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The Little Naiad
A Runequest 3 Botched Heroquest

Introduction:

This scenario involves a heroquest undertaken by Styhestri, the naiad of Greydog Clan in Sartar, which will be inadvertantly interrupted by the PCs, who must then take steps to correct their mistake. Of course, it is likely that many locations in Sartar have ponds or small lakes that embody a naiad (a fresh water nymph) and as such, this scenario can easily be transplanted from Greydog to some other Sartar location.

The Myth:

In the Godtime, before the great troubles, when much of the world was at peace under the reign of Yelm and rivers flowed away from the oceans, the spirits of the waters colonized the body of Gata, the Primal Earth. These spirits brought with them their lifesblood, which formed rivers and, where they tarried, ponds and lakes. At many places, where they so tarried, they had dalliance with various spirits of earth or even with mortal beings, and thus were born the fresh water nymphs, or naiads.

However, as events passed and the rivers and lakes became more and more distant from their primal origin, the ocean, some of the fresh water nymphs became haughty and disdained their ancestors, the lords of the ocean. The most proud and disdainful amongst them was also one of the first and most powerful freshwater naiads, named Okallassina. She sought to withdraw entirely her connection with her lord Magasta and her waters began to emerge from the ocean entirely, such that her rivers flowed where she willed and di not begin at the ocean. In this way, Okallassina sought to form her own freshwater ocean and hoped to mother many other spirits loyal to her and estranged from her saltwater kindred.

So it was that Magasta went to his allies, the spirits of the earth, and asked that they capture Okallassina and return her to the ocean, so that she could be reminded of the source of her existence and could be held accountable for her actions before Magasta.

And Gata sent Gromjimmi, a grandson of the earth, to kidnap Okallassina and bring her to Magasta. This Gromjimmi did, by weaving a spell from poppies which cast her into a deep sleep. He then carried the nymph south towards the ocean, fighting off various creatures who were either allies of the naiad or were attracted by her beauty.

Okallassina was brought before Magasta, who cast judgment upon her and her kind, such that never should any lake become so large that it challenges the might of the sea. All such lakes that grow too powerful were to be claimed by the sea and to be made salty. In addition, Magasta commanded that all of the children of Okallassina should, at least once in their life, pay homage to Magasta.

As a result of Magasta's judgment, there are no huge lakes in Glorantha. Those bodies of water, like the Elf Sea, which become too large are claimed by Magasta and become salty.

Also, once in their lives, all nymphs in the area of Dragon Pass (except for a rare few not from Okallassina's line) must undergo a heroquest ritual wherein the servants of earth put them to sleep and kidnap them to the ocean where they make homage to Magasta for a time before returning to their home.

The details of this myth are known to Dragon Pass scholars as well as learned river cultists, but the fact that there is a heroquest ritual which is undergone by naiads wherein the Rape of Okallassina ("rape" in the Grecian sense of kidnap) is not generally known. Apparently, the rite is a sacred secret of the nymphs, who may be embarrassed about having to undergo the ritual in the first place and wish to hide their shame at the excesses of their ancestor.

The Situation:

The time has come for the Greydog nymph to undergo her ritual kidnapping and pay homage to Magasta. On the sixth day of Dark Season, an Earth Priestess and an entourage of Babeester Gor guards arrive incognito and spill a potion brewed from poppies which have been magically potenced during Sacred Time into the naiad's pool. While in a swoon, she is kidnapped, wrapped into a dirty brown cloth, and taken south towards Kaethela and a sacred site to Magasta. The aim is to arrive at the Magasta holy site by Magasta's High Holy Day. Along the way, the ritualists must stop at certain places and partake of various rituals and other actions which mirror the original journey.

Unfortunately for the reitual, a small child has seen the abduction and has alerted the Greydog people, who have gone to the PCs for aid. Thus, the party will be in a position to "rescue" the nymph and thereby ruin the ritual.

The Journey:

Gms should have access to detailed maps of Sartar and the lands south to the sea. This scenario assumes such detailed maps are available from published sources.

