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The Quest for the Wind Sword
A Heroic RQ3 Adventure in Glorantha

GM Note:

This is a heroquest, and as such, is meant for fairly adept RQ characters. GMs are encouraged to guage the power level of this adventure and decide if the PCs can handle it. In addition, there are references to facets of an unofficial Heroquest System (e.g. references to Will and Spirit Fame points). The GM will have to glean what he can from the context of these references or ignore them and substitute some other mechanism. Most of these Heroquest references were derived from several unofficial heroquesting variant systems published on the internet or in Tales of the Reaching Moon. Certainly, Power can be substituted for Will quite easily.

Introduction:

In that portion of the history of the Lunar Empire when Hon-eel the Artess was expanding the dominion of the Moon into the southern lands (soon to become provinces), there was the Land of Tarsh, a proud kingdom peopled by Orlanthi and also worshippers of the dreaded Earth-Shakers of Maran Gor.

When the Lunars conquered Tarsh, the Earth-Shakers refused to be subjugated into the Lunar Pantheon, and so, a large group of Tarshite rebels fled their ancestral lands, led by Palashee Longaxe, and came to Kero Fin, the mountain which is also known as Wintertop. There they formed a kingdom of their own and, ruled by twins with great earth magicks, lived in peace.

When the Lunars attacked Sartar in 1620, the Wintertop Exiles were quick to join their fellow Orlanthi against the Lunars, in the hope of reconquering their homelands. The heirs of Palashee Longaxe fought bravely and well, but alas, although the Lunars lost the war, Sartar was in no position to help reclaim Tarsh. When, late in the war, a dragon, sent by Lunar magicians, leveled their capital at Wintertop and destroyed the lineage of the Earth Twins, the people were beaten and dismayed.

This proved to be a ripe time for Lunar missionaries, and they produced a new set of magical twins to rule Wintertop. These were the Twin Stars, embodied spirits allied to the Moon, and they, along with a horde of Seven Mothers missionaries and Etyries ambassadors of goodwill, succeeded in converting the populace to the Lunar way. Certainly, the influx of Lunar settlers who had been promised land grants for their service in the war against Sartar and the strange disappearances of any dissenters helped to quell the populace into quiescence in only three short years. Those exiles who still hated the Lunars fled their second homeland and dispersed throughout Genertela. These later aided the Lunars when they assaulted and conquered Sartar.

Eventually, the Sartarites threw off the Lunar yoke, as told in tales now popular throughout the lands. And many Tarsh Exiles served with distinction in Belintar's armies. However, Wintertop was bypassed as a main objective by both the Sartarites and the Tarshites, since the former wanted to strike deep into the heart of the Lunar Empire, and the latter wanted to reclaim their original homeland, not their mountain exile. Therefore, when the victorious armies of the Holy Country and Sartar returned home, they let Wintertop be. And so, as of 1645, the land is still strongly pro-Lunar and, disaffected with the defeat of their Empire, have turned to banditry and thievery. The Earthshakers now rule the kingdom, the Twin Stars having returned to the heavens upon the defeat of the Moon, and being espousers of disorder, have become the bane of caravans plying the trade routes between Sartar and the Kingdom of Tarsh.

Kero Fin (Wintertop) is the prominant feature in Dragon Pass, being a sharp, spire-like mountains that is one of the tallest in Genertela. The place is holy to Orlanthi, because Kero Fin is an earth goddess who reached up into the air to mate with Umath. From this union, Orlanth was born. Thus, Kero Fin is the mother of Orlanth.

Atop Kero Fin was built a temple to the goddess, and to Orlanth and Umath and to the goddess of mountain tops. Few people ever visited the temple, because no road could wind its way to the top of unclimbable Kero Fin. Thus, only creatures of air, or the most powerful of Orlanthi could ever set foot on the temple, aside from the small cadre of holy monks who maintained the place. This was fitting, for the temple was not so much meant to be a place of active worship as a shrine to the birth of the King of Gods. This lack of access and active use meant that the Orlanth-hating Wintertop Lunar sympathizers never made any effort to capture or destroy the temple. Until now...

The Situation:

The Windsword is a legendary artifact of great reverence and power for the Cult of Orlanth. Only one sword of this type is known of, but there are rumoured to be several that were lost in antiquity. The one sword was lost during the Gbaji Wars and was found by a group of Orlanthi who discovered it inside an ancient tomb within Griffin Mountain in Balazar. These Orlanthi then returned to Sartar with the Sword and became very powerful lords and ladies.

When the Lunars attacked in 1625, it was feared that they would capture the Windsword and use its power against Orlanth. For this reason, the Sword was spirited away to the temple atop Kero Fin and there it was hidden. During the war, the entire hierarchy of the temple was slain in various battles against the Lunars. Because of this, access to the temple was completely denied and the place fell into abandon. The Sword was, for all intents and purposes, lost once again.

Little effort was made by the Sartarites to reclaim the Windsword, mainly because few, if any, knew of its resting place and no one had access to the weapon. In addition, while under Lunar occupation, it was believed by those few who knew of the Sword that the Kero Fin temple was the best place to keep the Sword from Lunar hands.

Things have changed recently. The Lunar hierarchy in Wintertop has gathered up some paltry mana and has merged its magicks with that of the renegade Earthshakers. The result is magic that can blast even the earth-based defenses of Kero Fin herself. With these magicks and an army the leaders of Wintertop have embarked on a trek to capture the temple of Kero Fin.

Certainly the Wintertop leaders do not know that the Windsword lies hidden therein, but the temple itself is an affront to their Lunar sensibilities. Furthermore, who can say what treasures are likely to be found within the walls of an abandoned Orlanth Temple?

Back in Boldhome, Thane Kiri Windstorm has received an urgent divination from Orlanth. If the Wintertop armies gain the temple, they will capture the Windsword, one of the holiest relics of Orlanth, and cause great mystical harm to the pantheon. Therefore, the Windsword must be rescued before the temple is captured. Thane Kiri has summoned his Knights of the Word once again to do his sacred bidding!

Kiri's Speech:

Thane Kiri Windstorm will summon the PCs to his manor house in Boldhome. There, in his audience chamber with his lady Etta Windstorm at his side he will address his Knights:

My faithful servants, members of the Knights of the Order of the Word, I have beckoned you hither today because I must have you embark upon a great quest of supreme import. I have learned through signs and portents that it is the will of Orlanth that moves me to instruct you so. Long thought lost was the legendary Windsword, relic of Orlanth and his heroes since the dawn of time. The sacred blade was lost during the wars against Gbaji, and it was not until over 30 years ago that an intrepid group of adventurers located the resting place of the sword within a tomb high atop Griffin Mountain in far off Balazar. That group, recognizing the sword for what it was, brought it back safely to Sartar and great accolades were heaped upon them for their deed. Alas, for soon thereafter the Lunars attacked Sartar, and while the blade is puissant in battle, there was concern that the Lunars might gain the sword and use it to try and integrate Orlanth into the corrupt pantheon of the Moon. And so, the sword was sent into safekeeping.

The sword was delivered to the temple of Orlanth atop Kero Fin, the peak known as Wintertop. Very few could access such a place and so it was thought the safest place to ward the relic against the Lunars. Alas! For who could foresee that fate would decree that every single priest and lord who could gain access to the holy temple would be slain utterly in the conflict that raged between Sartar and the Lunar Empire? And so it happened that even when the Lunars retreated from Sartar, the blade could not be recovered. This may have been the will of Orlanth though, for the blade remained safe when the Lunars again attacked Sartar and this time overran our lands. Even when the Lunars were utterly defeated, the sword remained, for who could reclaim it? And still it remained safe.

Until now. For it seems that the Lunar-loving Wintertop Exiles have determined to launch an assault on the temples atop Kero Fin. I think they do not know specifically that the Windsword is there, for if such knowledge existed they would have made this effort long before. Rather, I believe they simply desire to gain some measure of revenge upon Orlanth and Sartar and have determined this to be the best avenue to exact it.

We cannot allow the Windsword to fall into the hands of the Lunars or the Earthshakers. But neither can we get to the temple and spirit away the sword, for the Exiles even now control the approaches to the mountain, and none can fly or teleport to the temple, for it is warded against such magicks in order to preserve itself as an exclusive sanctuary to the gods revered thereatop.

And so, it would seem hopeless, except that I have learned of a way to get to the top of Kero Fin. It is a secret way. It is a dangerous and arduous way. It is a way tread by heroes. But it is the only way, and the only way certainly that will beat the Exiles to the top of the mountain. This is why I have called for you, my Knights. If anyone can travel by this path and succeed, it is you. And so I set your task before you.

We know from our ancient lore that Stormwalk Mountain, to the south of Sartar, is a place holy to Orlanth. Our wise tell us that Orlanth himself keeps a castle atop that mountain, which is a way into the very realm of the Middle Air. But I have learned as well that paths travel from the top of Stormwalk Mountain to many places holy to Orlanth, including, we believe, the top of Kero Fin. You must ascend Stormwalk Mountain, find one of the mystical paths to the top of Kero Fin, gain the Windsword and whatever other relics can be saved, and recover them for Sartar before the Exiles can despoil them.

The way will not be easy. To ascend Stormwalk Mountain is to attempt to enter into the realm of the gods. Only those of purest heart, body, and soul can do so and live to return from it. But we will open the way for you and it will be for you to test your mettle against the will of the gods and to prove yourself worthy of this task. I will provide you with what information I can as well as some mystical aid. I wish you Orlanth's own luck in this.

Kiri's Information:

Kiri's information that he will give to the PCs to peruse is found in the Annex. This Annex should be handed to the players for their use and reference.

The Quest:

The quest itself is divided into three parts:

Timing:

The speech from Kiri will take place just prior to the Orlanth High Holy Day. Once the Stormwalk ritual is completed, the HQrs will have 17 days to get to Stormwalk Mountain and arrive at the Kero Fin temples. The journey is one of approximately 240 km. With a hard march, the HQrs should be able to gain the mountain in a matter of 8-10 days, leaving them a week to spare. For timing thereafter, refer to Part Three - The Approaching Armies.

Part One - The Stormwalk Heroquest:

Introduction:

The Stormwalk heroquest is a many faceted task, one which has varying goals possible to those who undertake it. For Orlanthi, it is a way to enter unto the Castle of Orlanth or to enter the realm of the Middle Air. It is also, as used in this scenario, an access point to other magical sites by way of hero paths.

Stormbulls use the quest to access their deity, to gain the alliance of an intelligent skybull, or to challenge ritual chaos foes.

As evidenced from the information provided to the PCs by Kiri, the details of the quest vary depending upon the questers and their goals. Certainly, Orlanthi heroquesters seek a different path than Stormbull heroquesters.

Stormwalk Mountain (An Overview):

The mountain itself was a huge piece of rock that was twisted by Stormbull. as such, it appears as a giant cone which has been twisted counterclockwise, so that it forms a spiral on its surface. This spiral is actually the pathway up the mountain.

The exact count of the spirals varies depending upon which heroquest is being undertaken. How many spirals exist on the mundane plane is unknown, since non-heroquesters cannot ascend the entire mountain.

The Stormwalk Quest:

The Stormwalk quest that the Order will undertake is also known as the Test of the Mountain (or the Test of the Twisted Mountain), and is the prescribed ritual for entering Orlanth's portion of the mountaintop.

The quest involves a series of stages and/or tests to be passed in order for the candidates to prove that they are worthy to enter the Middle Air and Orlanth's demesne. In addition, Stormbull requires a test of the mettle of all who trod upon his mountain.

Orlanth's tests revolve around the six virtues of Orlanth:

The exact stages of the quest are described in detail hereinbelow.

The HQrs cannot and should not attempt to bypass the stages of the quest by flying straight up the mountain or trying to Teleport. While allowances are made for the PCs to fly and/or Teleport at certain points, the HQrs have to face and pass every encounter on their way up the mountain or they can never gain access to the top of Kero Finn. If HQrs do try to bypass the encounters entirely, the GM should impose some sort of dangerous mystical encounters upon them as they veer off of the established heroquest path and wander aimlessly in the heroplane.

The Ritual:

A ritual will be performed on all questers. This ritual attunes them to the mountain and allows them to tread the Orlanthi path. The ritual must be performed on Orlanth's High Holy Day (the 39th day of Storm Season) by a priest who knows the Ritual Ceremony Divine Spell of Invoke Stormwalk Path. The ritual takes seven hours to complete and allows the recipients to ascend the mountain as heroquesters and enter the heroplane thereon. Upon completion of the ritual, the recipient's skin will turn a slight bluish sheen, not unlike faded woad. This sheen will last until the end of Sacred Time, after which the ritual ends. Assume, for purposes of this scenario, that the ritual is performed successfully.

For this particular ritual, Kiri has added several potent aids. First, Spirit Moss has been doubly refined and a dose of this brew will be given to each PC. This will give each member 2D10 Spirit Fame for the duration of the quest.

Also, Kiri has asked a group of 12 priests to participate in the Stormwalk Path ritual, and these priests will attempt to lend Will to the questers. This Will will be lent only to Orlanthi and will occur randomly. Each priest will sacrifice 2 POW for a total of 24 Will lent. Of course, each priest must make a successful 90% Ceremony roll in order for the Will to be received. This Will is temporary. It lasts only until the quest is finished or until the end of Sacred Time. Temporary Will does not raise species maximum POW.

Finally, some gifts will be lent to he PCs in order that they might complete their quest. All of the following must be returned to Kiri after the quest:

THE STORMWALK PATH HEROQUEST:

Beginning:

Upon reaching the base of Stormwalk Mountain, the Heroquesters ("HQrs") will come upon the Orlanth Temple there. They will be instructed to store their horses and extraneous gear there and will visit the high priest of that temple, who knowsof a special blessing that can be laid upon any Orlanth Initiates undertaking the Stormwalk Path. This blessing takes about 1 hour and allows the Orlanthi to sacrifice POW for divine spells instantly instead of beforehand. The only caveat is that such spells must be cast by Sacred Time or they become wasted.

Once this blessing is completed, the priest will lead the party to the base of the pathway and there say:

Ye who are about to trek towards the blessed winds of Orlanth himself, may the subtle wind give you cunning. May the hidden wind guide your steps. May the north wind guide your swords and the south wind guide your hearts. May the western wind bring you solace and the eastern wind wisdom. May the upper wind protect you and shield you and may the lower wind find other victims for its mischief! Good luck to ye!

With that, he will turn away and the party will be left alone to proceed.

As the HQrs look up the mountain, they can see that the path spirals up a few times, the spiral becoming smaller each time, but then is lost in a shroud of mist that seems to hang like a halo around the mountain. Certainly, such a mist was not present as the party earlier approached the mountain.

