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Saddled with the Nightmare
Part 2
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Scene 3: The Buzzards Raid
Key Points: The night before the foaling the clan
has begun to prepare the ritual, forming Yu-Kargzants Ring
of Fire. The ritual is attacked by the Brothers of Unnek, a disparate
gang of bloodthirsty savages warriors of the night. The protective
ring of warriors is broken, horses are stolen and killed, women
and children captured and the foaling ceremony severely disrupted.
| Setting: It is the night
before the foaling of the sacred Goldeyes takes place; the ritual
begins as Yu-Kargzant drops below the Sky reach Mountains in
the west. The clan has formed a great ring; at the centre are
the three sacred mares and the High shaman of Arandayla. They
are protected from view by ritual screens, held aloft by the
women of the clan. Around the screens rides Davidall, dressed
as the Sun, his huge form decorated with gold jewellery, his
skin painted yellow and a headdress of living flames. Separated
from the central ritual by two hundred yards of magically anointed
earth are the Riders of the clan, young men and women who whoop
and scream as they drive their horses around in a thunderous
circle. On the outer edge stand the Warriors of the clan, riding
high in the saddle with spears and shields, or flaming brands
braced against the darkness. Amongst the Riders, Warriors and
Protectors walk several lesser shamans, dressed as spirits of
light and fertility, carrying great bowls filled with a hallucinogenic
mash of herbs that they offer to each participant. |
Action: As dusk falls, the horses
become skittish and uneasy. Strange hoots, yelps and growls can
be heard in the night. These are the summoned forces of Unnek mustering
at the edge of the circle of warriors. The first signs of the summoned
Darkness begin to come, Weak Darkness Spirit appear out of the gloom
moaning and wailing as they flee some unseen terror that drives
towards the circle of Grazer guards. These are weak and easy foes
with little skill in anything aside from running players and easily
killed. The feeble nature of the forces of Unnek may put some foolish
players at a false ease, wary or wise players may expect greater
strength to appear as the summons of darkness reaches its full potential.
Darkness Spirits Might 10, Flee Spirit Combat 16.
The darkness spirits appear as gibbering and moaning shadows with
cold blue eyes. They appear vaguely humanoid, but their forms flow
and mutate constantly. One spirit will attack each player; these
creatures will try to flee at any sign of defeat. This assault is
occurring from all directions, players may wish to assist the Grazers
around them. If a spirit possesses a victim, he will be cast back
into the real world, appearing to vanish from the ring of warriors.
Note: The hallucinogenic
mash and the magic of the Shamans has altered the perceptions of
the clan, they can now see the Spirit World around them with much
greater clarity. The ritual has also empowered the Warriors weapons
to harm the Darkness Spirits and so Combat Skills can be used to
augment Spirit Combat.
The Narrator should then read the following:
| As the last Dark Spirit is vanquished,
a great cheer rises from the gathered warriors. The shamans
return with fermented milk and herb mash, which the warriors
begin to gulp down as they slap one another on the back. From
the centre of the ring, a glow has formed around the Goldeyes
protective screen and the chants of Arandayla can be heard from
within, echoed by the warriors as they sing of the defeat of
darkness. |
Anyone who is perceptive will be able to make a simple roll to see
the magical horse spirits descending from the sky.
The Narrator should continue this party atmosphere for a couple
of minutes, allowing the players to boast. Have other Grazers tell
them what good fight that was, and how great it will make the ceremony.
Emphasize that their part in the ritual is over until morning and
that they should enjoy themselves. Just as they are settled, read
the following:
There are suddenly blood curdling shouts and screams from all
quarters. From every direction, appear howling, feathered horsemen,
reeking of filth and death. They plunge their great horses towards
the ring of warriors with such impact that they almost immediately
breach the defence. All around wounded warriors and horses scream.
As the invaders wheel their mounts to attack again. A pitiful
cry calls their name before it is extinguished with a lance
Children of Unnek! |
The Children of Unnek loom out of the night to attack the Grazer
camp. No matter how well the players fight the foes that face them,
somewhere around the perimeter the protective circle of guards is
broken. The Buzzard warriors descend into the camp sweeping aside
the desperate attacks of the Riders, torching Gers, snatching children
and killing women and Elders. One group breaks from the main force
and scatters the horse herd, while another more menacing group attacks
the chief and his personal bodyguard. The players are attacked by
a group of strong Unnek warriors; their leader is an Uz (troll)
dressed like a grazer riding a huge and mounted on a filthy warhorse.