The normal, uninterrupted heroquest journey progresses as follows:

Dark Season 6 Heroquest travels from the pond at Greydog south around Hillhaven and across the Starfire Ridges. At a certain peak they will perform a two hour ritual. The heroquest then crosses the Creek, after watering the naiad, and spends the night in secret at the Three Emeralds Temple.
Dark Season 7 Heroquest sojourns at the Three Emeralds Temple.
Dark Season 8 Heroquest travels south past Lightplace and across the Amber Fields, camping at Honour Rock.
Dark Season 9 Heroquest travels through the Auroch Hills, past the High Pole, crossing the Whitewall-Road End path and camping just beyond.
Dark Season 10 Heroquest descends from the Auroch Hills and enters the Troll Woods.
Dark Season 11 Heroquest reaches the Marzeel River.
Dark Season 12 Heroquest reaches the source of the Solthi River and enters the Stone Woods.
Dark Season 13 Heroquest descends into the Footprint and the Chaos Woods.
Dark Season 14 Heroquest reaches the Fullflood River.
Dark Season 15 Heroquest reaches the Martof River.
Dark Season 16 Heroquest reaches the Minthos River.
Dark Season 17 Heroquest turns southwest, past Duchamp, to Vizel.
Dark Season 18 Heroquest takes a boat to a small island 48km east by southeast of the City of Wonders (as shown on the Holy Country Map from RQ Companion).
Dark Season 19 Heroquest arrives at Magasta Temple.
Dark Season 20 Heroquest rests on the Island.
Dark Season 21 Heroquest rests on the Island.
Dark Season 22-28 Weeklong Magasta Ritual takes place.

Note that the travel above includes in it various stops at various points along the way to conduct small rituals or say prayers. These are detailed under the section entitled The Events of the Quest.

Pursuit:

The heroquest's travels are detailed above. The PCs may pursue using any of several methods:

1. They may attempt a Divination, which will likely inform them that the group that abducted their nymph headed south. This is especially true if the god being contacted is a fairly omnipotent one like Yelmaio, Yelm, or Orlanth. Specifically, water or earth deities will not answer such a Divination.

2. The heroquest party itself may be tracked, using the skill. A track roll must be made every four hours of pursuit, lest D4 hours be wasted per track roll made by a given person (i.e. each party member may make one track roll, but D4 hours will pass before they may make another set of rolls). This method causes travel to slow to one-half normal speed, but the party can still catch up with the heroquest, given that it stops at several places.

3. The PCs may just head south, asking people along the way if they've seen the abductors. The heroquest members are trying to be inconspicuous, but may be seen by passersby.

In any case, it is very likely that the PCs will eventually catch up with the heroquest.

1. If the PCs attack the heroquest and defeat it, then they must take up the heroquest themselves and try to complete it. This is the presumed outcome and is dealt with hereinafter.

2. If the PCs eventually make peace with the heroquest, the quest will explain its duties and the party will be invited to accompany the quest and help guard the naiad.

Earth Cultists:

The Earth cultists are required to attempt to be secretive, in order to properly reenact the kidnapping. They are expecting trouble, and may regard the PCs as some sort of ritual foe involved in the heroquest. The Babbester Gor will certainly tend to attack first and ask questions later (unless the PCs happen to consist of female Earth cultists). It would only be if the PCs defeat the heroquest but take some of the quest prisoner, or if the PCs explain their situation to the heroquest members first (and not merely demand the naiad's return, since many of the ritual foes do this), that they might be invited to join the quest. Certainly, the Ernalda priestess has no desire to slay Orlanthi and Yelmalians who are innocently trying to help the naiad and are not ritual foes. It may require an Ernaldan Divination for the priestess to convince the Babesster Gor that the PCs are not ritual foes.