The pathway itself is smooth, with an occasional rock or boulder and with no plant life. Black streaks of ash periodically can be found on the wall to the party's left (there is only a drop to the right). These are left by the lightning strokes that often scour these pathways. The pathway varies in width from 3m wide to 5m wide.

As the party ascends, the air becomes colder and the wind more biting. In addition, after the first spiral and a half, those who make Listen rolls can hear a strange, far-off chanting intermingled with the wind.

The first few spirals are uneventful, although at one point the party sees the following scratched in Stormspeech on the wall in dried blood:

The Skybull:

As the party enters the cloud of mist, they find that, turning around, they cannot see the path behind them. The path is still there, but it is covered in most all the way down and is infinitely long in that direction.

As the party continues further they will hear a sharp retort and see a lightning bolt strike the wall up ahead, leaving a mark similar to those the party saw at the base of the mountain. However, this mark smokes and glows, as it is fresh. If anyone touches a metal weapon tip to the scar, he will take D6 damage to his arm (ignoring armour but not magical protection) but will find that the weapon is charged with the energy of Orlanth for the rest of the quest. This energy does an extra 2D6 damage which ignores metal armour. Anyone touching the scar with metal gauntlets will be shocked and gain a fist attack with the stated bonus.

Shortly thereafter, as the party rounds a sharp bend, they will hear a snorting and the scrape of hooves on the stony ground.

This is the skybull guardian of the lower reaches of the path. Being a scion of Stormbull, there is no parleying with the creature, intelligent though it be.

The skybull must be slain in order to pass. The bull does not respect compassion or stealth in this case, and he wishes to test the heroquestors' combat prowess. Needless to say, the bull will be more or less powerful depending upon the strength of the party. The one given below is suitable for most instances.

Vinilorn - Skybull Guardian of Stormwalk Mountain

Strength

64
  Move: 12/36
Constitution

47
  Hit Points: 46
Size

44
  Fatigue: 111
Intelligence

12
  Magic Points: 41
Power

41
     
Dexterity

23
     
Appearance

-
     

Damage Bonus:

6D6
  RHL

12 / 12
ENC:

-
  LHL

12 / 12
  HQ

12 / 18
  FQ

12 / 18
      RW

12 / 12
      LW

12 / 12
    RFL

12 / 12
      LFL

12 / 12
      HD

12 / 15

Weapon Skills:
Charge

152 / -

D10+6D6

SR 5

-
Trample

210 / -

12D6 to downed foe

SR 5

-

Anyone defeated by the bull will appear at the base of the mountain, dead. The Chalanna Arroy there will attempt Resurrection (they have three available), but the blue sheen of the ritual will be gone and the revived person will be unable to continue the quest.

If the skybull is incapacitated but not slain, then it will speak in a hollow voice and ask the party to slay it, so that it may rejoin the Eternal Battle. If it is healed, it will denounce the party as fools and resume its attacks.

If slain, its parts may be used as follows:

Blood Adds 1 Strength (no limit) if bathed in a 1 Will expended.
Hide There is enough hide for 3 patches. Each patch requires a successful butchery roll. For 1 Will, the patch will meld to a location of the person and will provide D6 armour points in that location.
Horn If, for 1 Will, the horn (one of two) is melded to a weapon, then the weapon will thereafter do an extra D6 damage to Chaos.
Tongue If the tongue is consumed raw and 1 Will expended, the consumer's Stormspeech will increase to 100%. In addition, the consumer may speak with bovines and skybulls at a base of 25%.
Ear If the ear is consumed and 1 Will expended, the consumer will gain a +25% Sense Chaos if a Stormbull or a 5% Sense Chaos if not a Stormbull.
Testicles If these are eaten raw and 1 Will expended, the consumer will gain 1 Constitution (no limit).

The Sylph:

Shortly after the battle with the bull, the party will come to a split in the path. One ascends to the right and the other to the left, both around the mountain. The righthand path has a broo skull mounted upon a stick and leads to the realm of Stormbull. Hovering over the start of the lefthand path is a sylph (10 cubic metres) with glowing yellow eyes. This sylph blocks the path and, if engaged, has the following statistics:

Giant Sylph Guardian

Strength

71
  Move: 10
Constitution

-
  Hit Points: 38
Size

10 cu
  Fatigue: -
Intelligence

17
  Magic Points: 42
Power

42
     
Dexterity

-
     
Appearance

-
     

Magic Skills and Spells:
Ceremony

n/a
Spirit Magic (249%): Protection 6, Shimmer 4, Countermagic 7
Enchant

n/a
Divine Magic (149%): Lightning 4, Thunderbolt (x2), Worship
Summon

n/a
Orlanth (99%)

The sylph speaks in Stormspeech:

Who art thou who darest enter unto the realm of Orlanth? What be thine purpose and thine worth?

If the party gives suitable answers, then it will say:

Ye must risk much to pass me. What would ye prove...worth of arms, strength of intellect, perhaps speed of movement? Ha! Ha! Speak now!

Each person must pass one test. If the person fails at a test, then the loser will lose 1D3 points of a random characteristic, which will be transferred to the Sylph.

If a PC elects worth of arms, then the sylph will attack, although it will not use its Divine Spells unless facing a Rune level or Sky Worshipper. It will cast Protection and Shimmer. The sylph will then move to engage, lifting its victim 30m. At the last moment, if an Orlanthi is its foe, the sylph will ask its victim if he admits defeat. If he does, then the sylph will take its reward of 1D3 points of some characteristic and then lower him to the ground.

If a Sky Worshipper seeks a test of arms, then the sylph will yell in Tradetongue:

Traitorous scion of the Sun! The Air has already beaten the Sun in a test of arms, so what will be proven today but what is known by all? If you wish to fight me, it shall be to the death! Be you craven?

In this case, the sylph will cast all of its spells to the best of its ability and fight all out.

If a PC is slain fighting the sylph, he will appear dead at the base of the mountain, as with the skybull encounter.

If the test of wits is preferred, then a riddle must be answered. Sample riddles are given, but if the GM runs out or wishes to dispense with the actual riddling, then Int x5% rolls may be made instead.

Riddle One:

What was found by laughter, adopted by truth, used by trees, taken by ambush, and cleansed by the winds?

Answer = Death

Riddle Two:

Children of Time
and of Death
Always busy
with every breath
the world their charge
land above heel
watching each
spark and wheel
condemned to live
eternal life
unless cut short
by untimely strife
with wonders taken
by human hands
they've secrets left
to fix the landI

Answer = Dwarves or Mostali

Riddle Three:

One of five can find a treasure but never bring it back. Two of five can loose the arrow that starts the attack. Three of five can steal a purse and leave no track. Four of five can pledge a vow so loyalty does nto lack. But five of five can do anything once they have the knack.

Answer = Fingers

Riddle Four:

What is square but rolls round and when done spots abound?

Answer = A die

Riddle Five:

Weaver and assassin
with the sight of four men
lurks in darkness always waiting
for some play in its pen
knows its place
and knows its fate
and goes out hunting
with its eight
But when Heler falls
and morning hies
majestic artistry
its deadly disguise

Answer = Spider

Riddle Six (possibly to a Sun worshipper):

The Lord has fallen
from his haughty throne
and dead though he be
you'll find neither skill nor bone
for mercy was given
for his cowardly ways
and now he lives on
at least for some days
but the Lord is afraid
and he runs for his shelter
with the approach of dark
but we must give him some credit
where credit is due
were the Lord not craven but dead
then of us there'd be few

Answer = Yelm or the Sun

Riddle Seven:

Two cows and some trees with a squid running through them lie on a bench and impart wisdom to the world.

Answer = A book

These riddles are just for the PCs. NPCs should just make an Int x5% roll, since the riddles are whispered silently to each person. No one may help the riddlee, who has 10 minutes to guess the answr. If a riddle is failed, then just have the player start to roll Int x5% unless more riddles come to mind, so that each player can have an actual riddle. If a person successfully answers a riddle, he may pass the sylph.

Obviously, if the elemental is slain in combat, then the entire party may pass through, since it will take over a week for the sylph to reform.

The proposal for a speed contest is a joke, but if pressed, the elemental will race someone to the top of a neaby mountain peak. Only a Teleport or fly with Mobility will beat the elemental. Of course, while this race is taking place, the rest of the party can sneak past!

If the elemental is slain, it may be bound by a PC into an object or proper receptacle, providing its POW can be overcome.

The First Virtue - The Test of Honour:

as the party passes the site of the elemental and rounds another spiral, they will come upon a beautiful wind child, completely nude and covered in woad of the deepest blue. This being has an arm for each HQr, and in each hand is a lgowing gem of resplendent turquoise. The wind child's eyes are closed and the hands outstretched, as if offering the gems to the party.

If any members tries to take a gem, the wind child will not move. When the party members have taken as many gems as they want and starts to move past, she will awaken.

At any who have taken more than one gem, she will cast a huge lightning bolt (6D6), while consinging them as greedy thieves with no sense of honour. Even if they survive the bolt, they will find themselves at the base of the mountain, their quest over.

To any who have taken one gem only, she will intone:

You have taken what is not yours, but worse, you have taken from a holy being! Keep the gems, but take with you this geas.

Each person who took one gem will be subject to a geas. ROll a D10 for the geas:

1 = Never use any stealth skills
2 = Never steal anything
3 = Always donate another 10% of your wealth to the poor
4 = Never strike the first blow in any battle against each opponent
5 = Never flee from Chaos once engaged
6 = Never tell a lie to another Orlanthi
7 = Never wear armour or protection (including Armouring Enchantments) on one location (owner's choice)
8 = Never summon, bind, or command a sylph
9 = Never fly, as the winds will reject you
10 = Always take double damage from lightning and/or electricity

Anyone breaking any of the geases (except 9 and 10, which are not breakable, they are more curses than geases) will be srtipped of all rank in any Orlanthi religion and will be subject to spirits of retitribution until atonement is made.

The gems are valued at 1,000L and may be attuned with a POW of 20. They then allow the attunee to Summon Rain from any cloud covering of 51% or more. The rain falls for 15 minutes in a 100m radius.

Any who do not take the gems will be praised for their honour and virtue, and will be given a small poished stone with an empty Bind Sylph Enchantement (Divine Magic).

The Second Virtue - The Test of Provision:

The party, after widning up another spiral, will see lying on the road before them a wounded figure. If they come closer, they wull see it to be their chieftain or king or some other respected authority figure (for the Knights, use Kiri Windstorm). He is wounded and pale and blood seeps from a gash in his side. He waves a limp hand and implores for help.

When the party reaches the figure, he will tell them that he has been mystically wounded and that his succor can only come from the fruit of a bush that lies beyond a cave opening up ahead. He implores the party to bring him back the proper fruit, so that he may live.

No amount of healing will help the figure, and trying to move him results in screams of pain. It is best for the party to search for the fruit.

The cave is a few hundred meters beyond, and its dark tunnel is rough and uneven, causing many a trip and spill. Several side passages go off the main tunnel. Anyone venturing down these will be heading into unknown mystical territory and should be warded back to the main apssageway by the GM.

After about half a kilometer, the tunnel ends as the base of a well that is open to the sky and is about 30m in diameter. At the foot of the well, where the party is, is a garden full of trees and bushes, many of which bear fruits of different colours and shapes. A water fall comes out of one side of the well and falls into a pool of crystal clear water.

As the party stares dumbfounded, a dryad comes ut of the foliage and says:

Ah, welcome to the Garden of Enemehtseg. I am she. Why have ye come?

Assuming the party tells her, she will then state that only males may pluck the fruit of her garden and then only after passing an initation into the Lay membership of Aldrya and learning the ritual of Food Song. She will state that any males interested in taking some of her magic fruit must enter he garden and pass the test. She will also state, with a lustful smirk, that each male must come alone, for after all...Aldrya is a fertility cult.She will first ask that weapons be left behind, since Aldrya is a Cult of Life, but will not make too big a deal if weaponry is brought along.

The dryad is actually a lamia who found this garden whilst involved in he rown heroquesting and has decided to take up residence here, seducing Orlanthi and Stormbulls. As each male comes behind the foliage, she will begin to make love to him, casting her trance and attempting to kiss (and POW drain) them. The water falls block out any sounds or struggle shoudl the jog be up, but a strong shout can be heard by a special listen roll from those waiting outside the foliage.

Once the males are captured, she will send them out to slay the remaining party members. She also has a few other Orlanthi of her own that have been enhtralled.

Enemetseg the Lamia

Strength

9
  Move: 3
Constitution

14
  Hit Points: 16
Size

18
  Fatigue: 23
Intelligence

17
  Magic Points: 13
Power

-
     
Dexterity

9
     
Appearance

17
     

Damage Bonus:

+D4
  TL

4 / 8
ENC:

1
  AB

4 / 6
  CH

0 / 8
  RA

0 / 5
      LA

0 / 5
      HD

0 / 6

Weapon Skills:
Bite

44 / -

D6+D4+STR Drain

SR 7

-
Kiss

44 / -

POW Drain

SR 7

-
Constrict

64 / -

2D4

SR 10

-
Dagger

85 / 74

D4+2+D4

SR 7

16

Magic Skills and Spells:
Ceremony

n/a
Sorcery (Free Int = 11): Intensity 57%, Duration 31%, Range 44%,
Enchant

n/a
Multispell 27%, Damage Resistance 77%, Smother 65%, Damage
Summon

n/a
Damage Boosting 49%, Cast Back 60%, Palsy 56%, Treat
    Wounds 41%

Spirits:
Power Spirit in opal on pendant
Pow 16, MP 16

Magic Items:
Pendant with an opal with a power spirit bound into it that also is enchanted to hold 16 MP
Dagger enchanted to 16 AP

Equipment:
Jewelry worth 1,700L, enchanted dagger, pendant with an enchanted opal

Notes:
Has an Intensity 4 Damage Reduction on her at all times (cast 1/day)

The two entranced Orlanthi are Initiates from the entourage of a Windlord. They have POW of 1 and STR of 9 (no damage bonuses) but are in other respects like the Barbarian Militia from "Creatures" page 62.

Not on a heroquest anymore, once freed these barbarians will disappear from view moaning about their lost love (the lamia) as they fade away.

The garden itself has the following fruits:

Lumpy golden balls (20 available)
Large purple ovoids (6 available)
Silver tubes (12 available)
Blue cherries (25 available)
Red oranges (10 available)
Deep green pears (12 available)

The lumpy golden balls attack the eater in spirit combat if eaten. Each has a POW and MP of 2D6 and may be bound if defeated by powering a Will point through Spirit Fame. Each MP taken in spirit combat with the fruit also causes a point of general damage to the eater.

