in a tough frontier environment like this one, you can't afford to be loaded
down with a lot of preconceptions.
Places and People
The Arena: Owned by Eagin Dragonslayer, managed by Gerkor Bloodwolf
(a de-pelted Telmori, or so they say). Fights are held here every Windsday
evening.
The Baths: The worst inn in town, despite the name it provides neither
baths nor other amenities. Torgen, the owner, is a tusk rider. The clientele
usually follows suit.
The Bronze Bell: A more respectable inn (than the Baths). Owned by Eagin.
Bolp, the innkeeper, has a bell of cast bronze hanging over the bar. There
is usually some form of entertainment in the evenings, a good-natured atmosphere
and plenty of customers. PCs staying here pay 1 penny per day and person.
This is the best place to meet Norim, the local Trickster. He is noted for
being bald, constantly intoxicated and relatively affable (for a Eurmal
worshipper).
The Keep: Where Eagin and Gerkor stay when they're not at the Bronze
Bell. A small, but solidly built stone fort. The cellars house prison cells
and cages for those unfortunate beings destined to fight in the arena, to
which an underground tunnel leads. Most of the twenty-odd guards/arena-keepers
live in the barracks.
Temple of the Copper Lizard: A Major Temple to Ernalda, housing 5 priestesses.
An equal number of acolytes serve there, but live with their families. Two
Chalana Arroy Healers live in a small house on the temple grounds. The name
derives from an ancient, verdigrised copper altar, covered with engravings
of an eight-legged lizard.
Jorvin's Trading Post: Jorvin is often away on business, but the PCs
are in luck this time. He is very busy preparing for his next journey, though.
James' Workshop: This is where James, Istakax' most famous smith, resides
and works. He makes weapons and suits of armour, of more advanced types
than any other smith in the Wilds. Unfortunately, he insists on covering
them with spikes, studs and other non-functional details. James strikes
most people as extraordinarily dense.
The Shaman's hut and garden: Guolo Twelvepointer, an ex-Damali who still
wears dresses, cultivates all kinds of interesting plants. At first, he
had some trouble with pilfering, but this stopped once word got around about
the side effects of eating something from Guolo's patch. The PCs might find
the described symptoms similar to those caused by transwheat.
The Tent Camp: Quite a few hsunchen families visit the city intermittently,
and this is where they pitch their homes. The most common guests are Galanini
and Lotari.
The Hill of the Wind: A Major Temple to Orlanth. Apart from Barnan and
Tormod (the High Priest and his brother the Wind Lord), who have their quarters
on the Hill, three priests and four acolytes are attached to the temple.
The "Zorak Zoran Temple": Is really nothing more than a meeting-place
for visiting trolls. A dozen dark trolls and twice as many trollkin live
here more or less permanently. Most of these are Argan Argar worshippers,
including the self-acclaimed High Priest Tuzzabuzz Bolgmonger.
Investigations
The player characters, being country bumpkins after all, will be out of
their depth in this eclectic and exotic environment. Even if they feel inclined
to take in the sights, they should remember that their quest is of some
urgency. The logical course of action is to inquire with the various priesthoods.
Who knows more about the gods than a priest? Orlanthi adventurers will most
probably try their own temple or that of Ernalda first, but Jorvin the Trader
Prince and Norim the Trickster can also provide suggestions.
The Orlanth temple
Barnan Redhair has already heard of the Otter clan's problems. He does not
blame the PCs, understanding that their intentions were good even if their
judgement was faulty. Besides, the rest of the clan (and especially its
leaders) should accept some of the blame. Barnan is sympathetic to the PCs'
plight and wants to help them.
He knows that there are several different ways to go about a quest such
as the one facing the party. The one he can describe is the Way of the Warrior,
the method a true Orlanthi would use, but it is very difficult and dangerous,
so he is not sure it is the right one for the PCs. He tells the story of
a young hero named Nikur of Blackburn, who entered the God Plane and with
his own force and will made Ralia give him the wheat - before then his clan
could only grow wild wheat in their fields, but after his return the harvests
were much richer. Nikur was alone on his journey, but he had several magic
items to aid him.
"Nikur let the whirlwind sweep him away and so he was carried to the
Meadow of Spring, because both he and the gods wanted him to be there. He
there saw and met the Flower Goddess, who was as beautiful as all of her
realm. She said to him that the way to Ralia was across her meadow where
her mother's guardians slept. Without fear he strode out onto the grass,
but soon the ground beneath him began to shake. When it was about to swallow
him up, he let the Helm of Allan lift him into the air and across the meadow.
Landing on the other side, he continued his journey and came after a while
to the mouth of a huge cave, sealed by an equally huge copper gate. Outside
the gate stood a woman whose face was hid by her helm, she was dressed entirely
in copper and her copper axe gleamed with sharpness and vibrated with strength.