Jayivartha - Rune Priestess of Ernalda and Esrola

Strength

10
  Move:  3
Constitution

15
  Hit Points: 29
Size

10
  Fatigue: 25 - 6 = 19
Intelligence

13
  Magic Points: 14 + 39
Power

14
     
Dexterity

13
     
Appearance

10
     

Damage Bonus:

nil
  RL (1-4)/(1-3)

4 / 10
ENC:

6
  LL (5-8)/(4-6)

5 / 10
  AB (9-11)/(7-10)

6 / 10
  CH (12)/(11-15)

6 / 12
      RA (13-15)/(16-17)

4 / 8
      LA (16-18)/(18-19)

5 / 8
      HD (19-20)/(20)

7 / 10

Weapon Skills:
Copper Staff

45 / 41

D8

SR 6

8 ap
Dagger

45 / 22

D4+2

SR 8

6 ap

Magic Skills and Spells:
Ceremony

88%
Spirit Magic (74%-6%=68%): Second Sight, Shimmer 6, Heal 4,
Enchant

73%
Protection 5, Bludgeon 2, Befuddle, Repair 2
Summon

68%
Divine Magic (110%-6%=104%): Bless Crops, Command Gnome,
Command Snake, Heal Body x2, Regrow Limb, Heal STR,
    Heal CON, Breathe Air/Water, Invigorate x2, Dismiss Magic 2, 
    Heal Wounds, Command Power Spirit, Command Intellect Spirit, 
    Command Magic Spirit, Spirit Block 5
Ritual Magic: Worship Ernalda (D 88%), Summon Gnome (D
68%), Summon Snake (D 68%), Divination (D 88%), Ritual of
the Earth (D 88%), Ritual of the Waters (D 88%), Ritual of the
    Abduction of Water (D 88%), Excommunicate (D 88%),  
    Armouring Enchantment (D 73%), Strengthening Enchantment (D  
     73%), Bind Magic Spirit (D 73%), Bind Power Spirit (D 73%),
    Summon Magic Spirit (D 68%), Summon Power Spirit (D 68%), 
    Bind Intellect Spirit (D 73%), Summon Intellect Spirit (D 68%),
    Spellteaching (D 68%) 

Other Skills:
Dodge 41%

Spirits:
Allied Spirit in snake
Str 6, Con 10, Siz 5, Int 14, Pow 15, Dex 14, MP 15
Bite SR9 75% D4-D4+POT 10 poison
Spirit Magic (86%): Vigour 5, Visibility, Strength 2, Dispel Magic 4, Detect Magic
Magic Spirit in staff [usable only by Ernaldan priestesses]
Int 9, Pow 12, MP 12
Spirit Magic (61%): Demoralize, Countermagic 6, Slow 1
Power Spirit in staff [usable only by Ernaldan priestesses]
Pow 15, MP 15
Intellect Spirit in staff [usable only by Ernaldan priestesses]
Int 4, Pow 6
Spells Memorized: Befuddle, Repair
 
Intellect Spirit in copper diadem
Int 7, Pow 16
Spells Memorized: Protection 5, Bludgeon 2
Power Spirit in polished stone [usable only by Ernaldan priestesses]
Pow 15, MP 15
Gnome in small polished stone [usable only by Ernaldan priestesses]
Str 30, Siz 3x3x3, Pow 14, MP 14, Hit Points 37
Gnome in small polished stone [usable only by Ernaldan priestesses]
Str 44, Siz 5x5x5, Pow 21, MP 21, Hit Points 59
Gnome in small polished stone [usable only by Ernaldan priestesses]
Str 27, Siz 3x3x3, Pow 11, MP 11, Hit Points 36

Magic Items:
Copper Staff with Magic Point Matrix with 9 MP [usable only by Ernaldan priestesses] and various spirits bound into it
Various Stones with gnomes and power spirit bound into them
Copper Diadem with intellect spirit bound into it

Equipment:
Copper Staff, Dagger, Copper Diadem, Polished Stones, Priestess Robes and Clothing

Notes:
Has 1 point of Earthpower divine magic active, and has Strengthening Enchantments and Armouring Enchantments cast upon her person