The large purple ovoids are poisonous. They have a POT of 3D6. anyone slain by a fruit appears at the base of the mountain.

The silver tubes (like a straight banana) cause D6 general hit points of damage but also turn the eater's skin silver. In this condition (which lasts a season), all magic reflects from the eater back upon the caster 15% of the time. In addition, the eater's bare hands may harm lycanthropes.

The blue cherries have no power other than to cure the wounded man. If taken to the mundane plane and fermented into a wine, however, they wull make a potion to cure any disease. Each cherry makes enough wine for 1/3rd of a dose.

The red oranges lower Constitution by 1 when eating and cause vomiting for several hours.

The deep green pears act randomly for 1 minute, having a different effect each MR (roll D6 each MR):

1 = Take D3 of general hit point damage
2 = Become nauseated and do nothing for 1 MR while throwing up
3 = Pleasant taste
4 = Become dizzy and disoriented and fall to the ground
5 = Lose 1 Con
6 = POT 6 poison

Any of these fruits except for the blue cherries will kill the wounded man if given to him to eat. The wounded man does nto know which fruit will help him. It is up to the HQrs to test the fruits on themselves first to see which is the good one. In this way they show that they are willing to risk themselves in order to provide for their fellow clansmen.

Once healed, the man will turn to the party and say:

Thou hast provided well for me, and I am healed! Thank you kind sirs, and for my part, for Orlanthi are generous and grateful if nothing else, I give you this opportunity. Give of yourself enough Power into this cherry pit and I shall enchant it with a binding for Healing Spirits and with a Control Spell for same. Then I will summon such a one for you to master and use. But whomever takes this gift must pledge never to harm a healer and to show mercy to any not of Chaos or Undead who request thy mercy. Also, ye must pledge 10% as a tithe to the healers. What say ye to my gift?

This gift will cost someone 3 POW or Will. A single person must give the mana. Once done, the cherry pit will become enchanted with a Bind Healing Spirit Matrix (2 POW) and a Control Healing Spirit Matrix (1 POW). The man will then raise his hands and shout in Stormspeech:

O great Orlanth, liege lord of Chalanna Arroy, healer of the sick, mother of lost Arroin, bringer of comfort, and succor of heroes, summon up a one of your children so that it may serve these worthies!

With that, the healing spirit will appear.

Chaymostra - Healing Spirit of Chalanna Arroy

Power

20
  Magic Points: 20
Intelligence

16
 

Magic Skills and Spells:
Ceremony

77
Spirit Magic (116%): Healing 10, Shimmer 6
Enchant

n/a
Divine Magic: Resurrection x2 (one use) (D 77)
Summon

n/a

If the gift is refused, the man will shrug and mutter something abou the fact that accepting a gift blesses the giver.

In either case, he will then head down the trail and disappear after rounding a bend.

The Third Virtue - The Test of Defense:

The HQrs will continue up the trail, around another spiral of the twisted path, until they come to a flat, wide expanse that is around 30m in diameter. In the centre of this circle, after which the trail continues up the mountain, is a stone altar to Kolat representing him as a huge whirlwind with a human face in its upper portion. The alter is made of loose, shaped stones mortared together by mud. Each stone is about 3cm in diameter, and the altar is some 2m high and 1.5m in diameter, so the work is intricate and complex, involving many small stones. Words in Tradetongue proclaim:

Blessed is Kolat, Father of the WInds, Friend of Orlanth. Worship at his alter and receive surcease.

As the HQrs watch the altar, the wind will pick up, a hot dry wind that seemingly comes around the mountain from Prax. This sudden gust of wind will chip away a piece of the altar, and at the same time, a portion of the narrow trail some distance ahead will break off and fall down the mountain side.

The trail and the altar are linked. As each piece of the altar crumbles away, so too does the trail up ahead. Extrapolating can show that, should the entire altar be destroyed, the trail will be obliterated for a length of about 300m! If that happens, only those who may fly can pass up the trail.

The dry wind that has gusted will slowly begin to pick up. As it does, it also starts to loosen and then chip away more pieces of the altar. It is the HQrs' goal to stop the deterioration of the altar to Kolat.

The wind begins with a Strength of 14 and gains D4 Strength each MR. Glue spells will help hold the structure until the Strength is overcome, in which case the normal deterioration rules given below apply. Form/Set Stone will completely save the altar until wind strength reaches around 60 or so, when the entire altar will be lifted off of the ground in one swoop. Hugging the altar will help slightly, giving a % bonus equal to the average of Strength and Size of the person hugging the altar. This bonus applies to the chance that a chip will break loose. Up to two persons can hug the altar effectively. This will also allow the persons to hang onto the altar when they are in danger of being swept away!

Also, Decrease Winds will help to delay the inevitable.

The proper ways to save the altar and continue the quest are:

1) To worship at the alatr, as mentioned in the inscription, by having each person touch the altar and beg Kolat to stop the winds (or to simply worship him in general). Kolat must be specifically invoked, not Orlanth or Stormbull. A successfull Ceremony or Orate will allow each character's plea to be heard, but all such rolls must be made by each character before the wind with stop. Of course, with regard to using Orate, Kolat will only respond to Stormspeech. Each successful attempt by a given character will lower the wind strength by 1. However, each character can only succeed once.

2) Discorporate and enter the altar. Spirit moss or focusing Will through Spirit Fame will allow this. Inside the altar, the person will meet a small avatar of Kolat (i.e. a wind spirit) who is administering the test. A Soul Sight, Second Sight, or Mystic Vision will reveal the spirit's aura from without once 5% of the altar is blown away. This spirit must be defeated in spirit combat.

Avatar of Kolat - Wind Spirit

Power

32
  Magic Points: 32
Intelligence

13
  Move 32

The spirit will only attack in spirit combat on a roll of Int x3%, since it is concentrating on the wind that it is summoning. The spirit is given incentive to create this sind since, if the altar is destroyed, it will become unbound and free of its servitude.

If the spirit wins the spirit combat, then it will certainly attempt to possess the victim. This will stop the wind, but he spirit will not give up the body (at least. not right away!). The possessed person will use all weapons at base value and will know the magics listed below. However, the Kolati will attempt to simply fly away into the misty sky around the mountain. Fortunately for the victim, the Kolati was not born a mortal being, and therefore has no nostalgic attachment to a body. Each season thereafter, roll percentile dice for the affected character. Add 5% cumulatively each season, but a roll of 1% is always treated as 1%:

Roll

Result

01-15

The Kolati has blundered! The character dies. Roll a D8-1 for days away from healing and a luck roll to have the following modifiers:

Critical Luck Roll = Found by healers. No delay on Resurrection (i.e. 0 days dead)

Special Luck Roll = Dies in an urban area. Subtract 3 from the delay roll.

Luck Roll = Found by someone. Use normal delay.

Failed Luck Roll = Found by someone later. Add 2 to delay.

Fumbled Luck Roll = Never found. Only DI can save the character.

16-35
The Kolati has sex and likes it! Celibacy vows are broken and the seasonal modifier drops to +1% per season.

36-55
No special results, but the Kolati will drink alcohol and eat meat.

56-74
The Kolati gets into some sort of trouble. For example, has an affair with an important married woman, angers a nobleman, robs someone, slays a Sky worshipper, etc. There is a 25% chance that the Kolati gets wounded or thrown into prison, and the situation is so unpleasant that it leaves the body.

75-90
The character gains D3 checks in Stormspeech, Orlanthi Lore, and World Lore due to the travellings of the Kolati.

91-99
The Kolati tires of its mortal life and leaves the body.

00
The Kolati has a change of heart and realizes that it has committed a gross injustice by possessing the mortal. It leaves the body and gifts the mortal with its servitude for a time equal to that during which the Kolati had possessed the character's body.

Ar-Lopinule - The Kolati

Magic Skills and Spells:
Ceremony

133
Spirit Magic (185% plus Dex modifier): Shimmer 2, Mobility 1,
Enchant

47
Silence 2, Visibility, Farsee 2, Second Sight, Wind Blast (i.e.
Summon

47
Disrupt)
    Divine Magic (125% plus Dex modifier): Increase Wind x7, Fly x8,
    Decrease Wind x4, Soul Sight, Wind Words x4, Divination (133%),
    Worship Kolat (133%), Worship Orlanth (133%)

The altar crumbles on any MR in SR1 during which a percentile roll is less than the current wind strength. This roll is made AFTER the current wind strength is increased for that MR. If successful, then D10% of the altar breaks off. A piece that breaks off cannot in any way be reattached to the altar. Even Form/Set and Glue will fail. The altar ends the first MR with 1% broken.

If the strength of the wind becomes forceful enough, characters may become affected. See the World section in RQ3 for details. Grabbing onto the altar will allow sSTrength to be added to Size in order to resist the wind, although the amount of Strength added is prorated by the percentage of the altar destroyed, de to a lack of hondholds, etc.

For example, if Talonspear has a Size + Enc equivalent of 29 and a Strength of 14 and is grabbing onl0 a half-depleted altar, his total resistance would be 29 + (14 x 1/2) = 36.

The mountain face offers no handholds, and since the wind blows from around the mountain, anyone swept off of their feet will likely be plummeted over the trail edge and will fall into the misty abyss below. Kolat, however, is not an angry god, and the victim will slow down and eventually be deposited on the ground below, safe but finished with the quest.

It is likely that some HQrs might try to make a dash for the trail ahead as it crumbles, hoping to make it across before it is too late. Unfortunately, the portion of the pathway that crumbles is far away (about 1.25km), and the wind is much stronger there (both for mystical reasons and because the pathway is a bit more around the mountain side than the altar and so is more exposed to the wind coming from Prax. Until this test is passed or failed, the trail is simpassable for all intents and purposes, even when the wind is at Strength 5 or less or even by means of Teleport. Indeed, the crumbling pathway is far enough away that it will require a critical listen roll (or scan if watching) on the first Mr of crumbling, a special roll on the second MR, and a normal roll on the third MR to notice the crumbling at all. Each listen chance is lowered, however, by the current wind strength.

The trail up ahead will be passable without incident as long as at leat 50% of it remains intact. Therefter, each 5% missing beyond 50% will require a jump roll to negotiate or will require some sort of flight or teleport to pass. If 10% of less remains, then a Dex x5% roll is also required to balance along the thin beam of stone that remains. The crumbling of the cliff is mystically controlled in such a way that it is always possible to cross (with the proper rolls) as long as even 1% remains!

The Fourth Virtue - The Test of Obedience:

As the HQrs round the next spiral, they will find a skeleton of very ancient appearance, covered in dust and cobwebs and run through with maggots that wriggle about as the HQrs watch. The skeleton wears the remains of rotting grey robes around its frame. In its hand, the skeleton clutches a dusty, worm-eaten and cobweb-covered tome made of tortoise hide inlaid with mother-of-pearl.

If the book is touched, the skeleton will animate and say in Tradetongue:

Look you to this tome for the ultimate answer

Then the skeleton will hand the book to the HQrs.

The tome is written in a Stormspeech/Theyalan hybrid, and is therefore readable at the average of Stormspeech skill and Read/Write any Theyalan language skill. The book as one page, which bears script written in flowing silver letters. This page reads:

The mortal hand knows
that which was brought
into the world by gods
and spread by Time
is duty bound to visit
all such.

But it is the manner
more than the timing
that secures one's place
in the heavens.

These are the ways
of honour and respect:

Sharpened blade or point or crush
endured in the battle's sweep and rush

or a peaceful fall from some high place
assures and end of wind and grace

Some a leather cord prefer
too tight to breathe but not sever

Others know their mortal role
and give the divine their very soul

Forget not the beastly means to an end
with teeth that bite and claws that rend

And still indeed this list's not through
when one can savour the secret brew

Indeed be welcome if it please
to sample any exotic disease

The faint of heart can merely sleep
and drift away in dreamy deep

But in the end though life should rage
it'll find you yet, in your old age!

After the party has read these words, the skeleton will turn and look at the HQrs with glowing blue eyes and say:

What I have lost that covered my fleshy bones, my master has taken as his name. You must honour him to pass and do his will. Choose you from the list and then meet his fate, as I met mine! HA HA HA HA HA HA HA HA HA HA HA...!

The skeleton will then crumble to dust.

Beyond the skeleton, the path ends in a misty wall. Anyone trying to pass through this wall will wander for as long as he likes, but will always be just one step into the mist. The only way through is by passing the test of the Flesh Man.

The test is a simpel one. Each HQr must kill himself by one of the prescribed methods. Explanation of each method follows:

1) The HQr must kill himself with a weapon, or have another slay him therewith.

2) The HQr must leap from the trail edge.

3) The HQr must strangle himself or be strangled by another.

4) The HQr must sacrifice all POW to his god or to Flesh Man.

5) The HQr must be killed or kill himself by biting and/or tearing with natural weapons.

6) The HQr must take some sort of poison that has a chance of killing him. If a weak poison is taken, its potency will be mystically increased.

7) When the skeleton crumbles to duct, maggots will be seen eating awat it his remains. If an HQr east the maggots or exposes an open wound to them, he will contract virulent plague of the highest calibre.

8) The HQr must lie down on the ground and close his eyes. He will then fall into a deep sleep and shortly will stop breathing after a few convulsions (i.e. he is having a heart attack).

9) This is not an option, but merely the default for those who are afraid. Anyone not choosing a method within 15 minutes will walk through the mist and find themselves at the bottom of the mountain, quest finished.

Anyone dying from any of the above methods will, in the moment of death, hear a distant, mad laughing drawing closer. Then and insane sounding voice will say:

You honour me with your obedience to my sacred rites. But tell me, if you truly honour me and do not merely wish to die, what is ny name? Who am I?

If anything but Flesh Man (or, technically, Grandfather MOrtal or Daka Fal) is stated, then the character will have died and will end up at the base of the mountain, dead. If the proper answer is given, then the voice will say:

You do indeed honour me. Very well, I shall return to you that which is my namesake.

Those who answered correctly will find themselves on the path leading upwards, with a wall of mist now behind them; they may continue the quest.

In addition, the method of "death" tells what sort of gift Flesh Man imparts upon each HQr:

1) The weapon used will never fumble in such a way that it ever damages the wielder. Additionally, if a sword (the symbol of Death) was used, than that weapon will never fumble ever for the person who died by its blade.

2) The person will be blessed with a "Feather Fall" effect usable once by calling out to Flesh Man, such that instead of falling, he fill float to the ground like a feather.