She declaimed that she was the guardian of the earth's riches, and that
those who laid unrightful claim to them were those who would die. He answered
that he did claim one of its riches, but his claim was not an unrightful
one. The Copper Woman said that could only be judged by combat. The fight
was a furious one, but when Nikur swung his Green Sword with skill and strength
he was victorious. Through the copper gate and into the impenetrable darkness
he went, when he heard a full-toned female voice cry out that her treasures
where not to be seen by those who did not own them. Nikur answered that
he did not wish to own, only to borrow. With this promise, and the gift
of the Serpent's Circlet, he convinced the Goddess of Wealth, and she let
him see the golden grain. Ralia was also unwilling to aid him at first,
but when Nikur swore by Orlanth that he was worthy of receiving her bounty
as a loan, she finally let him take a handful of wheat. The fastest way
out of the cave was through the backdoor where The Patient Hag sat on her
chair, bent over her stick. What Nikur said to her is their secret, the
secret borne by all who must die."
The Ernalda temple
Erien Flatearth, the high priestess, is prejudiced by what she has heard
of the PCs actions, and will turn them away without answering any questions.
However, the youngest priestess, one Krisdel Glitterface, is willing to
help and will seek them out later. She is not very experienced, but can
relate an old story she heard as a child if they promise to honour the earth
with sacrifices each year.
"I have forgotten her name, but the story is about a young woman whose
husband has died in a war and whose family has disappeared. To find her
family she must seek out Ralia's help. After wandering the paths that lead
to nowhere she came to a meadow where Voria was dancing, free of all the
cares others are burdened with. She called out, and Voria came closer, still
dancing, to ask what she wanted. When the woman explained, the Goddess of
Youth said that adults had too many worries, and this made everything much
more difficult for them. If the woman would only learn to sing with the
animals and to plant pretty flowers, Voria would help her over the meadow
to Ralia's gate. Outside the copper gate, Barbester sat sleeping and only
wakened when the woman shook her shoulder, asking to see Ralia. Barbester
was so surprised by the whole thing that she opened the gate without stopping
to think. Only when the woman had already passed through did she remember
to demand tribute, but then it was too late. Perhaps it was the woman's
sad eyes that made her forget. Inside, amongst the earth's hidden treasures,
the woman called out for Ralia but was answered by Asrelia, who told her
to state her business. She answered that she had come for help in finding
her family. Asrelia wanted to know what she was willing to offer for such
help. As the woman barely owned the clothes on her back, she said that all
she had to offer was her devotion and gratitude. That is the greatest gift
one can offer, said Asrelia, and Ralia agreed, letting her have a grain
of wheat. On her way out the woman met Ty Kora Tek, who said she did not
want any payment at all since they would meet again sooner or later, probably
sooner. Back in the normal world, she met a squirrel who said he could show
the way to her family in return for a grain of wheat, and so he did. So
you see that even a spell that appears worthless can have its uses."
Krisdel does not want to pressure the party into taking this particular
approach, saying that they must decide which path feels right for them.
The trading post
The itinerant Jorvin is in town for some rest and stock-taking. He does
not trade in grain, so he shows very little interest in the Otter clan's
difficulties. If the PCs pay him 30 pennies or work on his inventory for
4 days, he will tell them the story of how Webra bargained with Esrola (another
Grain Goddess).
"Webra was very successful even at an early age; she had bought diamonds
from the volcano people, she had sold iron to the elves of Whistling Wood,
she thought she had done it all. One day a young earth priestess came to
her and said she could wish for anything she wanted if she brought the priestess
some of Esrola's oats. Lured by the challenge, not the reward, she accepted
and the following day left on one of the forgotten and hidden roads. Sitting
on her donkey she came to the goddess of innocence, standing by a beautiful
meadow of flowers. Webra tried to offer her money, to make her reveal the
road onwards, but she refused. Frustrated at not being able to bargain her
way through, Webra told her to name her price, any price. Voria said she
wanted the force of life. Not liking the idea of giving away part of her
soul, Webra gave her a truestone instead. Voria led her safely across the
meadow and pointed out the road that leads to the gate of underearth. She
soon reached the copper gate, but Voria had not mentioned the warrior woman
standing on guard. Thinking that even on the God Plane, everyone has their
price, Webra asked the copper woman to name hers. Barbester replied that
she could forego the combat, but she needed a trophy: five fingers off Webra's
hands. After some haggling, Webra offered the little finger of her left
hand, and Barbester accepted. Well into the darkness behind the gate, a
voice spoke to her asking what business greed had coming here. Webra was
insulted by Asrelia's accusation and answered that the goddess was the greedy
one, not her; she only wanted to share her possessions. Yes, as long as
they belong to someone else, Asrelia replied and went on to say that those
who saw her riches could never see again. After arguing for a while, they
agreed that Webra only had to lose her sight on one eye. With her one eye,
she could now see Esrola, who looked flat. So you want my oats, she said.
Not I, but one of your priestesses, Webra answered. Why did she not come
herself then, Esrola asked. Because I have the tongue that can convince
you, replied Webra. Well then, give me this tongue and I will give you my
oats, were Esrola's final words. One-eyed and speechless and missing a finger,
Webra made her downhearted way to the back door, where an old crone sat.
Not being able to bargain, Webra had to pay the price Ty Kora Tek demanded
for letting her out, and returned with the oats as an old woman. What she
chose as her reward I do not know, but I wonder if anything can outweigh
the toll trading with the Earth takes."
Jorvin has no opinion as to which path is best for the PCs.