One Unnek warrior per player character accompanies him. The enemy
will try to circle the players and try to prevent them from assisting
elsewhere in the battle. A common tactic of the Night Vultures is
to improvise a "Flying Leap" feat and jump onto an enemys
horse. Maklamor uses his "Circling Flight" to avoid defeat
or to drop onto foes from above.
Maklomor Horse-Eater.
Leader of the Night Vultures. An exiled Uz who rides a formidable,
but filthy warhorse. He collects the scalps of his victims and
then eats them.
Key Words: Uz Warrior 1 ,
War leader of the Night Vultures 5 ,
Initiate of Unnek 1
Significant Abilities: Large 5 ,
Strong 10 , Command Warriors
15 , Ride 12, Hate Grazer
17, Close Combat 10 (Horsemans
Flail and Shield Style, Lance and Shield Style, Claw and Bite
Fighting), Intimidate Grazers 5 .
Affinities: Buzzard 2 (Eat
Carrion, Sense Death, Circling Flight, Tearing Claws, Stench
of Death). Devour 1 (Despair,
Decay, Visage of Fear, Capture Horse Soul).
Flaws: Light Sensitive 10.
Weapon: Huge Horsemans Flail 4,
Lance 5,
Bite 2, Claw 1/ 5
(if Tearing Claws feat used).
Armour: Grazer breeches with lead breastplate
and shield 5.
Horse:Maklamors War Horse is very loyal
and acts as a follower in battle. WarHorse 19,
the horse also sees well in darkness. |
Maklamors Night Vulture Raiders
A group of wild degenerated Grazers, who pierce their faces
and bodies with buzzard feathers and wear great tattered cloaks
that look like wings. Their horses are also barded to look like
night demons and birds
Keywords: (ex) Grazer Warriors 15, Initiates
of Unnek 13.
Significant Abilities: Close Combat 18, Archery 16,
Charge Foe 17, Terrifying War Cry 14, Intimidate Grazer 18,
Snatch Up Booty 16, Fight in Darkness 17, Ambush 1 .
Affinities: Buzzard 13.
Weapons: Bow 3,
Horsemans Flail 3
Armour: Leather and Quill 1.
Horse: Night Vulture Horses are fiercely loyal;
they act as followers in combat, Horse 17,
they also have the skill of Frighten Enemy Horse
12. |
If the Players easily defeat the Maklamors warriors, then
they will be able to assist somewhere else on the battlefield. The
following options are available:
- Defend the Women Three vicious Unnek Contraries
have surrounded a group of clanswomen, they are riding forwards,
shouting niceties and trying to not kill their children! On the
other hand, more precisely they are riding backwards, shouting
abuse and trying to hit the children with clubs.
- Defend the Ritual If the players reach the centre
of the battle they find that the partitions surrounding the ritual
have become transparent. The ritual has left the mortal plane
and is now taking place in the Spirit world. Just as they are
about to turn and leave three followers of Unnek with bright red
skins attack, (Use Night Vulture statistics).
- Defending the Chieftain The players will see a
great throng of Unnek worshippers surrounding the chieftain, it
looks as if he has been overcome, but as they get closer the whole
seen explodes as Yu-Kargzants power surges through the chieftain
and he annihilates the warriors surrounding him. They will then
heat the screams of several women as they and their children are
carried away. The players should not have lost faith in the chieftain
or Great Spirit, and now darkness has stolen away daughters of
La-Ungariant.
- Defending the Black Rider The Black Riders
hiding place is under attack. When the players reach the site,
the attacking warriors flee. The Black Rider will be found dead,
his throat and wrists slashed as if by claws...
Unnek Crazy Bird Contraries
A group of wild degenerated Grazers, who pierce their faces
and bodies with buzzard feathers and wear great tattered
cloaks that look like wings. Their horses are also barded
to look like night demons and birds
Keywords: (ex) Grazer Contrary 15, Initiates of
Unnek 13.
Significant Abilities: Ride Backwards 17, Fight
Backwards 15, Appear Confusing in Battle 15, Close Combat
55, Fanatical Charge 14, Be Contrary 17, Intimidate 17.
Affinities: Buzzard 10.
Weapons: Bow ^3, Horsemans Flail ^3
Armour: Leather and Quill ^1.
Horse: Crazy Bird Horses are fiercely mad! They
act as followers in combat, Mad Horse 17.