3) The person will never asphyxiate, be affected by gases, or drown. He may breathe water or survive in an airless environment.

4) The person will gain the Divine Spells of WORSHIP FLESH MAN and MADNESS (as the Lunar version) and will become an initiate of Flesh Man. If he agrees to sacrifice 1 POW, he may become a Priest, but this requires many out-of-adventure obligations. In either case, the spells are resuable by performing a ritual slaying with a leather cord upon a sentient being. In addition, of course, all POW originally sacrificed is returned to the HQr.

5) The person will gain a permanent Ironhand 1 on his body.

6) The person will gain D6 phantom Con versus poison.

7) The person will gain D6 phantom Con versus disease.

8) The person will gain strange dreams, sometimes prophetic, but will gain no magical abilities or rewards.

The Fifth Virtue - The Test of Justice:

As the party continues and winds its way up yet another spiral of the mountain, they will hear a cry of pain up ahead. Rounding the bend, they will encounter a dark troll warrior standing over an elf warrior, who has apparently been wounded in the leg. Beside the troll is a dead trollkin, its throat slit from ear to ear. The dark troll wears a headband with a following runes:

Darkness - Man - Mobility - Mastery

The dark troll is a Priestess of Kyger Litor and an Initiate of Orlanth from the Yolp Mountains. Atop a nearby rock, a shadowcat growls menacingly at the elf. Both the trollkin and the shadowcat have ears pierced with ivory earrings tied to leather thongs, and these earrings are in the shape of one Darkness rune and one Air rune.

Retheyra Uln - Dark Troll Priestess/Shaman of Kyger Litor and Orlanthi Initiate

Strength

31
 (from heroquesting) Move: 3
Constitution

12
  Hit Points: 36
Size

21
  Fatigue: 44
Intelligence

14
  Magic Points: 19+42 = 61
Power

19
     
Dexterity

15
     
Appearance

11
     

Damage Bonus:

+2D6
  RL

10 /12
ENC:

44
  LL

10 /12
  AB

10 /12
      CH 

10 / 15
  RA

10 / 9
      LA

10 / 9
      HD

10 / 12

Weapon Skills:
Lead Heavy Mace

65 / 50

D10+2D6+2

SR 6

16
Lead Large Shield

47 / 50

D8+2D6+2

SR 7

21
Sling

65

D8

SR 3/9

-

Magic Skills and Spells:
Ceremony

67
Spirit Magic (111%): Befuddle, Bludgeon 6, Countermagic 6,
Enchant

55
Protection 3, Dispel Magic 4, Visibility, Darkwall, Spirit Screen 3
Summon

82
Divine Magic (116%): Blinding 2, Counter Chaos x2, Crush 3, Heal
    Wound, Command Shade, Healing Trance, Command Grey Furies,
    Spirit Block 3, Lightning 4 (one use), Shield 2 (one use), Axis
    Mundi (67%), Divination (67%), Summon Ancestor (82%), Tree
    Chopping Song (67%), Summon Grey Furies (82%), Summon
    Shade (82%), Worship Kyger Litor (67%), Worship Orlanth (67%)

Fetch (appears as a small black globe):
Pow 24, Int 14, MP 24

Allied Spirit in Shadowcat:

Strength

7
Move: 8
Constitution

12
  Hit Points: 9
Size

6
  Fatigue: 19
Intelligence

16
  Magic Points: 19
Power

19
     
Dexterity

23
     

Damage Bonus:

-
  RHL

0 / 3
ENC:

-
  LHL

0 / 3
  HQ

0 / 4
      FQ

0 / 4
  RFL

0 / 3
      LFL

0 / 3
      HD

0 / 3

Weapon Skills:
Claw x2

59

D6

SR 7

-
Bite

54

D10

SR 7 (10)

-
Rip

90

2D6

SR 7

-

Magic Skills and Spells:
Ceremony

-
Spirit Magic (113%): Mobility 3, Jump 3, Heal 5, Demoralize,
Enchant

-
Mindspeech 1, Shimmer 2
Summon

-

Controlled Spirits (held by fetch):
Dehore Magic Spirit
Pow 14, Int 10, MP 14
Spirit Magic (74%): Extinguish 4, Disruption, Dullblade 5
Shade
Str 14, Mv 6, Pow 10, HP 14, Siz 3mx3mx3m
 


Spirits:
Dehore Power Spirit in ivory earring
Pow 18
Dehore Power Spirit in lead shield
Pow 14
 


Magic Items:
Heavy mace of enchanted lead (+2 damage) with additonal armouring enchantments and a magic point matrix holding 10 MP
Large shield of enchanted lead (+2 damage) with additional armouring enchantments and a bind power spirit matrix
Ivory earring with a bind power spirit matrix and a matrix for a new spell called Sharphear 3 (variable, self, temporal - each point add 15% to Listen skill for duration)
Enhcanted lead platemail

Notes:
Has strengthening enchantments (3D6) on her body

The green elf is a Woodlord of Aldrya.

Kumquat - Woodlord of Aldrya

Strength

16
Move: 4
Constitution

15
  Hit Points: 21
Size

9
  Fatigue: 31
Intelligence

21
  Magic Points: 17+29 = 46
Power

17
     
Dexterity

23
     
Appearance

14
     

Damage Bonus:

+D4
  RL

10 / 7
ENC:

7
  LL

8 / 7
  AB

8 / 7
      CH 

9 / 8
  RA

8 / 6
      LA

10 / 6
      HD

8 / 7

Weapon Skills:
Elf Bow

125

D8+1

SR 1/5/9

11
Copper Bastard Sword

117/103

D10+1+D4

SR 7

15
Copper Target Shield

48/124

D6+D4

SR 8

12

Magic Skills and Spells:
Ceremony

87
Spirit Magic (110%): Befuddle, Heal 4, Silence 2, Vigour 3, Food
Enchant

76
Song, Shimmer 6, Dispel Magic 2, Mobility 1
Summon

49
Divine Magic (125%): Arrow Trance, Reflection 3, Shield 4, Heal
    Body, Silence Sphere, Chameleon, Divination (87%), Worship
    Aldrya (87%), Enchant Copper (76%)

Allied Spirit in Elf Bow:
Pow 20, Int 13, MP 13
Spirit Magic (123%): Protection 5, Bladesharp 4, Second Sight, Light

Spirits:
Power spirit in copper bracer
Pow 17
Intellect spirit in twig preserved in sap
Pow 11, Int 8
Spirit Magic Memorized: Armouring Enchantment (76%), Strengthening Enchantment (76%), Bind Power Spirit (76%), Bind Intellect Spirit (76%)
Intellect Spirit in amber gem
Pow 11, Int 9
Spirit Magic Memorized: Control Power Spirit, Control Intellect Spirit, Repair 2, Speedart, Extinguish 2, Summon Power Spirit (49%), Summon Intellect Spirit (49%)


Magic Items:
Twig with bind intellect spirit matrix
Amber gem with bind intellect spirit matrix
Elf bow
Pow 12, MP 12
Enchanted copper target shield
Enchanted copper bastard sword
Copper bracer with bind power spirit matrix
12 enchanted copper arrows

Notes:
Has armouring enchantments on all body locations, has strengthening enchantment cast on self

Both sides have most combat spells up, and some MP have been expended by both sides. The elf's left leg is down to -1 hp, and his Heal Body spell has been used already.

When the party encounters these two, they will stop their combat and parley with the HQrs, since each knows that the balance of this fight is so close that the party's aid would make all the difference.

The elf and us will each plead his case. The troll will explain (in Stormspeech) that she was walking the holy mountain when her trollkin creid out behind her. She turned and saw that the trollkin's throat had been slit and magic revealed the elf hiding nearby. She will also mention that the elf had a bloody bastard sword. She will beg her comrades in orlanth to help slay this elvish murderer.

The elf will appeal to the party, especially to any friendly cultists, and claim that he was questing on this mountain when a trollkin attempted to steal his pouch, which has several items of power. He silently slew the trollkin, and then hid, hoping that the troll would pass on. He urges the party to help him slay this devourer of goodly folk.

It is up to the HQrs to decide what to do. Any side they choose will likely win after a tough fight, and the party will gain one half of any booty. However, if the party does not side with a fellow Orlanthi (i.e. the troll), an Impest will curse all of the Orlanthi in the group with -1 Appearance.

The best method would be to work out a compromise, perhaps requiring the elf to lose his elf bow in recompense for the lost trollkin. If this happens, each of the elf and troll will gift the party with one magic item.

Oratory rolls would likely be required in any cormpomise, along with a Fast Talk roll if applicable.

This is not really a testing so much as a ritual encounter. As the party parleys, they will notice a Flint Slinger watching the proceedings from a high rocky perch.

An Encounter:

As the party ascends the next spiral, they will see an old greying man in tattered robes sitting and thinking by the side of the road. He has a staff of gnarled oak in one hand, and as the party approaches, he will sit up and regard the HQrs as they approach.

When the party nears this being, they will see a large gash cut into his chest, but covered with dried blood. This is Arkat. He will lift his hand in greeting and say:

Fair and well met Word Bearer and companions. A secret's not a secret unless it's told, don;t you know? In any case, it has been a long time. and here you are doing what I did...and perhaps making the same mistakes. Such a pity. Didn't the examples of me and the God Learners teach you anything? Hmmm. Well! Be that as it may. What will be done has certainly been done before. But actions breeds its own destruction.

This is an Illumination riddle based on the skill Ceremony.

Having intoned his riddle, he will say:

Poor, poor Sunray. Losing a bit of himself each day. Something will have to be done. It's the way of things.

With that, he will walk off the side of the mountain and fall down into the mists.

The Sixth Test - The Test of Hospitality:

As the party enters the next spiral, they will meet a translucent blue ghost of a man in archaic but fancy robes and clothing, bearing a rod or scepter of some sort. This ghost will introduce himself and say:

I am Herigar the Lean. You travelers have come far and need rest and succor. I bid you to accept the gift of my home and its provender. Come with me and I will show you the way.

He will then recite the Orlanthi Meeting Formula. If the party will follow, the gost will float over to the nearby mountain gace and run his hands over the bare rock. After a few seconds, a blue glow will outline a doorway, and as he chants softly, the door will noiselessly slide open. Inside is a dark passageway. The ghost will lead the way for a while before enterting a very richly appointed chamber filled with gold and silver ornaments and jewels, carpets, brocades, tapestries, etc. He will motion the party to an oaken table lined withg silver filigree, and will bid the party to sit and dine with him. A full meal of ghostly blue (and entirely insubstantial) foods of all sorts and exotic varieties (including ghostly wine in ghostly goblets) is presented on the table for fare. The food in completely non-nutritious and non-filling, and eating it seems more like play-acting than anything else, excepting the fact that the food lifts when grasped and chunks disappear when bitten.

If the party refuses to partake of his hospitality, then Herigar will become enraged, stating that he recited the Meeting Formula. He will then attack the party, bellowing:

Then you will learn that no Orlanthi, no matter how powerful, can succeed if he denies his rings, both small and large!

Herigar the Lean - Ghost

Power

24
  Magic Points: 24
Intelligence

13
 

Herigar will, if he attacks, attempt to possess an HQr. If he does, they HQr will disappear and find himself at the base of the mountain. The ghost will remain to attack other HQrs. He cannot, however, trvael farther than 100m from his lair.

If the party east its fill of the mean and then speaks to the ghost for a while, they will find that they have all of their Magic Points returned to them. In addition, if a good story of the outside world is told and an Oratory roll made, the ghost will give the teller a glowing blue mark in the shape of a Spirit rune on the forehead which will stop glowing after a day (but will still appear as a blue burn mark). This mark will allow the person to add +1 to MP loss rolls when attempting to control or dominate sylphs. The ghost will give this mark only once to one person.

If the party has accepted the ghost's hospitality, and all has gone well during the time here, then as they leave, the ghost will recite:

He who guided the King's steps
will honour only those
who come with naught
between flesh and air
but the sacred cover
which may be found
where water meets the skies
and find you it there
by covering your fleshy eyes
there by the way
scribe the sign in blue
and your way you will find
and will your movement be true

The Geyser:

As the HQrs round the final bend, they will reach the top of the mountain. There, in this broad, flat expanse is a small hole in the ground, actually a geyser. Around the geyser is a dried bluish crust, which is the remains of holy woad spewed forth from previous geyser blasts.

If the party hangs around for D3 hours, then they will witness a geyser blast. The geyser will shoot straight up into the air, but strangely enough, the water will head up into the air infinitely, until out of sight. Not a drop falls back to earth. This is because of an ancient compromise made by a conquered water spirit who agreed to send her essence up to Orlanth as a sacrifice every several hours.

After the blast, the party will notice that a bubbling blue liquid has frothed up to the rim of the geyser. It will remain for D3 minutes before returning into the bowels of the holy mountain. Anyone grabbing several handfulls and smearing it over his naked body will have the effects of Blessed Woad (per "Gods of Glorantha"). Anyone who also smears it over his eyelids will be able to open his eyes and see a grand temple on this plateau and a shining metal bridge that ascends at a 45 degree angle up to a grey cloud whereupon sits the vague outlines of a majestic castle.

This is the Castle of Orlanth, and is beyond the scope of this adventure. Anyone attempting to ascend will meet a powerful guardian who will defeat all comers after warning them away.

The temple is of stone that seems to shimmer with a variety of colours. The temple is round, in the shape of a wheel, and has spokes (7 of them) which lead to an open centre courtyard. Upon the face of the temple is a grand doorway sealed by iron valves bedecked with Mobility runes. This is the temple to Mastakos. Assuming the HQrs are naked and covered in Woad, they will be welcome. Anyone entering without the proper covering will be attacked by a variety of powerful guardians (it is up to the GM to decide the exact nature and numbers of these guardians, but basically they should be ultimately unbeatable by the HQrs).

Anyone approaching the door and tracing a Mobility rune on the door will find that it opens seemlessly and admits the HQrs into the grand circular hall. This is a very holy temple to Mastakos, and no mortals dwell here. However, Movement spirits (in the hsape of glowing Mobility runes), sylphs, and other wind spirits flit around, many shouting welcome to the HQrs. The HQrs will be offered food and drink, all very tasty and seeming somewhat divine and supernatural, although no strange effects are noted.

Finally, the HQrs will be taken in through a spoke into the central courtyard.

In the courtyard is a fountain, a glowing silver chariot, and a man floating above both.