Ernaldad Initiates (Yeshmira, Ogurina, and Thollas)

Strength

7
  Move:  3
Constitution

11
  Hit Points: 11
Size

10
  Fatigue: 18 - 5 = 13
Intelligence

16
  Magic Points: 14
Power

14
     
Dexterity

13
     
Appearance

13
     

Damage Bonus:

nil
  RL (1-4)/(1-3)

1 / 4
ENC:

4.5
  LL (5-8)/(4-6)

1 / 4
  AB (9-11)/(7-10)

2 / 4
  CH (12)/(11-15)

2 / 5
      RA (13-15)/(16-17)

1 / 3
      LA (16-18)/(18-19)

1 / 3
      HD (19-20)/(20)

2 / 4

Weapon Skills:
Dagger

34 / 21

D4+2

SR 8

6 ap

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (82%-5%=77%): Heal 3, Protection 4, Disrupt,
Enchant

n/a
Vigour 2, Countermagic 1, Dispel Magic 2, Control Gnome,
Summon

n/a
Shimmer 2
Divine Magic (112%-5%=107%): Spirit Block 1 (one use), Heal
    Wounds (one use)

Other Skills:
Dodge 39%

Magic Items:
Yeshmira has a Stone which holds a Magic Point matrix with 10 MP

Equipment:
Dagger, Robes and Clothing, Leather Cuirass and Cap, Soft Leather Limbs

Babeester Gor Warrior Initiaties (twelve of them)

Strength

15
  Move:  3
Constitution

13
  Hit Points: 18
Size

11
  Fatigue: 28 - 27 = 1
Intelligence

12
  Magic Points: 11 + 3 = 14
Power

11
     
Dexterity

17
     
Appearance

15
     

Damage Bonus:

+D4
  RL (1-4)/(1-3)

5 / 6
ENC:

27
  LL (5-8)/(4-6)

5 / 6
  AB (9-11)/(7-10)

7 / 6
  CH (12)/(11-15)

7 / 8
      RA (13-15)/(16-17)

5 / 5
      LA (16-18)/(18-19)

5 / 5
      HD (19-20)/(20)

7 / 6

Weapon Skills:
Copper Battle Axe

100 / 62

D8+3+D4

SR 6

10 ap
Target Shield

32 / 87

D6+D4

SR 7

15 ap
Sling

62 / -

D8

SR 2/7

-

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (62%-27%=35%): Bladesharp 4, Demoralize, Detect
Enchant

n/a
Enemeies, Heal 2, Protection 1, Preserve Loins
Summon

n/a
Divine Magic (107%-27%=80%): Axe Trace (one use), Great
Parry (one use), Berserk (one use), Shield 2 (one use)

Other Skills:
Dodge 44%

Magic Items:
Each has a man's testicles around her neck holding 3 MP

Equipment:
Copper Battle Axe, Target Shield, Sling with 20 Stones, Chain Hauberk and Coif, Ringmail Limbs

Gifts and Geases (all have +5% cult weapon and never use blunt weapons in addition to):

1
90% Dodge / Fight men who make a pass to first blood and take no male prisoners

2
True Dodge for 15 minutes per day / Never trust men or go unarmed with them and take no rapists or despoilers prisoner

3
Immune to Poison / Never eat cooked meats and easily seduced by male Tricksters

4
Disrupt at will / Never eat cooked meats and easily seduced when drunk

5
Vigour 1 at will / Fight men to first blood who comment upon her appearance and never eat cooked meats

6
APP 21 / Always sever the loins of male foes and never have sex unless drunken

7
Disrupt at will / Never take rapists or despoilers prisoner and always walk nude during the 8th week of each season

8
Great Parry twice per day / Free all abused female slaves of men who ask for aid and never allow a prapist to go unpunished