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Aftermath: As dawn breaks, and Yu-Kargzant begins
his fiery gallop across the heavens, the last of the Unnek warriors
flees. Disappearing like the fading darkness. The ritual site is
a field of carnage, the twisted bodies of horses, warriors, women
and children lie everywhere. Almost one eighth of the clan is dead,
the sound of mourning drifts through the morning air. In the centre
of the now broken, ring of Yu-kargzant, the foaling ritual is still
taking place. The chieftain rides around the ring, shouting words
of morale and hope, just as the dawning sun brought to the people
who survived the darkness. People begin to remember their parts
in the ritual, continuing them with the hope that the foaling may
bring life to their deceased relatives.
Scene 4: The Last Smote of Darkness
Key Points: As the dawn rises the players must
undertake their part in the ritual. The shamans summon the Spirit
of Black Man, who represents the Last Smote of Darkness, for
the Son of Yu-Kargzant to defeat. However, the Black Rider has
been killed and his soul has passed into Solace. The instead
of the weak darkness spirit that was expected a
terrible daemon horse appears seeking revenge. The clan subdues
the horse, but at great cost.
| Setting: In the east Yu-Kargzant
rises, mounted upon his fiery horse. A chanting can be heard
from amongst the Shamans. A smote of darkness! A smote
of darkness! We see thee smote of Darkness, which curls through
the fire like a treacherous serpent. Jardan! Jardan! Bring forth
your spear and slay the darkness! The whole of the clan
turn in on themselves, looking in the directions of Arandaylas
Ger. From within can be heard the screams of whinnies of the
Goldeyes. The ritual ground is ablaze with magical fire and
bathed in a golden light, but amongst the flames a pool of darkness
is beginning to writhe and form beside the Horse Queens
home. |
Dan-El represents Jardan within the ritual and must fight the darkness
that is forming. The shaman of Yu-Kargzant who stands behind the
partitions has summoned the darkness from what he believes to be
the soul of the Black Man. However the Black Man is dead, a fact
that the players may or may not be aware of, in fact the darkness
that is forming is being drawn from a much more sinister place.
Jan-Karen should be prompted to follow the myth on her information
sheet at this point and lead Dan-El / Jardan through the flames
to the site of the darkness.
| The greatest warrior Jardani of the clan,
the Stallion Warriors, form a tight circle rhythmically banging
their painted shields with their spear shafts and chanting in
a deep resonant tone. As Chiefs son steps forward into
the ring of Jardani, the whole circle dims and fills with Darkness,
this is not what the son was expecting, even the chief appears
a little uneasy at this development. Out of the impenetrable
darkness, the players hear booming thunderbolts followed by
the sight of flashes of sanguine lightning, the sounds of snorting
nostrils, and an eerie whinnying not of this realm. Then the
terrifying form of a monstrous black horse appears, rearing
up on its hide legs its clawed feet sparking streams of
red flame. The players may recognise it as a Diokos, one of
the demon steeds of the Black Horse Riders. |
The Chief realises that the black horse is a Diokos and commands
his bravest Stallion Warriors to enter the circle of Darkness and
overcome the Diokos. The Stallion Warriors fight bravely against
the Diokos, but it is of great demonic power and many are thrown
to the ground injured, while some are forever lost under its demonic
plunges.
The Diokos
The Black Horse is a huge demonic creature, with the form of
a horse, but it has razor sharp teeth and retractable claws.
It is clad in black, evil looking metal barding of hellish origin.
Around its neck hangs a thick chain, attached to which is a
hell metal bound copy of the Black Horses Grimoire. This particular
horse is a Senior Steed, that had dominated and controlled its
rider and together they had fought in many battles. Its grief
in losing such a faithful pet has resulted in its
attacks on the Goldbone Clan.
Physical Skills: Agile 20, Resist Rider 10 2,
Run Fast 4 , Run Long Distance
2 , Strong 18 ,
Breathe Fire 1 5,
See In Dark 20, Terrify Natural Animals 5 W,
Resist Impaling Weapons 10 w,
Resist Pagan Magic 9 W2,
Claw and Bite 18 3,
Large 18 , Hear Noise 16.
Mental Skills: Black Horse Troop Unit Traditions 1 ,
Speak to Riders Mind 19, Cavalry Tactics 20, Rule of Sir
Ethilrist 19.
Personality: Wild 5 .
Relationships: to Rider 19 ,
to Troop 20.
Magic: Grimoire (A History of my
Black Horse Troop (Axe of Retribution blessing
10, Armour of the Faithful blessing 10, Iron Fang blessing 1 W,
Iron Hoof blessing 1 w,
Iron Hide blessing 20, Lance of Agony blessing 13, Resist Pagan
God blessing 15, Resist Heathen Spirit blessing 13, Sword of
Righteousness blessing 10)
Armour: Thick Skinned 3,
Hell Metal Barding 8 |
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Contain the Diokos 35 Herd Horses (-10), Drive prey (-10),
Control Warhorse, Combat Skills. Severe injury, potential escape
of the Diokos and subsequent attacks on innocents.