Any bar
If the PCs can get a hold of Norim the Egg-headed One and sober him up a
bit, he can tell a tale of how another Trickster stole Asrelia's Apron.
The players will have to judge the truth of it for themselves.
"The Shadowmaster was the funniest, cleverest, nastiest and most irritating
man in all of Mular, a city that lies somewhere where I, only I know where
it is. He always had on a white apron that he took from Asrelia. Only I
know how he took it, and know I'm going to tell you what happened. But I'm
not going to tell you everything, because if it's going to be any fun for
you when you go there yourselves you shouldn't know it all. Wait a minute,
I think I'll just give you some hints and advice. First of all you'll meet
the children's goddess, like all kids she's easy to fool, you know stealing
candy and so on. So you trick Voria. The Shadowmaster said all the flowers
would die if she didn't lead him over the meadow and she believed him. Haha.
Then you'll meet Barbester Gor or one of her avatars, she isn't so tough
so you can just cut her up. If you're not as brave as you probably think
you are then you could try and get her drunk instead, some of your blood
should do the trick, but the best thing is probably just to chop her down.
Asrelia doesn't like prowlers, but if you dress as heaps of earth she won't
notice you. The Shadowmaster disguised himself as a bag of gold, and she
put him with her other treasures, that's when he took her apron. Going out,
he met Ty Kora Tek and not even the master of shadows could hide from her
gaze. And how he got past her I'm not going to tell you unless you treat
me to a party at the Bronze Bell."
If the party decides to pay for Norim's partying, the tab will stop at 45
pennies. The day after, he will reveal that the Shadowmaster turned around
and returned the same way he came.
A Choice of Paths
The party is free to choose which way they will try to get the wheat back.
They have to make a decision before the respective cults will divulge what
aid they can give or any other details. PCs from the Otter clan will probably
choose one of the first two paths, the others are described for the sake
of non-orlanthi parties and also for the sake of comparison.
All the paths are examples of minor quests onto the God Plane, and as in
the first scenario, there is an element of subjectivity present. The quest
always presents essentially the same obstacles, but the particulars of how
to overcome them differ, based on how they are approached. For instance,
on the Way of the Warrior, Barbester Gor can be defeated in combat - on
any of the other paths, attacking her is suicidal. So once you have committed
yourself to a certain approach, you should stick to it. Trying to combine
different paths will always lead to catastrophe unless you are a real HeroQuester.
The Way of the Warrior
Barnan is pleased that they have chosen to tackle this in true Orlanthi
fashion, and will provide all the help he can. First, he convinces his brother
Tormod to (reluctantly) lend them his steel bastard sword. Furthermore,
he lets them sacrifice for one-use rune magic, which on the Hill of the
Wind means they can choose from all common divine magic and all spells provided
by Orlanth or the subcults of Lightning Spear and Sandals of Darkness. He
does not recommend any particular spell, saying that they must be guided
by their own instincts for what this quest requires. Finally, he lends them
a Truestone containing Flight 3 and Wind Words. It is one of the temple's
holy treasures, and the PCs should be aware of the tremendous generosity
this loan shows.
The day before the PCs' departure is spent with rituals and incantations;
Barnan calls upon all the winds he knows of to bless their quest.
On the morning they are to leave, Barnan places little round stones in the
middle of the temple yard, tracing the shape of an Air rune. He motions
them to take their places in the centre of the rune. Once they are prepared,
he strikes up a sing-song recitation in Stormspeech that goes on and on
indefinitely; after a while, the PCs start feeling dazed and disoriented,
losing track of time. At some point, the sand in the yard starts whirling
up into the air, forming a vortex around the party that rapidly increases
in speed. Finally, the swirling sands block their vision completely.
Voria
The sand rises up completely from the ground and disappears into the air
as a dustcloud, leaving the PCs at the edge of an enormous meadow, covered
with flowers in hundreds of colours, few of which they have ever seen before.
A pretty girl, seemingly 10-12 years of age, sits on the grass a short distance
away. Skipping about around her are a half dozen hares that have unusually
large and floppy ears.
Since this is a warrior's quest, Voria will only inform the party that they
have to cross the meadow to reach Asrelia's cave, letting them figure out
how to avoid the gnomes sleeping beneath it on their own. To get safely
across safely, they must do one of the following:
1) Run for dear life. Using this tactic, each character must succeed at
five POWx5 rolls to avoid attracting elemental attention. Once such a roll
is failed, that character has to dodge, rolling DEXx5 as many times as required
to make a total of five rolls of either kind. If a DEX roll is failed, the
character falls into a gnome that is likely to finish him/her off in no
time flat.
2) Fly over the meadow. If they have enough Flight spells, this is the smoothest
way to go. Expensive in POW, though: each point of Flight will lift 6 points
of SIZ (disregard Encumbrance in this case). The spells will expire before
the next encounter.
3) Think of some other plan that is brilliant enough to impress the GM.
Barbester Gor's Avatar
Well over on the other side of the meadow, a path can be found that first
meanders through a lush forest, then takes them through a rich agricultural
landscape, and finally leaves them in front of a gate that consists of two
huge copper doors. In front of the gate stands a woman in full copper plate
armour, with a target shield and battle axe likewise made of copper.
The only way to get past the copper warrioress is to defeat her in battle.