9
Vigour 1 at will / Always sever the loins of male foes

10
STR 19 / Castrate all men who comment on appearance and walk nude in Sea Season

11
Berserk once per day / Fight all Zorak Zorani to first blood and take no rapists or despoilers prisoner

12
Great Parry twice per day / Always walk barefoot (no armour on locations 1 and 5) and take no male prisoners

Notes:
All have shields with Armouring Enchantments and have Strengthening Enchantments cast upon their persons

Continuing the Quest:

If the PCs have defeated the Earth cultists, but have not slain them all, then it may be that they will be told of the quest by any surviving cultists. The party would only be likely to get this information from the Ernaldans, since the Babeester Gor will simply defy their captors until slain. The Ernaldans will only reveal their sacred charge to those who prove they are friends of the Earth and Water and who admit that they have made a terrible and ignorant mistake by disrupting the ritual.

If all of the Earth cultists are slain, then the party will not be able to awaken the naiad and will begin to experience the Earth's and Water's retribution (and later Orlanth's retribution when he finds out about the party's actions). Retribution would come in the form of river crossing mishaps, attacks by predators, avalanches, quicksand, and finally (after a day or two) by freak windstorms and impests and flintslingers. The latter should spur a Divination allowing Orlanth to inform the party that they must take up the sacred quest. Orlanth will then inform them of the parts of the quest still to be completed. In this case, the Ernaldan priestess of Greydog (or another nearby priestess of Ernalda) must be induced to accompany the PCs (though this should not prove too difficult).

Events of the Quest (including random, non-quest encounters):

Day 6:

The kidnapping happens just at dawn. Early in the morning, Greydog clanspeople will knock frantically upon the Windstead door. They will explain to the PCs that a child saw many men (actually women) in dark grey robes summon up the naiad, dump a potion into her pool, and then bundle her up as she swooned. They took her away, running to the south just off of the roadway. If the child is questioned directly, he will confirm all of this and might be induced to mention the following if closely questioned:

1) Some of the men were slight of build

2) Many seemed to be warriors. He saw the glint of metal armour under the robes of one of the men, and at least one had a wicked looking axe decorated with many foul trinkets and bones. He will also state, if asked to give even a general description, that the tallest one, in finer robes, had a tentacle where the right arm should be (this is actually the Priestess' snake allied spirit, which often plays amongst the sleeves of her robe).

The clanspeople will say that the PCs have the most experience in fighting Chaos and will ask them to go forth and return the naiad to her pond.

Meanwhile, the heroquest will ascend the Starfire Ridges and, at a particularly grizzled peak (called Grizzled Peak) will perform a cthonic ritual involving much chanting and clashing of rocks. The ritual will be performed in Earthtongue, which might sound familiar to any who speak Esrolian. The ritual performed here summons up a spirit which will hereafter accompany the heroquest.

Cthonic Spirit of Grizzled Peak

Int 16, Pow 24, MP 24
Spirit Magic (140%): Vigour 8, Protection 8
Divine Magic (120%): Command Gnome, Dismiss Magic 4
Special Powers: May instantly possess a Gnome, may draw up to 24 MP per day from the Earth if within 10m of earth.

When the heroquest reaches The Creek, it will have to cross. While crossing, a pack of newtlings will ambush the quest, having been attracted by the naiad's radiant hero call.

Newtling Ambushers (sixteen bachelors)

Strength

17
  Move: 2 / 4
Constitution

12
  Hit Points: 10
Size

8
  Fatigue: 29 - 3 = 26
Intelligence

13
  Magic Points: 14
Power

14
     
Dexterity

18
     
Appearance

16
     

Damage Bonus:

+D4
  TL

0 / 3
ENC:

3
  RL

0 / 4
  LL

0 / 4
  AB

4 / 4
  CH

4 / 5
      RA

0 / 3
      LA

0 / 3
      HD

4 / 4

Weapon Skills:
Trident

74 / 74

2D3+D4

SR 8

9 ap

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (81%-6%=75%): Shimmer 2, Spirit Screen 3, Heal 2,
Enchant

n/a
Countermagic 1
Summon

n/a

These newtlings wear fish-hide cuirbolli armour.