The Chief then calls forth the Shamans to use the magics of Arandayla
and subdue the Diokos. One of the Shamans uses Mare Spirit in enhancing
a beauteous Goldeye mare in an attempt to distract the Diokos, yet
this only makes it more dangerous as it attempts to break the circle
of Jardani and mount the mare. In the confusion, the Diokos kills
the shaman of Arandayla with a single hoof blow. The Shamans then
question the players to discover why this terrible darkness has
come upon the clan
Undergo Shamanic Questioning 105 - Lie, Seduction (10), Quick
Wits, Relationship to clan, Fast-Talking (-5).
After other attempts to quell the dangerous creature the Shamans
retire to their Ger, leaving the players and the other Jardani to
contain the Diokos. After many hours, the Shamans return sullen
faced and crying as they tell of their terrible insights from the
Spirit World. The souls of the Goldeyes have been leapt upon and
eaten by the Nightmare as they were born, oh woe! Only by returning
the Black Horse to its proper place can the souls be released. The
only way to calm the demon is to gain the aid of a great Grazer,
simply known as Man of Fire and Iron, who lives in a Vendref village
within the clan lands. The Man of Fire and Iron holds many secrets
and he may be the only one who has the knowledge of how to fetter
the terrible demon.
Scene 5: Were off to see the Vendref
Key Points: The Players are assigned
the many horses needed as a suitable gift for the Man of Fire
and Iron, and directions of how to reach his abode. On the way,
they must protect the gift from the predators of the Grazelands.
If the Players do not drive off or defeat these predators it
is highly unlikely that they will have enough horses to offer
as a gift to the Man of Fire and Iron.
| Setting: The rolling
hills and wide valleys of Goldbone lands that soon give way
to more unfamiliar territory of neighbouring clan lands. |
Action: Travelling through the Goldbone clan
lands the players at first feel at ease with such an easy task,
the grass is green Yu-Kargzant smiles down on them from hid
celestial pastures and they have plenty good food and drink
to sustain them. They are comfortable with their journey and
recognise all the landmarks within their grazing lands. It is
only when they reach the edge of Goldbone that the landscape
becomes unfamiliar, and they may start to worry.
Unfamiliar Territory (15) Geography of the
Grazelands, Recall Directions. Risk of becoming lost.
Davidall knows that the cost of Man of Fire and Irons magic
is high and so he has donated twenty fine horses to his son
from what remains of the clans herd. These horses are unruly
and almost wild.
Control Herd (15) Herd Horses, Speak to Horses,
Command Horses, Riding (-7). Risk of losing horses.
As the group travels west at some stage close to dusk, or in
the middle of the night they will be set upon by a wolf pack.
Wolf Pack Fur 1,
Harry Prey 18 1
(180 APS), Run Fast 2 ,
Scent Prey 2 ,
Run down Prey 5 (120APS).
Wolf pack details and tactics of combat can be found on pages
87-88 of the Hero Wars! Narrators Book. Before the players reach
the Vendref settlement, they will encounter a pack of ten Raptors.
These vicious little dinosaurs are relatively fast moving, being
able to run on their hind legs with their stiff tail held out
behind them as a counterbalance. They have a colour pattern
similar to the coat of a tiger, and like that animal, they are
efficient carnivorous hunters. They travel in packs of six to
a dozen members.
Raptor (Velociraptor scenicus) Kick 2
3, Scaly
Hide 1, Corner Prey 15 (+15 APs/pack
member), Jump 12, Run Fast 2 ,
Spot Prey 15, Track by Scent 10
Combat Tactics: Raptor packs leap onto their prey,
hold on with foreclaws and teeth and then disembowel them with
the enlarged, sickle-shaped claws on the second toes of their
hindfeet. Uniquely among non-magical reptiles, they have the
intelligence to use efficient pack tactics, the lead animal
in a pack being able to add the APs of its fellows to aid its
Corner Prey ability. They mostly attack prey significantly larger
than themselves, and all the members of the pack jump onto the
same victim. Solitary raptors may go for smaller prey, but they
are also likely to attack any sizeable animal that disturbs
them. Against such smaller targets, the raptor attacks by standing
on one leg and kicking with the other to slash the victim with
its great claw.
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