The man has an aura around him and radiates a sense of divinity (i.e. his Pow is so high that his very presence is commanding). This man will say in a commanding voice:

Welcome to my holy place. I am Mastakos, favoured of Orlanth King of the Universe, and Charioteer of the goodly gods. You have traveled far to reach my domain, and all who enter my temple are merely passing through, for to do otherwise dishonours me. None shall abide here. If ye seek passage, ye will do well to listen to my words. Here is the wisdom of Movement:

The pool set here before you contains my blood, the essence of the Mobility rune. Drink ye of it and thou shalt traverse the secret ways to your heart's desire. But be forewarned, the potency of the draught lasts but one hour and, taken from the pool, will remain holy until Windsday next.

Obviously, the party should take a drink of the water and then keep a dose for the return trip.

Upon drinking, the party will be led out of the temple. There, on the mountaintop, the party will see literally hundreds of glowing pink pathways emanating from this nexus point into the great beyond. Many ascend and some descend, a few into the very earth itself. It is not recommended that the party take any but the proper path. Otherwise, the Dm must decide their fate.

The proper path is the one that can be divined with a Divination spell from Orlanth. It will glow sky blue. Anyone taking the path enters the magic roadway. The divination will also reveal that Orlanth invites the HQrs to rest for 24 hours here in order to regain their stamina.

The Magic Roadway:

As the party steps onto the agic roadway, they will find that its surface is slightly springy to the step, and the barest trace of a tingle shoots up their legs each time they take a step. After a few steps, looking behind them, they will see the mist-shrouded top of Stormwalk Mountain far in the distance, as if each step they had taken was actually 100m.

The roadway itself is also shrouded in mist, and little can be seen off of the path. The way is in the heroplane, and anyone straying from the path will end up in a random portion of the heroplane (i.e. a random time and place in "history"). It is also true that anyone taking more than a few steps into the mists will find it difficult to return to the magic pathway. making a Pow x1% roll would be reasonable to determine success.

There are 6 present encounters during the trek along the magical roadway. These are not necessarily the same exact encounters that are always met along this road, but are indiciative of the "type" of beings met. These encounters may be used in any order, as well as the order presented herein.

The encounters are:

1. A Lost Ghost
2. The Evergone
3. A Lunar Ritual Warparty
4. The Small Hut
5. A Choas Party
6. A Group of Dragonewts

1. A Lost Ghost:

As the party travels for 10 minutes subjective time, they will see coming out of the mists along the side of the pathway a glowing white shape. As it comes closer, they can see that it is a ghost of a man dressed in tattered robes and holding a candle in one hand and a scroll in another. This is the ghost of Aberwinga the Mnemonic, a Second Age Lhankor Mhy heroquester who died and became bound to the heroplane, lost. He will plead with anyone he encounters to bind him and take him to a Lhankor Mhy temple for proper rites, which will return his soul to his god. Unfortunately, he has not been able to find many entities on the heroplane, and those that he has found have been incapable or unwilling. Once he did find someone who agreed to bind him and take him back, but that person turned out to be a Malliant, and the ghost remained bound to him for a short time, until his captor perished on the heroplane.

If the party does not possess the spell Bind Ghost, then Aberwinga will ask to be allowed to possess a party member or a party animal just long enough to get back to a Lhankor Mhy temple. He will promise to leave the body thereafter, and will offer to tell the party the locationof a buried treasure if they let him.

Alternatively, the party could funnel some of its Will into Spirit Fame and try to bind the ghost to an object that way.

In any case, the ghost is being completely truthful. Upon return to the Lhankor Mhy temple, he will leave an imprint of the treasure map (which is on his spirit scroll) in the mind of the person he possessed (or he will possess a Lhankor Mhy temple member and copy the map that way), and will then leave to return to his god.

The map and its subject can be the basis for a later adventure.

While possessed or bound, the ghost will gladly help the HQrs on their mission.

Aberwinga the Mnemonic - Ghost of a Lhankor Mhy Acolyte

Intelligence

15
  Move: 16
Power

16
  Magic Points:  16

Skills:
All weapon and physical skills have been forgotten over the centures. Assume all Lore skills are at 90%.

Magic Skills and Spells:
Ceremony

77
Spirit Magic (91%): Detect Gold, Second Sight, Detect Paper,
Enchant

25
Detect North, Repair 1, Dispel Magic 3, Light, Glamour 2, Mobility
Summon

31
1, Heal 1
    Divine Magic (111%): Analyze Magic, Reconstruction, Truespeak,
    Clairvoyance, Mindread, Soul Sight, Worship Lhankor Mhy (77%)

2. The Evergone:

About 30 minutes after the ghost, the party will see on the path ahead a very strange creature. It stands on three stumpy legs placed evenly around a greyish, wrinkly cylindrical body. Two thick arms sprout from the upper sides of the cylinder, and in place of its head it has a long tentacle-like appendage with a single white eye at its end. This remarkable creature is the Evergone, a being that "feeds" off of the memories of anything it encounters. This feeding is unnoticeable by those from whom it feeds, but since it has no detrimental effects to the victim, it doesn't much matter. What is noticeable is the fact that it has a psychic link to the collective memory of all of Glorantha. That means that, in a sense, the Evergone knows everything that ever was known by anyone.

However, the entity is unintelligent or unconcerned with the affairs of Glorantha. But when it feeds, it also creates images of the stronger memories of that upon which it feeds. Usually, these are the ones associated most with loss or regret and mainly involve dead loved one or companions.

So strong is this beast's effects that, like a True Dragon, these memories take on a life of their own. Thus, a person encountering this being will also meet any lost companions or loved ones. These will simply step out of an orifice in the lower part of the Evergone's body (i.e. it excretes memories) and these memories will gladly converse with the HQrs. These simulacrae will exhibit all of the same personality traits as in its former life and will know everything that the real person would have known, up to the point of its death. Calling out for someone to appear will likely have just that effect, since that will be the strongest memory at that time. Despite their ability to be seen and communicate, these memories are intangible figments and cannot harm anyone except by virtue of how they react and what they might say.

The Evergone will certainly attempt to feed off of the HQrs' memories for at least D6 minutes per person. After that, allow a 5% per MR that it leaves. Leaving involves crouching down for 5 MR, building up a palpable amount of potential energy, and then leaping quickly into the sky, out of sight. The Evergone is NOT Chaos!

The Evergone - An Enigma of Glorantha

Strength

1000
Move: 8
Constitution

3500
  Hit Points: 1765
Size

30
  Fatigue: infinite
Intelligence

??
  Magic Points: 1000
Power

1000
     
Dexterity

16
     
Appearance

2
     

Damage Bonus:

-
1-2  RL

275 / 442
ENC:

-
3-4 CL

275 / 442
5-6 LL

275 / 442
    7-13 BODY

340 / 883
    14-15 RA

275 / 442
16-17 LA

275 / 442
    18-19 TENT

275 / 442
    20 EYE

75 / 283

Weapon Skills:
No attacks

Notes:
Regenerates D20 hp per location per MR. It is not known if this entity can be permanently slain.

3. A Lunar Ritual Warparty:

This is a party of Lunar Heroquesters heading to the Devil's Playground in Pavis in order to have dealings with the Eye of Wakboth. The group is led by Dalamides, the Seven Mothers Runelord whom the party has encountered in its dealings with Muriah. Dalamides will be wary of the party, having almost lost his life to them in times past, but will fight if pressed. He will answer no questions, merely insisting that the party let him pass. While parleying, the Talon will suggest to Dalamides that the LUnars simply wipe out the party. He will also attempt to provoke the party by "inadvertantly" showing the runes of his cult, which are embroidered upon a robe hidden under his outer cloak. Dalamides will certainly attempt to stop the ogre once he notices the provocations. It will be up to the party to attack or let Dalamides pass. The warparty's statistics are printed here in case a fight breaks out. Poor Dalamides! Although he dislikes working with Chaos, he seems to allow himself to be roped into Chaos-related predicaments too frequently!

None of the Lunar HQrs are prepared to use their Will or Runic Fame, wishing to save such things for their encounter with the Eye of Wakboth.

Lunar Roster:

1 Runelord of Seven Mothers
1 Priest of Seven Mothers
4 Initiates of Seven Mothers
1 Initiate of Yanafal Tarnils
1 Ogre Talon of Cacodemon
2 Ogre Initiates of Cacodemon

Dalamides - Runelord of the Seven Mothers

Strength

16
Move: 3
Constitution

14
  Hit Points: 26
Size

15
  Fatigue: 30
Intelligence

16
  Magic Points: 15
Power

8
     
Dexterity

20
     
Appearance

13
     

Damage Bonus:

+D4
  RL

4 / 9
ENC:

15
  LL

4 / 9
  AB

6 / 9
      CH 

6 / 11
  RA

4 / 7
      LA

4 / 7
      HD

4 / 9

Weapon Skills:
Iron Scimitar

92 / 42

D6+2+D4

SR 5

15
Target Shield

41 / 105

D6+D4

SR 6

12
Dagger

60 / 40

D4+2+D4

SR 6

6
Composite Bow

96 / 30

D8+1

SR 1/5/9

7

Magic Skills and Spells:
Ceremony

-
Spirit Magic (91%): Heal 4, Bladesharp 4, Protection 4, Befuddle,
Enchant

-
Demoralize
Summon

-
Divine Magic (116%): Spirit Block 1 (one use)

Other Skills:
Dodge 35%

Allied Spirit in Iron Scimitar:
Pow 14, Int 12, MP 14
Spirit Magic (76%): Mobility 3, Countermagic 4, Spirit Screen 5
Divine Magic (106%): Find Enemy (one use), Dismiss Magic 2 (one use), Divination (57%) (one use)


Magic Items:
Scimitar of enchanted iron with spirit magic spell matrices for Strength 5, Multimissile 6, and Bladesharp 10. The Bladesharp 10 is linked to a 20 MP storage matrix in the scimitar. The MP storage only works for the Bladesharp 10. All of these matrices are usable only by Dalamides.

Notes:
Has strengthening enchantments on his body.

Reskil Taranus - Priest of Seven Mothers

Strength

10
Move: 3
Constitution

10
  Hit Points: 10
Size

13
  Fatigue: 20
Intelligence

18
  Magic Points: 18
Power

18
     
Dexterity

18
     
Appearance

14
     

Damage Bonus:

-
  RL

4 / 4
ENC:

15
  LL

4 / 4
  AB

6 / 4
      CH 

6 / 5
  RA

4 / 3
      LA

4 / 3
      HD

5 / 4

Weapon Skills:
Scimitar

43 / 30

D6+2

SR 6

10
Target Shield

28 / 50

D6

SR 7

12
Knife

41 / 29

D3+1

SR 7

4
Self Bow

43 / 30

D6+1

SR 2/7

5

Magic Skills and Spells:
Ceremony

87
Spirit Magic (110%): Befuddle, Countermagic 3, Demoralize,
Enchant

55
Dullblade 4, Glamour 3, Heal 4
Summon

74
Divine Magic (120%): Dismiss Magic 6, Extension 4, Find
    Moonrock, Heal Wound x2, Mindlink x2, Soul Sight, Command
    Lune, Madness x2, Reflection 4, Armouring Enchantment (55%),
    Bind Lune (55%), Divination x3 (87%), Excommunication (87%),
    Summon Lune (74%), Divine Spell Matrix Enchantment (55%),
    Worship Seven Mothers (87%)

Other Skills:
Dodge 14%

Allied Spirit in Morning Dove:

Strength

3
Move: 1/10
Constitution

8
  Hit Points: 5
Size

1
  Fatigue: 11
Intelligence

10
  Magic Points: 14
Power

14
     
Dexterity

20
     


Magic Skills and Spells:
Ceremony

-
Spirit Magic (79%): Shimmer 5, Disruption, Light, Mobility 3
Enchant

70
Divine Magic (109%): Mindblast (one use), Warding 3 (70%) (one
Summon

-
use)

Other Skills:
Dodge 14%

Magic Items:
Small pendant with Reflection 2 divine matrixs



Magic Items:
Silver crescent moon broach with Dismiss Magic 3 divine matrix usable only by a Lunar priest
Gold cap on tooth with 12 MP storage matrix usable only by Reskil
Frog skull on belt with Bind Undine enchantment containing a 2m undine

Four Initiates of the Seven Mothers

Strength

12
Move: 3
Constitution

13
  Hit Points: 14
Size

14
  Fatigue: 25
Intelligence

13
  Magic Points: 10
Power

10
     
Dexterity

10
     
Appearance

9
     

Damage Bonus:

+D4
  RL

4 / 5
ENC:

15
  LL

4 / 5
  AB

6 / 5
      CH 

6 / 6
  RA

4 / 4
      LA

4 / 4
      HD

4 / 5

Weapon Skills:
Scimitar

62 / 30

D6+2+D4

SR 7

10
Target Shield

23 / 47

D6+D4

SR 8

12
Dagger

43 / 21

D4+2+D4

SR 8

6
Self Bow

60 / 20

D6+1

SR 3/9

5

Magic Skills and Spells:
Ceremony

-
Spirit Magic (53%): Speedart, Protection 2, Demoralize
Enchant

-
Divine Magic (103%): Heal Wound (one use), Madness (one use)
Summon

-

Other Skills:
Dodge 05%

Initiate of Yanafal Tarnils

Strength

16
Move: 3
Constitution

15
  Hit Points: 14
Size

13
  Fatigue: 31
Intelligence

11
  Magic Points 19+12=31
Power

19
     
Dexterity

11
     
Appearance

16
     

Damage Bonus:

+D4
  RL

7 / 5
ENC:

25
  LL

7 / 5
  AB

8 / 5
      CH 

8 / 6
  RA

7 / 4
      LA

7 / 4
      HD

7 / 5

Weapon Skills:
Scimitar

87 / 59

D6+2+D4

SR 7

15
Target Shield

23 / 84

D6+D4

SR 8

12
Dagger

76 / 39

D4+2+D4

SR 8

6

Magic Skills and Spells:
Ceremony

-
Spirit Magic (106%): Bladesharp 4, Countermagic 3, Heal 2
Enchant

-
Demoralize
Summon

-
Divine Magic (111%): Truesword (one use)

Other Skills:
Dodge 43%

Spirits:
Power spirit in scimitar
Pow 12, MP 12
Intellect spirit in scimitar
Pow 10, Int 5
Spirit Magic Memorized: Repair 1, Protection 2, Dispel Magic 2

Magic Items:
Scimitar with armouring enchantments upon it and an intellect spirit binding enchantment and a power spirit binding enchantment

Gifts and Geases:
+4 Con vs poison and disease
Never use poison

Or-Inils - Talon of Cacodemon

Strength

22
Move: 3
Constitution

18
  Hit Points: 16
Size

14
  Fatigue: 40
Intelligence

16
  Magic Points: 15+24 = 39
Power

19
     
Dexterity

34
     
Appearance

16
     

Damage Bonus:

+D6
  RL

8 / 6
ENC:

31
  LL

8 / 6
  AB

8 / 6
      CH 

8 / 8
  RA

8 / 5
      LA

8 / 5
      HD

8 / 6

Weapon Skills:
Three Chain Flail

112 /46

D6+2+D6

SR 5

10
Target Shield

46 / 108

D6+D6

SR 6

17
Jagged Dagger

93 / 47

D4+3+D6

SR 6

5

Magic Skills and Spells:
Ceremony

98
Spirit Magic (100%): Disrupt, Shimmer 4, Slow 3, Second Sight,
Enchant

55
Bludgeon 4, Detect Silver
Summon

61
Divine Magic (123%): False Form, Vomit Acid, Spirit Block 3,
    Extension 2, Detection Blank 4, Mindlink, Worship Cacodemon
    (98%), Sanctify (98%), Chaos Spawn (61%)

Other Skills:
Dodge 46%

Chaos Features:
+19 Dexterity
+4 Power

Allied Spirit in severed hand:
Pow 18, Int 15, MP 18
Spirit Magic (103%): Bladesharp 2, Sneeze, Disrupt, Heal 2, Farsee 2, Countermagic 3

Spirits:
Power spirit in tattoo on skin
Pow 12, MP 12
Magic Spirit in jagged dagger (usable only by creature with a chaos feature)
Pow 16, Int 12, MP 16
Spirit Magic (88%): Bladesharp 2, Sneeze, Disrupt, Heal 2, farsee 2, Countermagic 3


Magic Items:
Target shield with armouring enchantments on it
Chaos dead crystal that holds 12 MP but, for each MP held on Godsday of each week, allow a MP% chance of developing a chaos feature (good or bad). This effect only works on a being not tainted by chaos
Jagged dagger with bind magic spirit enchantment

Equipment:
2 doses of Blade Venom POT 12

Two Ogre Cacodemon Initiates

Strength

24
Move: 3
Constitution

16
  Hit Points: 14
Size

11
  Fatigue: 40
Intelligence

11
  Magic Points: 17
Power

17
     
Dexterity

10
     
Appearance

18
     

Damage Bonus:

+D6
  RL

5 / 5
ENC:

24
  LL

5 / 5
  AB

6 / 5
      CH 

6 / 6
  RA

5 / 4
      LA

5 / 4
      HD

5 / 5

Weapon Skills:
Battleaxe

62 / 34

D8+2+D6

SR 7

8
Target Shield

27 / 65

D6+D6

SR 8

12
Dagger

54 / 29

D4+2+D6

SR 8

6
Heavy Crossbow

51 / 12

2D6+2

SR 3/9

10

Magic Skills and Spells:
Ceremony

-
Spirit Magic (93%): Bladesharp 2, Heal 3, Disrupt, Dispel Magic 2,
Enchant

-
Countermagic 1, Protection 2
Summon

-
Divine Magic (108%): Spirit Block (one use)

Other Skills:
Dodge 32%

Chaos Features:
Initiate One - Explodes upon death doing 5D6 damage in 3m radius
Initiate Two - Absorbs all 4 point magic spells

Equipment:
1 dose of Blade Venom POT 10

4. A Small Hut:

Along the side of the pathway is a smallish hut of thatched wood with a roof of long, thick bronze shavings that end in curly-cues at teh eaves. This hut is the lair of a demigod who has left the hut for reasons of his own. This demigod if Geo, the patron of travelers, revelers, and taverns. Within are homey furnishings which fill the 10m by 10m structure. A hearth is there, with runes of Harmony on the mantelpiece. The hearth burns with the flames of a bound fire elemental (2 cubic meters).

The entire hut radiates comfort and peacefulness, and in fact is an effect similar to City Harmony (sort of a Tavrern Harmony spell). A fan is attached to a corner of the room and is waved slowly by a 1 cubic meter sylph. Also in the hut is a feather bed that will cause anyone laying in it to sleep until awakened violently or dragged from the bed. Along one wall is an over and counters filled with foodstuffs that are the ingredients for the recipes in a recipe book set upon the table (see below).

A large table sits in the center of the hut. Upon it are the following:

Golden Dog of Geo

Strength

27
Move: 10
Constitution

34
  Hit Points: 19
Size

3
  Fatigue: 61
Intelligence

(8)
  Magic Points: 33
Power

33
     
Dexterity

21
     

Damage Bonus:

+D4
  RHL

24 / 6
ENC:

0
  LHL

24 / 6
  HQ

24 / 9
      FQ

24 / 9
  RFL

24 / 6
      LFL

24 / 6
      HD

24 / 7

Weapon Skills:
Bite

107

D6+D4

SR 8

-
Bark

auto

Fear

SR 1

-

The dog's bark is worse than its bite. The bark causes fear in all who hear it. Victims must submit to a MP vs MP roll and then, if their MP is overcome, must make a POW x5% roll:

Critical = No effect, person immune henceforth, and becomes fanaticized
Special = No effect, person immune henceforth
Success = No effect
Failure = Demoralized for 10 minutes
Fumble = All items in hand are dropped in fear. Roll Con x5%. If made, person flees. If failed, person collapses. Both effects last 10 minutes.

Other Skills:
Dodge 123%

The dog can be defeated by throwing him onto the bed. In addition, a recipe from the book could be prepared which, if a Craft, Cooking roll is made (5% based plus Knowledge bonus), will create a meal that the dog will eat. While it is eating, the party can attempt a Devise roll to secret an item.

In addition to the listed effects, the dog's bark attack will close and lock the hut door, which has a resistance of 55.

Furthermore, if the dog barks, the sylph and salamander in the hut will be released and will attack the HQrs.

Anyone in the hut after D8 days will find that Geo has returned, and he will be none too pleased if thieves are still around. Non-thieves will be greeted warmly and entertained.

5. A Chaos Party:

This is a group of chaos beings wandering the heroplane looking for loot and glory. The leaders will likely attempt to capture and steal attributes from victims.

The leader is a grue, from Pamaltela, which has wandered the heroplane into Genertela, looking for those who are unaware of its powers. Accompanying the grue are eight broos, who have been dominated by the grue (these broos slew their former master and now seek glory by serving the grue). Three ghouls also accompany the group.

Grue

Strength

19
Move: 5
Constitution

25
  Hit Points: 23
Size

20
  Fatigue: 44
Intelligence

15
  Magic Points: 15
Power

15
     
Dexterity

19
     
Appearance

8
     

Damage Bonus:

+D6

(01) / (01)
RT

10 / 7
ENC:

3

(02) / (02)
LT

10 / 7

(03-05) / (03-05)
RL

10 / 8
   

(06-08) / (06-08)
LL

10 / 8

(09-11) / (09-11)
AB

10 / 8
   

(12) / (12-15)
CH

10 / 10
   

(13-15) / (16-17)
RA

10 / 7
   

(16-18) / (18-19)
LA

10 / 7
   

(19-20) / (20)
HD

10 / 8

Weapon Skills:
Claw (x2)

63

D6+D6 or grapple

SR 6

-
Tongue*

95

10+8 POT Acid

SR 2

-
Tail (x2)

48

grapple

SR 9

-
Bone

57

d4+D6 or erase bindings

SR 5

6

* Note that the grue may only use its tongue attack after it has grappled a victim

The grue has acid blood which does damage to a weapon equal to the weapon damage (not magic) that penetrates. Magic damage enhancments occur before weapon damage.

Magic Skills and Spells:
Ceremony

77
Spirit Magic (90%): Second Sight, Countermagic 3, Shimmer 3,
Enchant

-
Heal 2, Dispel Magic 2, Disrupt, Fire Tree Heroplane Ritual (77%)
Summon

-

Other Skills:
Dodge 67%, Hide 83%, Sneak 74%

Chaos Features:
Grue can emit flakes from its skin in a showery burst. These flakes do no damage but confuse opponents (-30% to hit).
grue has two tails, both usable.

Magic Items:

A thigh bone of some largish creature which has various bits of bone, hair, and flesh tied to it by leather thongs pierced through holes in the bone. The thing is ENC 3 and is covered with strange runes. The bone is a matrix for the following Spirit Magic spells (which the grue uses at 90%):

Spirit Screen 6
Control Madness Spirit
Control Fear Spirit
Control Love Spirit
Control Pain Spirit

In addition, if the bone is struck against an item with a binding enchantment of any sort, it will destroy (i.e. completely erase) the binding enchantment, setting free the spirit contained therein. This last power will not be readily notable by a new owner, but the grue does know of and will use this power.

Ghoul One (very stupid and bestial)

Strength

14
Move: 3
Constitution

11
  Hit Points: 13
Size

15
  Fatigue: 25
Intelligence

6
  Magic Points: 13
Dexterity

14
     

Damage Bonus:

+D4

stiff leather
RL

2 / 5
ENC:

n/a

stiff leather
LL

2 / 5

rotting bezainted
AB

4 / 5
   

rotting bezainted
CH

4 / 6

stiff leather
RA

2 / 4
   

stiff leather
LA

2 / 4
   

cuirbolli
HD

3 / 5

Weapon Skills:
Claw (x2)

35

D6+D4

SR 8

-
Bite

35

D6+D4+POT 11 poison

SR 8

-
Howl

auto

Demoralize (MP 13)

SR 3

-
Battle Axe

43 / 17

D8+2+D4

SR 7

10
Target Shield

20 / 54

D6+D4

SR 8

12

Ghoul Two (very muscular)

Strength

20
Move: 3
Constitution

10
  Hit Points: 13
Size

15
  Fatigue: 30
Intelligence

10
  Magic Points: 13
Dexterity

12
     

Damage Bonus:

+D6

rags and leather
RL

3 / 5
ENC:

n/a

rags and leather
LL

3 / 5

bezainted and leather
AB

5 / 5
   

bezainted and leather
CH

5 / 6

rags and leather
RA

3 / 4
   

rags and leather
LA

3 / 4
   

bezainted
HD

4 / 5

Weapon Skills:
Claw (x2)

40

D6+D6

SR 8

-
Bite

40

D6+D^+POT 10 poison

SR 8

-
Howl

auto

Demoralize (MP 13)

SR 3

-
Greatsword

56 / 34

2D8+D6

SR 6

9

Ghoul Three (very muscular)

Strength

20
Move: 3
Constitution

12
  Hit Points: 13
Size

13
  Fatigue: 32
Intelligence

13
  Magic Points: 15
Dexterity

10
     

Damage Bonus:

+D6

rags and leather
RL

3 / 5
ENC:

n/a

rags and leather
LL

3 / 5

rags and leather
AB

3 / 5
   

rags and leather
CH

3 / 6

rags and leather
RA

3 / 4
   

rags and leather
LA

3 / 4
   

cuirbolli
HD

3 / 5

Weapon Skills:
Claw (x2)

44

D6+D6

SR 8

-
Bite

44

D6+D6+POT 12 poison

SR 8

-
Howl

auto

Demoralize (MP 15)

SR 3

-

The eight broos are, unfortunately for the grue, the weaker and less skilled of their tribe, for the rest were slain by teh grue. All will break and run if the grue is slain. Statistics for the broos are given in group form.

Eight Broos

All broos, unless noted, have 17 HP and wear 3 pt armour everywhere. All have +D4 damage bonus. All are initiated of Thed. Assume an ENC of 10 base.

Weapon Skills (all broos have the following attacks unless noted):
2H Longspear

42 / 33

D10+1+D4

SR 7

10
Head Butt

53

D6+D4

SR 8 (10)

-

All broos have Dodge 33% (before ENC)

Broo One:

POW 9, MP 9, INT 9
Spirit Magic (41%): Disrupt, Heal 1, Shimmer 2

Broo Two:

POW 9, MP 9, INT 15
Spirit Magic (52%): Heal 1, Befuddle, Sneeze
Divine Magic (107%): Spirit Block 1 (one use)

Broo Three:

POW 9, MP 9, INT 13
Spirit Magic (48%): Heal 3

Broo Four:

POW 10, MP 10, INT 11
Spirit Magic (50%): Heal 1, SPirit Screen 2, Dispel Magic 2
Instead of a spear:

Greatsword 45/33 2D8+D4 SR 7 8ap

Broo Five:

POW 15, MP 15, INT 13
Spirit Magic (83%): Heal 2, Demoralize, Mobility 2, Countermagic 1
Divine Magic (108%): Spirit Block 1 (one use)
Diseases: Carries Splotches

Broo Six:

POW 11, MP 11, INT 15
Spirit Magic (62%): Heal 1, Disrupt, Bladesharp 2
Diseases: Carries Sniffles

Broo Seven:

POW 20, MP 17, INT 14
Spirit Magic (107%): Disrupt, Heal 3, Shimmer 2, Dispel Magic 2, Protection 4, Bladesharp 2
Divine Magic (122%): Reverse Chaos (one use)
Chaos Features: Reflects 2 pt spells, +3 POW, +7 Dex (Dex is 24, reduce all SR by 2)
Diseases: Carries Soul Waste
Skills: Dodge +12%

Broo Eight:

POW 7, MP 7 (+3 vs spells), INT 14
Spirit Magic (38%): Heal 1
Chaos Features: +6 Size (+D6 damage bonus and +3 HP)
Diseases: Carries Convulsions
Items: Pot 11 Blade Venom, has hidden in pouch a POW 3 crystal which, when attuned, adds its POW to MP for resisting spells

6. A Group of Dragonewts:

This is a large group of dragonewts on heroquest for obscure reasons of their own. All have red silk cloths tied around their mouths (including the demi-birds). The entire group consost of:

1 Rule
3 Nobles
10 Warriors and their demi-birds
22 Scouts

No statistics are given for this group, since a proloned fight is unlikely. The dragonewts are under a vow of silence for this particular heroquest. Unfortunately, their vow of silence extends to those they meet. Anyone speaking in their presence will suffer an attack. The dragonewts are bound to do so. This being a most holy pilgrimage, the dragonewts are using no dragonmagic. Therefore, attacks will always be physical. If a full-scale fight does erupt, use average statistics as presented in RQ 3.

It can be noted that many of the scouts have jagged klanth wounds. This occurs when they lose their discipline and speak, causing the warriors to hit them.

The dragonewts are obliged only to swing once at anyone making a sound, but the swing must be at their full skill. All of the warriors have klanths and will use these to hit offending speakers. Priests will not deign to hit speakers, as such remedial punishment is beneath them.

If the party does not speak, the dragonewts will simply walk past them and on down the path.