Around nightfall, the heroquest will arrive at Three Emeralds Temple and will spend a full day therein. Because the quest is a secret, they will enter into a concealed cave which leads up into the temple proper. The cave is about .5km from the temple site. This cave is guarded by a powerful serpent guardian (see Wyrms Footnotes...has all maximum statistics) and a gnome (5 cubic meters). If this defense is penetrated, even more formidable guardians will be encountered further on.

Day 7:

The herqouest will remain inside the Three Emeralds Temple, healing its wounds and performing sacred rituals designed to completely inculcate them into the heropath.

Day 8:

The heroquest will leave by the same secret cave and will head south, arriving at The Stream. Within the waters, 4 undines await, and they will attack and attempt to rescue the naiad.

Undines of The Stream

Str 45, Siz 6m x 6m x 6m, Pow 23, Hit Points 53, Mv 6/2

Str 27, Siz 4m x 4m x 4m, Pow 19, Hit Points 44, Mv 6/2

Str 39, Siz 5m x 5m x 5m, Pow 22, Hit Points 45, Mv 6/2

Str 86, Siz 12m x 12m x 12m, Pow 40, Hit Points 112, Mv 6/2

Any who defeat an undine and quickly grasp its fleeting essence (requires a Dex x1% roll) may consume it and gain +1 Str and +1 Con.

As the heroquest reaches Lightplace, it will encounter a Yelmalian patrol and will have to talk its way past. As the PCs approach they will meet the same patrol. The patrol will be very suspicious of strangers and will question the PCs thoroughly, possibly allowing the heroquest to gain distance. However, if there are good Yelmalians or Yelmalian allies amongst the PCs, then the patrol will mention that the grey-robed ones headed south towards Honour Rock.

Just east of Sunedge, the heroquest must cross another stream. At this stream is a water spirit which will attack in spirit combat.

Water Spirit

Int 15, Pow 18, MP 18, Mv 18
Special Powers: If this spirit wins a round of spirit combat, the victim will be drained of water, such that each MP loss also does a point of general hit point loss and lowers Con by the same amount. Hit points and Con can be regained at a rate of 1 per hour once sufficient quantities of water are consumed. The one who defeats this spirit and binds it into him or herself will find that he or she never need drink water again, for this spirit's essence will alwyas quench both body and soul.

Finally, the heroquest will climb into the Auroch Hills and camp near Honour Rock. Here they will perform a small ritual in honour of those who fell in ancient times at this site.

Day 9:

The heroquest will cross the Auroch Hills, stopping at the rock spire known as High Pole. Here a four hour ritual will be performed, honouring the merging of earth and air and asking for the blessings of good weather. The quest will then continue on south through the rugged hills, crossing the Whitewall path and camping just south of that.

During this trek, the heroquest will be attacked by a mixed group of beastmen who, since most of these originated during the EWF, after the myth of the heroquest took place, seem to be replacing a now-lost ritual opponent (perhaps a beastman heroquested for a place in this ritual). This group is made up of 4 satyrs, who will first attempt to lure or charm the quest members. Once that is done, a group of 2 manticors, 4 minotaurs, and 6 centaurs will attack.

Beastmen

Minotaurs (four)

Strength

22
  Move: 5
Constitution

18
  Hit Points: 20
Size

22
  Fatigue: 40 - 10 = 30
Intelligence

8
  Magic Points: 13
Power

13
     
Dexterity

13
     
Appearance

10
     

Damage Bonus:

+2D6
  RL

5 / 7
ENC:

10
  LL

5 / 7
  AB

5 / 7
  CH

5 / 9
      RA

5 / 6
      LA

5 / 6
      HD

3 / 7

Weapon Skills:
Poleaxe

51 / 41

3D6+2D6

SR 4

10 ap
Head Butt

61 / -

D6+2D6

SR 6

-

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (68%-10%=58%): Vigour 3, Heal 4
Enchant

n/a
Summon

n/a

Manticores (two)