This is no easy task, but when you come to claim the Earth's treasures by
main force you must be prepared for a hard struggle.
In Asrelia's Darkness
Inside the gate there is no actual darkness, it is just impossible to see
anything. All of Asrelia's treasures are protected by her special powers.
After stumbling around for a while, the party hears a clear and full voice
calling out to them.
"I am the protector of the Earth's wealth, and those who come to plunder
it for their own gain must pay a dear price for their lack of respect."
The players must now convince Asrelia (the GM) that they are not lacking
in respect and that their request is not for their own sake but for that
of their clan. Having some appropriate gift to present her with will soften
Asrelia up a bit. If they fail to make a good impression, she will demand
that they become initiates of Ernalda to prove their good intentions.
After Asrelia is convinced, she will lift part of the cave's enchantment
for their benefit; they can now see a sack of grain in front of them, but
be unable to reach it. Another voice, not quite as mature as that of Asrelia,
speaks to them: Ralia wants to know why she should forgive the Otter clan's
lack of reverence for her gifts. Arguments similar to those used on Asrelia
must be employed again, with a slight shift of emphasis - Ralia is immune
to material bribes, and is less impressed by displays of selflessness than
by honest admissions of guilt. If the players do not appear to be properly
humble, she will make the same demand as Asrelia. If they have already promised
to worship the Earth, they will have pledge themselves to the lives of simple
farmers for the next five years.
Finally, Ralia will let one PC reach out and take a fistful of wheat grains
from the sack. Then they see the mouth of a tunnel in front of them.
Ty Kora Tek
The tunnel leads through solid rock, winding deeper and deeper below ground.
Finally the party comes to an old wooden door, with a bent and shrunken
figure beside it. The figure turns out to be a very old woman, with bony
limbs and a deeply lined face. She casts a piercing glance at them and then
speaks in a creaking voice.
"I was certainly not expecting to see you in this afterlife.
What are you doing here?"
The only intelligent response is the truth: they are trying to leave. Her
response to this will be that "This way is not for the living to walk.
But I could make an exception in your case..." She takes out a cracked
wooden mug and a copper needle. Each character who wishes to pass through
the door must have his or her finger pricked and a drop of blood squeezed
into the cup. This will age them 20 years in an instant.
If one of the PCs speaks out before Ty Kora Tek has administered this treatment
to anyone, they can refuse to accept it. The way out is to invoke Orlanth's
name and the fact that their souls belong to him, not her. She will accept
this as long as there is no stain on their honour. If Ingolf is with the
party, she will bring up the matter of his father's desecration; they must
then swear that Torkel will stand trial and receive a just punishment for
his crime. Similar reparations must be made for other misdeeds in the PCs'
pasts.
Eventually the party will be able to walk through the door, finding themselves
on a hillside about a kilometre south of Istakax.
The Path of Humility
If the PCs decide to travel this path, Krisdel can provide no other help
than getting them started. She does know of a possible short cut, but she
says they should only try this if they feel themselves to be real hero material.
The ritual is the same, regardless of whether the short cut is taken or
not. Krisdel and two acolytes take the characters into a tent filled with
steam. After sitting there and sweating for several hours, listening to
the three women's murmured prayers, they are barely aware of their surroundings.
Krisdel leaves the tent but soon returns with a clay pitcher. She pours
a liquid out of it onto the hot stones, and soon the tent is filled with
aromatic fumes, mingling with the water vapours. The PCs rapidly feel much
drowsier and lose consciousness.
The Short Cut
If this alternative was chosen, they wake up in a field where some unknown
grain is growing. The field seems endless, and exactly the same in all directions.
Then a dot appears on the horizon and quickly approaches, growing and taking
shape until they can see it as a huge (SIZ 90) lizard, with green scales
and eight long legs. It stops short right in front of them and asks if they
want a ride. If they agree, it bends down so the entire party can climb
onto its back. The lizard sets off again at a tremendous pace. Each PC must
roll STRx5 to maintain a firm grip. A person who slips can regain her balance
with a DEXx5 roll, and then gets a second chance to roll against STRx5.
Those who fall off are lost on the God Plane, and are at the very least
out of this scenario; whether they ever find their way again is up to the
GM. Those who hang on are carried straight past the next two encounters;
when the lizard digs its way through the mountainside, the same roll (or
rolls) as before must be made, those who fail are left behind (the tunnel
is filled in behind the lizard) and must go back to face Barbester Gor,
the rest can disembark inside Asrelia's chamber.
Voria
Parties who choose the long route wake up to the sight of a girl's face.
The girl is Voria; they are lying in the middle of her meadow. She looks
at them for a while and then says they shouldn't be lying on the flowers,
they have to apologize to the flowers. The way to apologize is for each
PC to sacrifice for two points of the Flowers spell (which will be strictly
one-use). If they like, they can sacrifice for Speak With Small Animals
as well. When they have done this, she will lead them across the meadow
and all the way to the copper gate.
Barbester Gor
The goddess at the gate is clad from head to toe in copper and bears a huge
double-bitted axe. After looking the party over carefully, through her eyeslits,
she speaks.
"If you would enter the Inner Earth to repent, you must prove your
lack of insolence by giving up your best means of offence."