Punishment for speaking will consist of one warrior drawing his klanth, clamly walking to the speaker, bowing once, and then attacking with his quickdraw skill. He will then turn to join his companions, who will have stopped their march to watch the punishment.

Part Two - The Mountaintop Temples:

After the party encounters the last magic pathway encounter, they will walk for another subjective half hour before seeing a dull light ahead. Approaching the light, they will see that it is like a window in a wall of mist that now blocks the entire pathway. The window looks out upon a ledge of stone overlooking a cliff, the drop of which is some 50 m. The ledge appears to be high upon a mountain face. This is a mountaintop temples site. To exit the pathway, the party simply steps through the window and onto the ledge. The pathway is not visible from the outside and cannot be interacted with in any way from without. Once on the ledge, the party has exited the heroplane and has returned to mundane Glorantha.

Refer to the two maps showing the Outside Temple (overhead and side views).

The ledge is solid, although a decently strong wind means that characters might be nervous to stand right at the edge. The air is cold, chill, and sharp, but also very pure-seeming. All Orlanthi worshippers will be under the effects of a Vigour 1 spell while in this area (including the temples). Opposite the cliff, the mountain rises sheerly, at about a 50 degree angle, to the summit some 35 m above. Atop the summit is a stone structure with a white dome for its roof. Narrow windows penetrate the structure, but the way up is sheer and fairly unclimbable. In any event, the windows are too narrow to allow anyone over Size 5 to squeeze through.

At ledge level is a large edifice that juts out from the mountain face. The edifice is similar to those Egyptian temple faces that are carved into mountainsides or cliff faces. The structure is of polished grey stone and includes stylized pillars and bas-reliefs showing Orlanth's birth, his many deeds, et al. No windows or doors are present. Many Mobility, Air, and Mastery Runes adorn the structure, and it is clear that the place is holy to Orlanth.

Entry:

Entry to the temple is via a secret passageway that is very well concealed. Only a critical success with a -150% off of the base skill will locate the entryway. Orlanth and Kerro Fin's blessing requires the critical result, while the 150% penalty reflects the consummate skill of the concealers. The door is located at a certai location amid the many bas-reliefs showing Orlanth's past deeds. This location is marked with a door symbol on the overhead outdoor map.

The walls of the edifice are divided into certain cycles of Orlanth's life. These are numbered on the overhead map and keyed as follows:

A = The Birth of Orlanth, including the creation of the universe, Father Sky and Mother Earth, and the rending of Umath. Also is Kero Fin's mating with Umath and the birth of Orlanth and the other Wind Deities and the creation of Dragon Pass, the first river, the first harp, the first hospitality, and the first clan ring.

B = The Youth of Orlanth, including Orlanth's initiation, his first contests with Emperor Yelm, the new music, the fight with Aroka, and the healing of Mastakos.

C = The wooing of Ernalda from Yelm.

D = The finding of Death and the slaying of Yelm.

E = The birth of Wakboth and the wars against Chaos.

F = The Lightbringers' Quest, including the hourney west, the descent into Hell, the Compromise in Arachne Solara's chamber, and the birth of Time.

G = Orlanth's other Godtime deeds, including his befriending of Sofala, his rescue of Yinkin, the estrangement of Humakt, the turning of Molanni, the story of the bringing of Justice.

H = Orlanth's later deeds, including the Machine Wars, the Gbaji Wars, his struggle with the Red Goddes, the Dragon Wars, etc. Also shown on the farhtest east portion of this section is the coronation of King Sartar.

The place to search for the secret door is, of course, section F, the Lightbringerss Quest. The scenes here are those referred to by Horrus of Alda-Chur (see the Annex) in order to gain access to the temples. The "cursed place" is Hell itself, represented in a series of scenes in the southeast portion of section F. The "blessed place" is the chamber of Arachne Solara, which is represented in a scene with a huge spider upon a web over a crevasse, while on a ledge stand Orlanth and Yelm. "that which lies but tells the turth" is a play on words. The scene in Arachne Solara's chamber shows Yelm's light overpowering all in the chamber except for Orlanth and Arachne Solara. The other LIghtbringers are in various states of distress caused by the blinding presence of Yelm. Eurmal hides begind a rock with his tongue stuck out in digust. Issaries gropes around blindly. Chalanna Arroy is kneeling, having turned her back to Yelm and she weeps into her sahs. Flesh Man gibbers and stabs out his eyes with a needle-like object. A smallish indistinct figure shields its eyes with its arm. Lhankor Mhy is stretched out upon the floor, his book open beside him and the pages of it burning away in Yelm's fire.

Lhankor My is "that which lies (as in lies down) but tells the truth". If his figure is twisted, so that he stands upright, the door will open.

The Temples:

Refer to the Temple Maps for reference to the keys below/

ORLANTH TEMPLE

All walls are of blue polished stone of some strange and unidentifiable source. This stone gives off a low electric blue glow, not enough to see or read by, but enough to see the walls themselves. Sconces for torches (many with burnt out stubs) in the shape of impests dot the walls at a height of about 2.5 m. Unless otherwise stated, all ceilings are 4m high. No dust or signs of agin show here due to the sylphs, which dust the place regularly. The denizens of the temple have no idea that armies are approaching.

A. AUDIENCE CHAMBER:

This and chamber B are the only areas normally permitted to outsiders. Very few mortals have been allowed in chamber K - THE TEMPLE. This area is far larger than the area shown on the map, which would be its actual area if the inside followed the dimensions of the outside. However, divine magic is at work here, and the inside of the chamber is actually roughly 50 m by 100 m, and the walls are adorned with frescoes praising Orlanth and all of his followers. Of special emphasis is the theme of Orlanth as Ruler of the Universe and King of the Gods. A raised dais holds tall wooden chairs, 24 in all, 4 of them with Orlanth's Runes, 6 with Kero Fin's Runes (Earth, Fertility, and Air) and 4 with Inora's Runes (Earth and Air). Divans and pews are set before the dais, obviously places for petitioners and the like. A small area in the rear seems to hold rolled up cots and the like, apparently for those guests sojourning here overnight.

The doors to the south are guarded by a 1 pt Warding. These doors are bronze and inlaid with frescoes of Orlanth's castle in the sky (which the HQrs have previously seen in person). The doors open easily. However, any non-monk or air-spirit who passes through the doors will be affected by the Warding. This action will also alert the defenders of the Hall.

B. AUDIENCE SHRINE:

Like chamber A, the interior of this chamber is larger than its exterior dimension allow, again due to divine whim. The place is roughly 25m by 50m. Inside is a shrine dedicated to Orlanth, Kero Fin, and Inora. This shrine was set up for the benefit of outsiders and serves as a normal shrine in all ways, save that it teaches no spells. The altars are plain stone and polished marble inlaid with obsidian and decorated with carvings of lightning striking a mountaintop. A Disruption spell has been enchanted into the altar and will activate against any non-Orlanth, Kero Fin, or Inora initiate who touches it. The Disrupt functions once per day with an effective MP of 18.

C. STORAGE CHAMBERS:

These chambers are unlocked and hold a variety of items needed to make this place fairly self-sufficient. Therefore, all sorts of provisions may be found, including lanterns, candles, pottery, linens, clothing, etc. No foodstuffs are here, but containers such as empty barrels, empty crates, and the like litter these rooms.

D. LIVING CELLS:

These are the residences of the Orlanthi monks who once inhabited the temple and who have since died in battle against the Lunars. The 12 cells are all the same, and each is neatly made up, since the monks knew they were leaving this temple and had time to tidy up. Each cell contains a plain bed, a small table and desk with writing equipment, a brazier, a lantern, a wardrobe, and a small devotional shrine to Orlanth (made of bronze, ivory, and silver worth 150L each). Specifically, no personal belongings distinguishing one cell from the other is present, albeit the clothing in each wardrobe, comprised of plain robes and shoes, are of varying human sizes.

E. WATER CLOSETS:

The chamber E1 is a garedrobe containing toilets and wash basins. The chamber E2 is a bath place containing a marble inset bath and a small copper tub (worth 54L and weighing ENC 15). Various shelves holding unguents and perfumes are here, and these might fetch a small price.

F. DINING HALL:

This is the mess area for the temples, and includes 24 seats around a large oaken table. Scenes on the walls show the bounty of Orlanth and Heler's rains and are mostly pastoral and farming oriented.

G. COOK'S CELL:

Similar to those in chambers D, this was the residence of the cook. Its only outstanding item is a wooden statue to Geo and a recipe book that might fetch 50 L.

H. PANTRY:

This area holds the pantry, and the ceiling is 10m high, as various shelves that once held foodstuffs are accessed by a wooden ladder. The kitchen area looks deserted, and although containers and utensils can be found, no food was left behind. However, a trapdoor on the floor level under the shelves, hidden by straw (Concealed at 25%) opens into a small alcove holding old wines, some of which are vinegar, but others of which hold good wines (say 200L worth at 10 ENC). In one corner of the room is a cistern, which catches water through a pipe leading to the mountain face. This cistern is quite deep (the 1.5m square cistern is 10m deep). A rope and bucket are nearby. It is not apparent how the monks procured their vittles.

I. HIGH MONK'S CELL:

The eldest monk lived in these chambers, which are more well appointed and include a curtained off private area as well as a small receiving room. Behind the wardrobe is a secret door leading to chamber A.

J. ENTRY HALL:

This hallway leads to the temple proper of Orlanth. The doors leading to this hallway from chamber T are iron, and although valuable, are too heavy to lift. The doors show Orlanth's birth and read, in Stormspeech:

Knowest thou that ye enter the very spot where Orlanth, greatest of all gods, was born

Across the way into chamber K is a glowing opaque wall of shimmering energy. This is a Warding 12 and crackles with dangerous looking power. 3 cm beyond that is an invisible Warding 6. Both are supported by wands buried into the walls.

The floor is a mosaic and is in the shape of an Air rune. However, the rune itself is made up of a spiralling sentence which reads:

Say she who is the daughter of Orlanth and defeated the courts of silence and ye shall pass onto her father's domain

Answering "she who is the daughter of Orlanth and defeated the courts of silence" will lower the Wardings until such time as the password is uttered once more, in which case the Wardings will be reactivated.

K. THE GRAND TEMPLE:

This huge area is larger on the inside than its outside dimensions, having, in fact, no walls, only an expanse of floor which after about half a kilometer eventually dissolves into clouds. Anyone trying to step onto a cloud will fall off of the mountainside (likely to his death). The main area is about 200m by 200m and is richly appointed (hanging from silver poles) in velvet brocades and tapestries replete with Orlanth's runes and with scenes of his glory. To the east is a seven step marble dais, each step bearing the runes of a different Lightbringer. The order of the steps are:

Ginna Jar (Infinity and Fate runes)
Flesh Man (Death and Man runes)
Chalanna Arroy
Issaries
Eurmal
Lhankor Mhy

Atop the dais is a golden statue to Orlanth. In his left hand is a dragon's head and in his right hand is a sword. The sword is part of the statue itself, as is the dragon's head, and all are made of pure silver inlaid with diamonds. Because High Holy Day services have not been held here, the altar defenses are no longer functioning. However, 6 powerful air spirits guard the altar and will allow none to touch the altar. In the pommel of the statue's sword is set a Truestone.

Air Spirits

Pow 35, MP 35, Int 18
Divine Magic (100%): Lightning Bolt x3, Spirit Block 1

To the north is a set of steps that lead up to a raised marble bath inside of which is a blue liquid. This is liquefied blessed woad and was used to purify the monks before ceremonies.

To the south are two iron rods stuck into the floor (and unremovable). A wind blows out from between them, for this is a gateway into the Plane of Air where dwell the various spirits who come and worship or attend this temple. No services now take place, the temple having lost its priesthood, but the spirits will come at the call of the wardings or to clean up and dust a bit out of reverence. GM's should presume that 1D3 powerful sylphs or air spirits will arrive when any wardings are set off. These can be bargained with if the party is earnest and quick to prove their bona fides. Even the sylphs are intelligent enough to be bargained with, though they speak only Stormspeech. Use statistics for air spirits similar to those presented above, and use statistics for sylphs similar to those presented in chamber T, but with high Int and the ability to cast spirit magicks and divine magicks.

L. SHRINE TO UMATH:

This room contains a shrine to Umath, one of the few in existence. He is represented as a silver Air rune with lightning bolts emanating forth. Stormspeech inscriptions identify this shrine as such a place. The shrine teaches Become Wind.

M. SHRINE TO KOLAT:

This room contains a shrine to Kolat, Father of the Winds, and the design of the shrine is similar t that in the Test of Defense on Stormwalk Mountain. It teaches Command Sylph.

N. LIBRARY:

This room is guarded by 3 Warding 1 spells. Inside is a reading room and walls lined with shelves full of books, tomes, codices, and scrolls. The works generally deal with Orlanth myths and the like, and there are a total of 400 ENC of books here. Each ENC is worth 50L to a Lhankor Mhy or Orlanth temple, and all are written in Stormspeech and are highly illuminated (by the monks). Anyone perusing these tomes (it takes about a week per ENC) will gain D6-1% in Orlanthi Cult Lore and d6-2% in World Lore.

The secret door in the south wall is accessed by pulling one of the shelves out and is Concealed at 55% ability. The door will not open, however, unless a book on the opposite wall, one regarding Uleria, is pressed into the back wall hard.

Written across the ceiling of the library in Stormspeech is the following:

Orlanth has learned to never trust the wiles of a woman, for although their faces be kind, they conceal tongues as sharp as any blade

This is a clue as to how to open the secret door.

O. SECRET LIBRARY:

This secret chamber contains the sacred tomes of the monks. These tomes deal with enchantments and summonings and give the names of spell spirits, sylphs, and other cult spirits. They also teach various spells.

One scroll is wrapped in gold string and hidden in a box. It read, in Stormspeech:

The wisdom of above is timeless and applies both now and later

This is a reference to the clue in chamber N and that it also applies to finding the Windsword in the Inora Temple.

P. VESTIBULE:

This area contains all of the religious items for worship, including ceremonial robes, non-magical woad, props, incense, censors, etc. The secret door to the east is Concealed at 70% ability.

Q. TREASURY:

It is here that the monks stored all of the valuable that they did not wish to take into combat with them. These include:

1. An enchanted iron bastard sword with Bladesharp 6, Repair 3, and Shield 2 matrices in it.

2. Jewelry and temple accoutrements (mostly of silver and emerald) worth 500L per ENC. There is 20 ENC worth of jewelry herein.