Strength

28
  Move: 6
Constitution

17
  Hit Points: 20
Size

23
  Fatigue: 45
Intelligence

10
  Magic Points: 12
Power

12
     
Dexterity

9
     
Appearance

12
     

Damage Bonus:

+2D6
  RHL

4 / 7
ENC:

0
  LHL

4 / 7
      TL

4 / 7
  HQ

4 / 9
  FQ

4 / 9
      RFL

4 / 7
      LFL

4 / 7
      HD

4 / 7

Weapon Skills:
Claw

50 / -

D6+2D6

SR 7

-
Sting

51 / -

D6+2D6+POT 17 Poison

SR 10

-

Centaurs (six)

Strength

15
  Move: 10
Constitution

13
  Hit Points: 23
Size

33
  Fatigue: 28 - 17 = 11
Intelligence

14
  Magic Points: 12
Power

12
     
Dexterity

13
     
Appearance

10
     

Damage Bonus:

+D6/+2D6
  RHL

2 / 6
ENC:

17
  LHL

2 / 6
  HQ

2 / 9
  FQ

2 / 9
      RFL

2 / 6
      LFL

2 / 6
      CH

5 / 9
      RA

4 / 6
      LA

4 / 6
      HD

4 / 8

Weapon Skills:
Compsite Bow

83 / -

D8+1

SR 3/9

-
Heavy Mace

54 / 32

D10+D6

SR 5

12 ap
Target Shield

24 / 50

D6+D6

SR 6

12 ap
Kick

37 / -

D6+2D6

SR 6

-

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (68%-17%=51%): Heal 2, Glamour 2, Befuddle,
Enchant

n/a
Speedart, Protection 4, Mobility 1, Countermagic 1, Spirit Screen 1
Summon

n/a

Day 10:

The heroquest will meet no ritual encounters, but will simply perform a 15 minute ritual as they leave the Auroch Hills and camp just outside of the Troll Woods. The camp will light no fire this night.

Day 11:

The heroquest will enter the Troll Woods and will likely encounter a group of trollkin, who will attack but can be easily dirven off. A total of 23 trollkin will attack. If driven off, at least one will run to inform their dark troll brethren.

Use average trollkin statistics from The Book of Uz.

That night, dark trolls will approach, these being Argan Argar worshippers. They will demand trade and tolls to pass through the Troll Woods. Fortunately, the Earth Cultists have come with several food items that are troll delicacies as well as some gems which trolls prize (such as jet and black obsidian). If the PCs have taken up the quest at this point, then they may have to come up with something appropriate. The Argan Agari come with a priestess, 12 dark trolls, and about 24 trollkin with 6 guard beetles that double as pack beasts. The Argan Argari have not brought overwhelming force because they are greedy and want to share their toll with as few as possible.

Assume the 12 dark trolls are half good warriors and half the merchant equivalent of good hunters. The trollkin are wall trollkin warriors.

Day 12:

As the heroquest corsses the Marzeel River, it will be attacked by a water serpent. This has the statistics of a python, but its bite is also poisonous.

Water Serpent

 use average python statistics and a poison POT 13

Towards noon, the nereoquest will find istelf at the headwaters of the Solthi River. Here some poppy powder will be dumped inot the spring to quiet any lurking river guardians. The naiad will be ritually bathed at the site and runes will be drawn upon her fost white skin.

Later that afternoon, the heroquest will enter the Stone Woods and will take on an air of solemnity. The priestess will grab handfuls of ask and smear them over the robes of everyone involved in the quest. Camp will be made within the Stone Woods.

Anyone of Chaos or with a Chaos Feature who enters the Stone Woods will find all of his statistics reduced by 1/2 and fatigue at -50.

Day 13:

Before descending into the Footprint, the heroquesters will gather Stone Branches. These will be ground into powder and placed into pouches. This powder, when contacting the flesh of Chaos creatures, will give the effects of the Stone Wood (see Day 12) for D20 MR. It will take 15 minutes to prepare 1 dose. The heroquest will prepare 1 dose per person.