Each PC will lose his or her best Attack skill, starting over with a base
chance of 5%. There is no other way to get past this guardian.
In Asrelia's Chamber
No mortal may see the property of Asrelia, and that includes the PCs - they
will effectively be blind. Asrelia will speak to them after a while.
"You who claim to feel remorse must succeed at the impossible, to see
my treasures of your own will."
In order to see any of her treasures (e g Ralia's wheat), the PCs must first
give up their warrior's way of life, becoming followers of Ernalda or Barntar
instead. Then they must feel true remorse for their own and their clan's
actions. To symbolize this in game terms, they get to make Search rolls.
Those who succeed can see a copper pyramid.
Ralia herself has only one demand: the Otter clan must show its respect
for her and repentance of their blasphemy, by giving up eating fish from
the stream. When the party promises to arrange this, the pyramid transforms
into a mound of wheat.
Those who can see will have to lead the rest until they reach the back of
the cave, where Ty Kora Tek awaits beside her door.
Ty Kora Tek
Everyone can see the old woman, who radiates wisdom and authority. Her price
for letting the PCs out is that they tend all of their clan's graves, seeing
to them at least once a year: on Clayday of illusion week in dark season.
If Ingolf is present, she will also demand the restoration of the grave
his father looted.
Walking out the door, the party finds itself right outside the Temple of
the Copper Lizard.
The Road of the Silver Tongue
Jorvin can show how to reach the God Plane for another three days' work
or 20 pennies. In return for an unspecified future favour, he can give them
a stick that he thinks might be of some use on this road.
He will not engage in any ceremonies, he just tells the PCs to tag along
behind him as he reveals the forgotten path. Jorvin rides on a donkey, the
party walking a short distance behind him. As they travel, entering the
wilderness east of town, they notice the landscape around them becoming
hazier and the sun burning stronger. After a while Jorvin stops and says
that they have to continue on their own, he must turn back here. His last
piece of advice is to stay on the road, not making any deviations in deed
or thought.
Voria
The road ends abruptly at a meadow. Beside them, the PCs suddenly notice
three animals. Roll 1d6 for each:
1 Raccoon
2 Hare
3 Squirrel
4 Marmot
5 Skunk
6 Hedgehog
The little animals wonder what the big people want, they are very curious
and completely fearless. After a while a young girl comes running across
the meadow; she asks the PCs if they have a gift for her. If they give her
the stick that Jorvin offered them she will be pleased, otherwise she will
want part of their life force (3 points of POW from each). As thanks, she
will lead them over the meadow, explaining that her mother's guardians sleep
beneath it.
Barbester Gor
On this road, the PCs will have to barter with the axe-wielding, copper-clad
goddess in order to pass through the gate. She is holding her axe with both
hands and her expression is concealed by her full helm. Without waiting
for them to speak, she calls out to the party.
"The price for women to pass through this gate is high, but for men
it is even higher."
In more detail, the toll she exacts is five fingers from each woman and
a whole hand from each man. The PCs each get five Bargain rolls to try and
reduce this cost. Each success means one less finger lost, or a reduction
from a hand to five fingers (i e even the smoothest-tongued male will lose
at least one finger). After the haggling is over, the characters get to
choose which fingers Barbester can take; she naturally uses her big axe,
with precise aim. She then lets them through the gate.
Asrelia's Treasures
Asrelia is the goddess of wealth, and very tight-fisted, too. Her price
for even letting you see her riches is steep. She will explain it before
too long.
"To see my treasure, you must forego the sight of all other things.
So give me your vision, and I will let you view the Earth's wealth."
Those who agree to this will be able to see as long as they are in this
cave, but when they exit it they will become totally blind. Bargaining is
of course possible, but Asrelia is a worthy opponent. Each PC gets four
attempts to Bargain, each two successes entitles that person to keep one
eye. It is perfectly all right for some of the PCs to avoid the whole deal
- only one of them needs to see Ralia's wheat, and can lead the others through
the cave.
Those who can now see are confronted with a mountain of grain. Ralia's voice
rings in their heads, asking their business. Her price is, as expected,
their tongues. She wants to be sure that they will never convince anyone
else to give them something they do not deserve. Ralia is unused to haggling,
but her price is very firm. Each PC gets one Bargain roll; if at least three
of them make it, she will give them the wheat for free. If they instead
give her the stick, one tongue is saved. Should they offer her everything
they have, including the clothes they are wearing, she will relent and let
them have a handful of grain for this price.
Ty Kora Tek
The old crone by the door is not about to let any traders leave without
paying dearly. If they lack tongues, they can't argue the matter and have
to pay 20 years of their lives. No offers of material things affects Ty
Kora Tek, she disdains such worldly concerns ("You can't take it with
you when you go..."). If Ingolf agrees to compensate the damage his
father has done, she will consider reducing the cost a bit. Offers of other
good deeds might also sway her; the GM will have to judge the sincerity
of the players' promises. The best deal they can hope to get is to age only
5 years.
The party exits into a ramshackle old shed, nestled among hills. After a
day of wandering around, they will meet some war-painted Ajim tribesmen.
The warriors are not hostile towards the PCs - they can point out the fastest
way to Istakax, which lies south of their current position.