3. 3 iron chests (worth 1500L each and weighing 7 ENC), all locked and holding a total of 2000C, 2400L, 300W, and various gems and the like as per those found in Griffin Mountain (i.e. the Runelord who recovered the Windsword donated these gems to this temple).

4. A small box lined with velvet holding an iron vial of Styx Water (from "Plunder").

5. A Soup Bone (from "Plunder").

6. A Godling Bone (from "Plunder").

7. A suit of iron chainmail for Size 16.

8. An iron target shield with a Protection 5 matrix.

R. TRAINING ROOM:

This large room contains sparring equipment, weapons of a normal nature in weapon rakcs, exercise equipment, and other items. All of these show this to be an area where the monks trained and kept themselves fit.

S. CENTER ROOM:

The north doors show Orlanth hand in hand with Ernalda. The south doors show Kero Fin thrusting up into the clouds. A spiral staircase of stone is present in the center of this room and ascends upwards out of sight.

The north doors lead back into the Orlanth Temple. The south doors lead to the Kero Fin Temple. The staircase leads to the Inora Temple.

T. MAIN HALL:

This grand hallway spans the length of the temple, from chamber A to chamber S.Worked into the ceiling of the hall are silvery inlays shaped like angry lightning bolts.

Four large sylphs guard the hallway, and they will seek to attack any who break the warding at chamber A and open the doors from there to this hall without the permission of the monks. Nonetheless, these syplphs are not mindless, and can be swayed by a quick and emphatic parley, especially one done by a devout Orlanth worshipper in Stormspeech.

The sylph defenders of the hall are treated in all respects as 4 cu meter sylphs (use the same stats as for the bound sylph given by Kiri Windstorm to the HQrs). However, these particular sylphs are intelligent beings who are able to reason (Int 14) and they understand Stormspeech.

KERO FIN TEMPLE

The walls herein are brown and carved from the granite of the mountain itself. However, the shape of the passages and rooms are such that they appear less hewn than formed, as if by a potter's hands. There are no frescoes or wall adornments and the entire plave has a musty, earth smell. The floors are of earth and natural stone, sufficient to summon a gnome and for a gnome to operate in. Empty torch sconces line the walls at intervals, all unlit and most empty.

A. TEMPLE AREA:

This large area is the temple proper to Kero Fin.In the center of the chamber is a quartz representation of Wintertop Mountain. A close look reveals that the model is actually a current depiction of the mountain, and shows the approaching armies, birds flying around, small villages and towns at its base, and the ruins of Wintertop City. Cracks and fissures can be seen where the armies have passed, and a sickly red glow covers those areas. The presentation is 5m high in this 20m tall room. The altar was also once a MP storage vessel, but with the lapse of worship this no longer functions.

B. COMMON ROOMS:

These areas include tables and chairs and other mundane furnishings. All of the furnishings are of tone.

C. GAREDROBES:

These are normal toilets.

D. MONKS' CELLS:

These are similar to those cells in the Orlanth Temple, although the furnishings are of stone and there are no devotional shrines.

E. VESTIBULE STORAGE:

This room holds ceremonial robes and other items used in the worship of Kero Fin.

F. HIGH MONK'S CELL:

The ranking monk of Kero Fin dwelt here, and the room is just slightly larger with some better furnishings.

G. SACRED AREA:

This area contains the sacred earth of Kero Fin, for it is located in the heart of the mountain. The room is filled with a soft, springy loam and it is from here that gnomes holy to the mountain emerge when called.

INORA TEMPLE

A. COMMON AREA:

At the top of the staircase the centerpiece ends in a column of stone that reaches into the domes area of the ceiling above.

The single room has pallets rolled up against the west wall, four in all, as well as a table and some chairs.

B. HOLY AREA:

This area is not actually a chamber, but merely the domed expanse above chamber A. The dome ceiling is as white as snow, and atop the pedestal formed from the center of the spiral staircase below, some 6m above the floor level of chamber A, is a statue to Inora. The statue is of a beautiful young nymph atop a mountain peak. She is upstretched with her arms in the air, as if praising the heavens, and her mouth is open and her eyes closed, as if shouting her praise. The statue is of stone and looks very well carved. This is an altar to Inora, and the pedestal contains the Stormspeech names of all of the great mountains in the world, carved into the rock of the pedestal. This altar teaches no spells.

If the statue's tongue, which can be seen in her open mouth, is depressed, the statue will swing aside, revealing a hollow portion of the pedestal. Within is the Windsword. This secret mechanism is magic and cannot be detected via Search rolls of any sort.

Part Three - The Approaching Armies:

The armies marching up Wintertop are not doing so unopposed. The mountain itself resists them, with Kero Fin calling forth her gnomes and Orlanth is wind minions to oppose them. Furthermore, the priests with the armies seek to ritually defeat Kero Fin and exorcise all Orlanthi influence from the mountain. Therefore, a great many stops and rituals must take place as the army climbs the mountain. In addition, the very steepness of the terrain and altitude makes the going difficult. In many cases mystic means must be used to trasport the entire army past certain obstacles.

As such, the Lunars and Wintertop Exiles intend to reach the temples sometime during Sacred Time, for their final rituals and plundering of the temples and the ultimate exorcism of Orlanth from the mountain and the final subjugation of Kero Fin must take place during that holy season.

It is up to the GM to make things dramatic. If the HQrs observe the armies in the model of Kero Fin in chamber A of the Kero Fin Temple, they will see that they have but little time left, for the lead elements of the armies are perhaps a week away at best. In no case should the GM have the approaching armies miss their deadline. It is up to the PCs to complete the quest before the end of Sacred Time, and probably the GM should have the armies arrive no later than 6-7 days into Sacred Time.

It is not for the PCs to hold off the armies. This is beyond their ken. However, if they need time to locate the Windsword, the GM can have some lead elements of the armies arrive at the temple sites and the PCs will be forced to hide from them or fight them off. The exact composition of these elements is left to the GM, but should include Earthshaker elements, dinosaurs, and Lunars. If these are defeated, or if a member shoudl report back to the armies, then it is likely that the generals will know something is amiss and will possibly send a strong reconnaisance in force. The GM will have to determine what will make for a good fight amidst the temples. Keep in mind that many of the temple allies will be available to help the PCs, including possibly entities emerging from the planar gate in chamber K of the Orlanth Temple.

Eventually, however, the bulk of the armies will arrive, and at that point the PCs had better flee or face capture or death.

Wrapping It All Up:

The PCs have a lot of tasks to manage. First, they have to find the Windsword. This is not an easy task. There is only one way to do it, and that really requires the PCs solve the riddle in the library of the Orlanth Temple and then keep in mind the golden scroll in the secret library when they start to deal with the Inora Temple. If a lot of time has passed between these two events, the players may get stuck. Of course, Divinations can help here. But otherwise, they will just have to puzzle it all out.

If the PCs recover the Windsword, they still have to escape. If they were thoughtful and brought enough another dose of the geyser water atop Stormwalk Mountain and too much time has not passed, then they can drink the water and take the magical path back to Stormwalk Mountain. This is the ideal way to escape. The GM could set further encounters on that path, including an irate Geo, or he can simply rule that the PCs arrive safely back at the geyser.

Once back atop Stormwalk Mountain, it is an easy matter to simply will the heroquest to be finished and appear at the base of the mountain. As long as the heroquest ritual is still active (i.e. before the end of Sacred Time), then there is no problem. Alternatively, the PCs can simply descend down the spiral of Stormwalk Mountain. Their descent will likely be very uneventful, as there is no testing involved in leaving the path and retrning to the base.

If the PCs have delayed until after Sacred Time in some fashion (which should be impossible since the armies will have attacked in force), or if they forgot to take a dose of the geyser water for a return trip, or if they delayed until the geyser dose expired, then they are in a bit of a pickle. They cannot return and escape Kero Fin by the way they arrived in this case. Instead, they will have to somehow descend the mountain. That, in itself, would be a major task, but doing so past hostile armies would be an extremely dangerous and risky task. Of course, perhaps the PCs can convince some of the denizens of the temple to fly them down from the mountain. This will likely be easy if the PCs have recovered the Windsword and have convinced the Orlanthi spirits and sylphs they mean to serve Orlanth by preserving the sword from capture by the Lunars.

The eventual outcome of the attack on Kero Fin is up to the GM. The issue is certainly not decided fully. The PCs could even take part in the war, especially if they could not find the Windsword. When the armies attack the temples proper, sylphs and air spirits and wind children will emerge from the planar gate in the Orlanth Temple. Gnomes will arise from the Kero Fin Temple (chamber G). Inora will send blasts of icy winds to batter the enemy. Forces from Sartar could arrive, Orlanthi Runelords riding sylphs or Runepriests using flight magics. The outcome is certainly not pre-determined, though the Lunars do come with heavy forces and a great chance of success. But the PCs are by this time, forces to be reckoned with. Perhaps through their actions, the outcome of the assault can be swayed....

ANNEX:

The following contains snippets of information provided to the HQrs.

1. From a Lhankor Mhy text on the Storm Hills:

...of that mountain known as Stormwalk Mountain, or the Holy Mountain, or the Twisted Mountain, it is said that the number of spirals which the path up its side makes differs depending upon some unknown circumstances. Certainly, the report of Hugushus the Learned, a Grey Sage of some repute from Kaethela, cannot be doubted when he writes in 1523:

...and the count of the spirals of the mountain were five, each being estimated at 400m apart. Therefore, the height of the sacred mountain is 2000m.

And this same worthy notes in a passage of his journals in 1550:

...today we reached the town and slept within sight of the mountain. A count of the spirals reveals seven such spirals, one for each of the Lightbringers. I seem to remember a different count sometime ago when I last passed here, but my recall is not what it once was. I shall check my notes when I return.

It may be noted that Hugushus never was able to compare his notes, as he met an untimely death at the hands of Uz near the Troll Woods. Curse the darkmen for their ignorance and lack of appreciation for the benefits of pure knowledge! 

2. From a Lhankor Mhy treatise on heropaths:

...It is known that many magical paths criss-cross Glorantha, especially in the Dragon Pass area, which seems to be a nexus for much of this continent's magic. Many of these paths are used exclusively by dragonewts (see Perscip's learned text on these plinth-marked roads). Other paths are accessed by way of magical entrances or rituals and these can be used to travel quickly and unseen from sacred sit to sacred site. It is not known if all such sites connect to all such other sites, but if so, access is limited or hidden or both.

It has also been reported that, as these paths abut the heroplane, certain rituals are often required. Mostly, these rituals mimic the actions of some god or great hero who first blazed a similar route. These rituals then allow the travelr to follow in the hero's mystic wake.

It is also known that ritual enemies will often be found on these paths. Firstly because the original hero likely encountered such an enemy, and so the new encounter is perhaps necessary in order to continue the trek. Also, it makes sense that powerful enemies who know that members of a certain cult use a certain path would likely lie in wait, in order to gain glory. 

3. From an old Orlanthi folk chant:

Who can climb the Holy Mountain?
Who can find himself worthy?
He who proves himself Virtuous
in all respects
 

4. Mastakos Lore as recited by a Priest (including Sage's notes):

We know that the Feet of Orlanth [Mastakos] has his home atop the Moving Mountain [I believe this to be Stormwalk Mountain, as it was twisted or "moved" into its present shape], and that from his abode can all places, near or far, be reached. It was from here that Orlanth began the LIghtbringers' Quest upon the Westfaring Path, and it is from here that Mastakos took his eight steps to reach across the world in the service of Orlanth. 

5. A section from the Book of Quests:

Those attempting to scale the Twisted Mountain are usually unable to reach its peak, due to fierce guardians which prevent unholy beings from passing.

However, those who have undergone the proper rituals may ascend to their ultimate fate.

Many are Uroxi, who seek to meet with the Bull and regale him with their deeds in the hope that he will gift them with the means to defeat even greater Chaos. They take a different path.

Some are the Orlanthi, for the way to the realm of Air and Orlanth's Castle is also that way. Also atop the peak is Mastakos' Temple, where the gift of travel or where movement spirits may be gotten.

Of course, those who attempt to reach the top must prove themselves worthy, for Orlanth and the Bull require to test their worshippers' mettle.

Of the Bull's path, see the next chapter.

But of the Orlanthi's path, if the ritual of entering is properly done, then the way may be taken. The way is always different, and involves at times a short journey, with few spirals, and at times a long journey, with some reporting nigh infinite length until a certain thing is realized. It is certainly true that Orlanth tests the virtues of his supplicants.

These are the virtues of Orlanthi:

Provision
Justice
Defense
Hospitality
Obedience
Honour

The supplicants do well to keep all of these in mind.

It is also true that, upon this path, Orlanth regards all as members of one clan. In fact, a portion of the ritual of entry adopts the questers into the sacred ring or clan of Orlanth himself.

Jadon the Windlord, who dwelt in Karse and is now lost from census reported that he was given a choice between saving his chieftain from raiders on the mundane plane and helping a wind spirit who was being attacked by a ritual enemy. He wisely chose to save the latter, even at the cost of his kinsman, since a clansman's first priority is to defend the clan, and while on quest, his clan was that of Orlanth's ring, not of the clan he had left behind on the mundane plane. Alas! Sometimes Orlanth requires hard choices to be made of his supplicants.

6. Notes on the Kero Fin Temples:

The temples atop Kero Fin are little known. What is known has been collected and distilled, for I have only included that information that is verifiable, corroborated by reliable sources, et al. I shall not include rumours or opinions, or anything else which might compromise Truth.

The temples atop the mountain are three:

A Great Temple to Orlanth
A Major Temple to Kero Fin
and a Minor Temple to Inora

The Temple to Orlanth is joined to the other temples, for Kero Fin was the mother of and Inora the niece of Orlanth. A group of monks tends the place and it is believed that they always number 24. It is said that when one monk is about to die, Orlanth sends him a sign, and the monks scour the lands to find a babe as a replacement.

It has also been said that the monks mate with wind spirits to create their offspring and successors. I include both of these rumours because one or the other must be true.

The monks are all priests, fourteen of Orlanth, six of Kero Fin, and four of Inora. The temples are attended by mountain nymphs, gnomes, sylphs, wind spirits, kolati, and occasional Windlords or Windchildren who can fly up to the mountain face.

No report of the temple interiors exist, except for the audience chambes, which are said to be magnificent, and larger on the inside than on the outside. The monks allow none to pass beyond. However, an account by Horrus of Alda-Chur, who swears that he flew up to the temple to escape Lunar justice and seek asylum, told me that even the entrance to the audience chamber is hidden, and that to gain access to the temples, one must search for "a cursed place, a blessed place, and that which lies but tells the truth". He would not elaborate further. 

 

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