Descending the cliffs into the Footprint requires a non-fumbled climb roll.

During the day of travel across the Footprint, the heroquest will be attacked thrice by ritual opponents.

1) A polluted river, the Syphon, contains a Chaos water fiend, in this case a large intelligent gorp.

Water Fiend

Strength

0
  Move: 10 / 18
Constitution

20
  Hit Points: 31
Size

42
  Fatigue: n/a
Intelligence

13
  Magic Points: n/a
Power

19
     
Dexterity

12
     
Appearance

n/a
     

Damage Bonus:

+2D6
  BD

0 / 31
ENC:

0
 

Weapon Skills:
Envelop

100 / -

10 points of acid

SR 1

-

Chaos Features:
+12 Dex
+9 Movement
Swim at twice normal speed

Special Notes:
The fiend may be damaged by weapons, but the weapon so striking it will take acid damage as if having been eveloped by the fiend.

2) A group of Malliant Broos will attack the quest in the hopes of capturing the Naiad and breeding with her, producing particularly potent offspring.

Malliant Broos (twenty)

use feral broos

3) A perverted Gnome, nor formed as a gargoyle, will attack, bursting from the earth.

use the statistics of a 5 cubic meter gargoyle with the following Chaos Features:

2000L gem within the body which, if attuned, will allow the user to gain stony skin (+6 skin)
Reflect 6 magic points of spells
May leap Dex in meters

Finally, the quest will ascend the Footprint (requiring not fumbling a climb roll) and encamp in the Stone Woods above.

Day 14:

The next day the heroquest will leave the Stone Woods and travel through the Troll Woods south to the Fullflood River. A small bath and ritual will be done here before crossing and camping.

Day 15:

The heroquest will travel further south, through the forests, until reaching the Martof River, where it will make camp.

Day 16:

The heroquest will bathe and say a prayer before crossing the Martof. Finally, it will arrive at Minthos, at the edge of the Troll Woods. It will say a final prayer, give a gift of earth to the river, and then cross the river. Camp will be made outside of the Woods.

Day 17:

The heroquest will turn and follow the Minthos southwest, passing Duchamp and descending the Hoertland Plateau into the Vizel Valley. Camp is made about 5km outside of the town of Vizel.

Day 18:

The heroquest will arrive just outside of Vizel and will catch a waiting boat which was set here by fellow Earth cultists awaiting the return of the quest. The boat is a small sailed craft manned by a hired sailor and some Earth cult initiates. There will be a small ritual request to magasta to spare them from his wrath and his monsters. Then the craft will set sail.

Day 19:

At dusk the boat will arrive at a small fishing village on the island. There, the fisherfolk and merfolk (Ludochi) will welcome the heroquesters and beging a feast and celebration while the naiad is prepared for the remainder of her quest.

Day 20-21:

There will be more feasting and such.

Day 22-28:

The naiad will be taken into the water of the sea and be gone for seven days. When finished, she will return with a reusable Magasta divine spell and Magasta's forgiveness. Thereafter, the naiad will take a watery route back to the Pond in Greydog, arriving in a single day. The Earth cultist members of the heroquest, based at Durengard Temple, will return to their duties, with the priestess having gained a resuable Magasta divine spell and the remainder of the heroquesters (including the party) gaining a one-use Magasta divine spell.

If the Quest Fails:

If the quest fails (and it will not if the naiad makes it to the island by dusk of the 28th of Dark Season; the requirement for the ritual is only that it begin or happen during the Magasta Holy Day), then the Pond at Greydog will dry up. Furthermore, much of the fertility of the Big Elm Valley will be lost, cuaisng crops to decrease by 1/3rd and making for a very hard life for its inhabitants.

Denoument:

The PCs may return to Greydog. This can be the basis for further encounters and adventures as the party retraces its route back home. Or, the GM can introduce new adventures to the party using their location on the Mirrorsea as a starting point.

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