The Trickster's Trail
To a direct question, Norim would truthfully reply that this is a very dangerous
way to go if you can't think like a trickster. But then again, where's the
fun if there's no danger? The only help Norim feels up to providing is instructions
on how to make the caps of raccoon skin they need to sneak along this trail.
Trapping the required amount of raccoons will take (2 x no of PCs) days,
and entails a 2% per day cumulative chance of angering a Raccoon People
shaman. If this happens he will lay a curse on them: they must always wash
their hands before eating, or gain no sustenance from the food. Once they
have the skins, it takes one day to make each cap.
On the day they are scheduled to leave, the egg-headed one is too drunk
to stand, so the party must walk the trail without a guide. Norim tells
them to put on the caps and rub their bodies with a foul-smelling cream
that he provides. The stench makes the PCs feel faint, their heads begin
to swim, the world becomes a blur...
Voria
When things come into focus again they are not the same things: the party
is standing at the edge of a meadow where two children are playing. One
is a very pretty girl, the other an ugly boy. The boy shouts at them to
go away, they stink so much the flowers are wilting. He then makes a series
of faces at them before running off into the distance. The girl comes up
to the PCs and asks why they smell so bad; she simply can't understand why
they would want to behave the way they have. She is very talkative, but
not very informative, and if asked how to cross the meadow she clams up.
Then the boy comes running and claims that his fox knows a safe way across.
If the PCs follow the fox, they almost immediately fall into a gnome. The
boy laughs loudly at this, but pulls them up again and says his fox just
made a mistake. If they continue to follow the fox, they keep on falling
into gnomes, and the boy keeps on hauling them out amidst great displays
of mirth. By the time they are on the other side, they will have encountered
six gnomes and taken a total of 1d6+4 hits each (evenly distributed in the
form of bruises). Should they try to cross on their own, they are swallowed
by gnomes just as fast, but in this case they will not receive any help.
Barbester Gor
Following the trail away from the meadow, the PCs finally reach the gates
of the earth's vault. Outside it Barbester Gor lies sleeping, but awakens
and jumps to her feet when they come closer. She advances threateningly.
The only way to calm her down is to give her something to drink. Ordinary
beer or wine she drains in huge gulps, without seeming affected. The PCs
have to offer her their own blood to drink; three litres of this will slake
her thirst and send her into a contented sleep. The characters will lose
a total of 10 STR points (regainable only through training) this way, which
they can divide up as they like. Anyone drained to 0 STR is dead.
Asrelia's Chamber
Unlike the other paths, there is no obstacle to vision here; the master
of Illusion is not fooled by such paltry glamours as Asrelia's. The hard
part is instead to avoid being seen by her. The party has to look
like something other than ordinary humans, or the Collectress will spot
them. How this is accomplished is up to the players' imagination, the characters'
Disguise skills and the GM's approval. If Asrelia catches them, she turns
them over to Ty Kora Tek, who sends them to the land of the dead. If they
through some masterly subterfuge get the Old Bag to release them, they will
still have to return home without any wheat.
Once past Asrelia, they have to be quiet as mice to get some of Ralia's
grain without her stirring. The wheat is stored in barrels, and each PC
must make a Sneak roll to avoid notice. Then one of them must roll against
Sleight to actually snatch some grain from one of the barrels. Discovery
has the same consequences as above.
Ty Kora Tek
When the PCs head for the rear exit, where Ty Kora Tek is sitting, with
their stolen wheat, they notice that she is staring directly at them. No
one can hide from death. She will not let any thieves through her door -
unless they can come up with a plan that absolutely stuns the GM. Normally,
they will have to go back the way they came and overcome the same obstacles,
only in reverse order.
Returning to Norim's shack, they find him still hung over and smelling just
as bad as they do. The wheat they have laid their hands on is not blessed
by Ralia, so the Otter clan will never again get the 10% bonus most Ralians
take for granted, but it's better than nothing.
The End
If the PCs have accomplished their quest, they can now return home to their
clan. At first, they are met with mistrust; some of the clan members are
still inclined to stage a summary trial, but Loran has begun to gain control
of the situation again. Through diplomacy and promises of future aid he
has scraped together enough food, from some clans to the northwest, to abolish
the immediate risk of famine.
When the party gets a chance to explain what they have done, Elen performs
a Divination and confirms that it is true. The rumour of the PCs return
and of how they have reinstated the Otter clan in Ralia's good graces spreads
like wildfire. All the clanspeople are jubilant and wish to praise the heroes.
They become even more popular than during the time of the transwheat. The
whole clan, filled with renewed self-confidence, pulls together for a great
victory celebration, despite the sparse resources. The reasoning is that
if such young warriors can accomplish such an incredible feat, the rest
of the clan should at the very least be able to put up with a little hardship
until next year's harvest.
If the party reveals that Torkel Laxon is a grave robber and want to arrange
a trial, Viran will say that the case should be tried in Istakax, where
the crime was committed. What the final verdict will be depends on whether
or not the PCs try to help Torkel, who their friends in Istakax are and
so forth. A number of years' outlawry is the most probable sentence - an
alternative is lifelong indenture to the Ernalda temple (as a grave digger...).
The Otter clan survives through the coming seasons. When the sowing is done
in sea season, the handful of grain is miraculously enough for all the fields
in use. The harvest is one of the best ever - not as large as those gained
from transwheat, but almost (if the wheat was stolen the harvest is not
as impressive, but quite sufficient). After the harvesting is done, a new
feast is staged in the PCs' honour, and the thane asks them to join his
hird.
At the end of storm season, some Kott clansmen stage a raid for sheep, but
when they see the PCs coming at them they panic and run away. The reputation
of these young warriors has now spread far and wide.
In the long run, the PCs will become role models for young people of the
Otter clan, and so the manner in which they regained the wheat will influence
the whole clan's development. That is, whether it will be known for its
brave warriors, humble farmers, shrewd traders or sneaky thieves. As for
the player characters themselves: after a few years of occupational experience,
they will probably feel ready for some more excitement. In our next supplement
we will provide numerous opportunities for them to adventure all over the
East Wilds.
Stats
Hippogriffs
No 1
STR 31
CON 16
SIZ 26
INT 15
POW 20
DEX 19
APP (18)
Move: 6/12
Fatigue: 47
Hit Points: 21
Magic Points: 20
DEX SR: 2
Weapon SR Attk% Damage
Bite 5 63 1d10
Left Claw 5 47 1d6+3d6
Right Claw 5 41 1d6+3d6
Spirit Magic (120%): Detect Gold, Heal 6, Light.
Divine Magic: Sunspear.
Skills: Ceremony 87, Dance 61, Fly 93, Orate 74, Poetry 41, Play Harp 56,
Scan 74, Sing 71.
Combat Notes: Attacks with bite and both claws in each round.
HIT POINT LOCATIONS
Head AP 3 HP 7
Left Front Leg AP 3 HP 6
Right Front Leg AP 3 HP 6
Left Wing AP 3 HP 6
Right Wing AP 3 HP 6
Fore Quarters AP 3 HP 9
Hind Quarters AP 3 HP 9
Left Hind Leg AP 3 HP 6
Right Hind Leg AP 3 HP 6
Nos 2-5
STR 28
CON 13
SIZ 22
INT 13
POW 13
DEX 16
APP (16)
Move: 6/12
Fatigue: 41
Hit Points: 18
Magic Points: 13
DEX SR: 2
Weapon SR Attk% Damage
Bite 5 40 1d10
Left Claw 5 35 1d6+2d6
Right Claw 5 35 1d6+2d6
Spirit Magic (74%): Heal 3, Light.
Skills: Fly 72, others as stated in the scenario.
Combat Notes: Attacks with bite and both claws in each round.
HIT POINT LOCATIONS
Head AP 3 HP 6
Left Front Leg AP 3 HP 5
Right Front Leg AP 3 HP 5
Left Wing AP 3 HP 5
Right Wing AP 3 HP 5
Fore Quarters AP 3 HP 8
Hind Quarters AP 3 HP 8
Left Hind Leg AP 3 HP 5
Right Hind Leg AP 3 HP 5
Wind Children
No 1
STR 7
CON 12
SIZ 7
INT 14
POW 18
DEX 19
APP 15
Move: 3/10
Fatigue: 19
Hit Points: 10
Magic Points:18
DEX SR: 2
Weapon SR Attk/Par% Damage AP
Rapier 7 41/44 1d6+1 8
Sling 2 37/- 1d8
Spirit Magic (107%): Disruption, Farsee 1, Heal 2, Shimmer 3.
Skills: Dodge 40, Fly 95, Hide 37, Orate 19, Scan 41.
HIT POINT LOCATIONS
Head AP 0 HP 4
Left Arm AP 0 HP 3
Right Arm AP 0 HP 3
Left Wing AP 0 HP 3
Right Wing AP 0 HP 3
Chest AP 0 HP 5
Abdomen AP 0 HP 4
Left Leg AP 0 HP 4
Right Leg AP 0 HP 4
No 2
STR 8
CON 13
SIZ 7
INT 12
POW 17
DEX 18
APP 17
Move: 3/10
Fatigue: 21
Hit Points: 10
Magic Points: 17
DEX SR: 2
Weapon SR Attk/Par% Damage AP
Rapier 7 40/47 1d6+1 8
Sling 2 41/- 1d8
Spirit Magic (98%): Bladesharp 1, Heal 2, Speedart.
Skills: Dodge 39, Fly 97, Hide 36, Orate 19, Scan 47.
HIT POINT LOCATIONS
Head AP 0 HP 4
Left Arm AP 0 HP 3
Right Arm AP 0 HP 3
Left Wing AP 0 HP 3
Right Wing AP 0 HP 3
Chest AP 0 HP 5
Abdomen AP 0 HP 4
Left Leg AP 0 HP 4
Right Leg AP 0 HP 4
Shadow Cats
Fremurr
STR 12
CON 16
SIZ 6
INT 17
POW 27
DEX 28
APP (13)
Move: 8
Fatigue: 28
Hit Points: 11
Magic Points: 27
DEX SR: 1
Weapon SR Attk% Damage
Claw 7 93 1d6
Bite 10 99 1d10
Rip 7 89 2d6
Spirit Magic (166%): Disruption, Heal 2, Ironhand 4, Mobility 4, Shimmer
6.
Divine Magic: Identify Scent x 4, Wind Words.
Skills: Climb 124, Dodge 130, Hide 100, Jump 172, Listen 121, Orate 101,
Scan 141, Search 115, Sneak 102.
Combat Notes: First strikes with both claws simultaneously, following up
with a bite 3 SR later. If both claws hit, the cat hangs on and rips instead
in the next round, while continuing to bite.
HIT POINT LOCATIONS
Head AP 0 HP 4
Left Front Leg AP 0 HP 3
Right Front Leg AP 0 HP 3
Fore Quarters AP 0 HP 5
Hind Quarters AP 0 HP 5
Left Hind Leg AP 0 HP 3
Right Hind Leg AP 0 HP 3
Clan Cats
STR 8
CON 14
SIZ 3
INT 10
POW 21
DEX 24
APP (10)
Move: 8
Fatigue: 22
Hit Points: 9
Magic Points: 21
DEX SR: 1
Weapon SR Attk% Damage
Claw 7 56 1d6-1d4
Bite 10 41 1d10-1d4
Rip 7 65 2d6-1d4
Spirit Magic (123%): Mobility 2, Shimmer 3.
Skills: Dodge 70, others as stated in the scenario.
HIT POINT LOCATIONS
Head AP 0 HP 3
Left Front Leg AP 0 HP 2
Right Front Leg AP 0 HP 2
Fore Quarters AP 0 HP 4
Hind Quarters AP 0 HP 4
Left Hind Leg AP 0 HP 2
Right Hind Leg AP 0 HP 2
Dark Trolls
STR 16
CON 10
SIZ 18
INT 13
POW 10
DEX 10
APP 10
Move: 3
Fatigue: 26
Hit Points: 14
Magic Points: 10
DEX SR: 3
Weapon SR Attk/Par% Damage AP
Mace 6 35/25 1d10+1d4 10
Sling 3 35/- 1d8
Spirit Magic (53%): Bludgeon 1, Darkwall, Heal 1, Protection 1.
Skills: Darksense/Scan 35, Darksense/Search 35, Listen 40.
HIT POINT LOCATIONS
Head AP 1 HP 5
Left Arm AP 1 HP 4
Chest AP 1 HP 6
Right Arm AP 1 HP 4
Left Leg AP 2 HP 5
Abdomen AP 2 HP 5
Right Leg AP 2 HP 5
Broos
STR 13
CON 16
SIZ 16
INT 13
POW 10
DEX 10
APP 4
Move: 4
Fatigue: 29
Hit Points: 16
Magic Points: 10
DEX SR: 3
Weapon SR Attk/Par% Damage AP
Head Butt 9 50/- 1d6+1d4
1H Spear 6 35/25 1d8+1+1d4 10
Spirit Magic (53%): Disruption.
Skills: Dodge 10.
Combat Notes: May use its head butt 3 SR after any other attack, as well
as parry or dodge.
HIT POINT LOCATIONS
Head AP 3 HP 6
Left Arm AP 2 HP 5
Chest AP 2 HP 8
Right Arm AP 2 HP 5
Left Leg AP 2 HP 6
Abdomen AP 2 HP 6
Right Leg AP 2 HP 6
Illuminated Skulls
SIZ 1
INT 5
POW 18
Move: 0/6
Hit Points: 1
Skills: Dodge 81, Riddle 16.
Dark Troll Zombies
STR 30
CON 21
SIZ 20
INT 6
DEX 7
APP 1
Move: 2
Fatigue: 51
Hit Points: 21
Magic Points: 8
DEX SR: 4
Weapon SR Attk/Par% Damage ENC/AP
Troll Maul 5 35/18 2d8+2d6 5.5/16
HIT POINT LOCATIONS
Head AP 4 HP 7
Left Arm AP 4 HP 6
Chest AP 4 HP 9
Right Arm AP 4 HP 6
Left Leg AP 4 HP 7
Abdomen AP 4 HP 7
Right Leg AP 4 HP 7
Hellion
SIZ 1
INT 18
Move: 20
Hit Points: 19
Armour Points: 19
Magic Points: 19
Special Ability: Drains 1d10 Fatigue per MP spent. Attack hits automatically,
at SR 1. Each MP spent reduces HP and AP by an equal amount.
Wraith
CON 27
INT 18
Move: 19
Hit Points: 27
Magic Points: 19
Armour: None, but may only be struck by magic.
Special Ability: Attacks with MP vs INT on SR 1, doing 1d6 damage to a missile
hit location if successful. Armour or magical protection does not help.
Gnomes
STR 28
SIZ 3 cubic metres
POW 12
Move: 1
Hit Points: 39
Damage: 3d6
Avatar of Barbester Gor
STR 18
CON 18
SIZ 18
INT 13
POW 15
DEX 14
APP 8
Move: 3
Fatigue: 36
Hit Points: 18(22)
Magic Points: 15(11)(6)
DEX SR: 3
Weapon SR Attk/Par% Damage AP
Axe 7 100(150)/- 1d8+2+1d6(+4d6)
Shield - -/100 - 12(infinite)
Spirit Magic (%): Demoralize, Detect Enemies, Heal 6,