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Saddled with the Nightmare
Part 3
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Scene 6: Blood, Sweat, and Tears
Key Points: The players arrive at
the Vendref village where the Man of Fire and Iron now dwells;
they encounter different levels of Vendref society, before meeting
him and entering his magical forge. Here the man of fire and
iron co-opts the players into helping him to forge the magical
bit they need to calm the Diokos.
| Setting: The Vendref
village is a ramshackle collection of cob walled and turf roofed
huts clustered about a low mound. In the front of the mound
is a small entrance leading into the darkness of the earth.
Scrawny chickens and pigs wander, as they will among and into
the dwellings. Fields surround the village, growing meagre amounts
of grain and vegetables, while in the rough grounds at the very
edge of the village sheep graze. |
Action: As the players approach
the Vendref settlement, the first people they are likely to
meet are the farmer Vendref toiling in the fields. The farmers
will avoid eye contact and be very respectful towards the players.
As the players enter the settlement, they will see several unmarked
thralls. Some players may be tempted to claim these Vendref
as their own. The players reactions to these different
types of Vendref will have an impact in terms of a carryover
that affects the subsequent levels of Vendref within Goldbone
clan lands.
- Players are respectful to Vendref the Goldbone
will gain more Vendref immigrants seeking to live in their
lands.
- Grazers are disrespectful to the Vendref farmers
the Goldbone clan will loose some Vendref, either from
a mysterious disease, in raids from their neighbours, or more
worryingly form emigrants seeking redemption in the glow of
the Red Tide.
- Players decide to attack, insult, kill the Vendref
The Goldbone will loose large numbers of Vendref.
When the payers approach the overgrown hummock, a very large
and muscular man with red stained skin, wearing a slick oily
horsehide apron. This is Ugro Man-Who-Guards; his is the gatekeeper
of Man of Fire and Irons domain. He speaks in monosyllable sentences
and unlike the other Vendref of the settlement he displays no
fear, let alone respect, for the players. The Players will need
to get past this guardian to enter the mound. He
repeatedly insults the players virility, manhood and strength
and challenges them to wrestle him to the ground to enter the
sacred hill. If he is viciously attacked (e.g. the players shoot
him, lance him) in any other way he will disappear, the mounds
door disappearing with them and a huge salamander will roll
up from the ground and attack the players. If they defeat it,
they will realise that they have failed in their quest. The
consequences are very dire, with the Diokos killing many horses
and heroes before it finally leaves for its homelands.
Recognise that the Guardian is a
magical test (14) Grazer Customs, Grazer Myths, Sense
Spirits (-3)
Wrestle the Guardian (9 )
Strength, Large (-5), Hand-to-Hand Combat Skill
(-5).
Outwit the Guardian (20) Grazer Myths, Intimidate Vendref
(-10), Grazer Customs. |
HUGE SALAMANDER: Absorb Flame 5W3, Burn 4W3, Resist Damage
2W2
| Inside the low mound is a fearful world of
flickering fire and sparks that fly in all directions. It is
hot and oppressive, the patterns cast by the forge fire eerily
skit over the damp earth walls of the low confined chambers
and narrow corridors within. The air is filled with a constant,
almost deafening clang of hammers against metal. It is difficult
to breath as sulphurous vapours clog lungs and irritate noses.
All around can be sensed the power of Lodril and his minions.
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Deep inside the mound is the forge of the Man of Fire and Iron.
He is a huge man, stooped from moving around the low tunnels, is
massive arms are deeply branded with strange symbols and from a
great leather belt hangs a huge set of pliers and a mighty hammer.
He listens carefully to the story of the demonic horse and he seems
instantly to know what the players have come to request of him.
He asks twenty horses to pay for his treasures. If the players have
lost any of the herd that Davidall gave them then he will accept
their own personal horses instead (including Jankarens Goldeye),
he will not be bargained with and will soon take offence summoning
around him salamanders to make his intent understood.
Man of Fire and Iron then explains that the players must participate
in his rituals in order for the magic to work. If anyone refuses
then they will not witness any of the rituals events and the Hell
Bridal will not give them any powers. Man of Fire and Iron leads
the players to the heart of the mound, to where the great forge
blazes, it is a great fire twenty feet across filled with coals
that glow as bright as the sun, amongst the coals can be seen fire
spirits and salamanders. He begins the ritual with strange echoing
prayers and throws magical dust onto the fire that makes it pop
and crackle and emit a foul smelling and intoxicating smoke. He
commands the players to pump the immense bellows that feed his forge,
as they do so the air thickens and the walls begin to close in.
Pumping the bellows is not an easy task, and it gets harder and
harder as time progresses.
Pumping the bellows (Begins as a simple ability test versus
15, followed by an extended individual contest versus 10 )
Strength, Endurance, Tough, Large. Failure results in feeling
inhuman fatigue and wounds may be incurred. It also means that they
have stopped pumping (see below).
If at any point one of the players takes a respite from the
toil, they will see the walls of the cavern moving ever closer.
If they take a closer look they will realise that the dark walls
of the cavern are in fact composed of many black horses, each
time the pumping stops the horses advance in inexorably toward
the forge. When the Man of Fire and Iron sees the player rest
he urges them to continue pumping, if they do so the horses
pause in their advance. The pounding clawed hooves of these
Diokos demons will overwhelm any player that ceases to pump
and ignores the pleas of the Man of Fire and Iron to continue.
Any such player may be lost forever in hell...
Continue Pumping after failure (10 )
Strength, Endurance, Tough, Large (all 5). Risk of
injury or death from Diokos attacks.
As the players pump the bellows the man of Fire and Iron forges
the magical bit to subdue the Diokos, pausing only to collect
their sweat in a small vessel before throwing it onto the glowing
coals releasing huge clouds of steam and hissing vapour. After
what seems almost an hour he removes the white-hot bit from
the forge and commands the players to cease pumping. The Man
of Fire and Iron then approaches each player in turn and cuts
their forearm with a blade, allowing their blood to seep into
the same vessel he used to collect their sweat. When he has
collected blood from all of them, he uses it to quench the bit.
Undergo Blood letting (17) Resist Pain, Tough,
Large.
The Hell Bridle
During the ritual Man of Fire and Iron, lead the players into
the part of Hell where the Diokos live. Using his great magic,
he forged the Hell Bridle, a magical artefact capable of controlling
Diokos horses. The bridle appears to be made of red-hot iron,
it is warm to the touch and glows with a magical ruddy hue.
The artefact has the ability to double the Ride
skill of anyone who seeks to subdue a Diokos demon. It also
give them the ability to Resist Diokos Attacks 5 .
The Hell Bridle cannot be used to ride such a demon, but the
user may lead the bridled monster wherever he wants, so long
as it wears the magical iron. The return journey is without
incident although any horseless riders will walk home in shame.
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Hells Horse
Key Points. The players are now faced
with the task of using the magical bit and bridle to subdue
the Diokos. This is not a task for a single man or woman; they
will all have to pool their talents with those of the other
Jardani to overcome the Diokos. Once the bit has been placed
in the maw of the Diokos, it becomes far calmer and is willing
to be lead by the reins.
| Setting: The warriors
arrive back at the Goldbone lands. As they approach, they can
hear the wails of women mourning over the dead and wounded,
the shouts of warriors and the hideous bellows of the Diokos
demon. Twenty warriors stand in a ring around the huge black
horse, their lances fortified by the magic of the Clan Shamans.
They all appear tired and injured, unlike the Black Horse that
has not even broken a sweat. |
Action: Davidall and his shamans quickly
push the players into the ring. Davidall looks to his son (if he
is alive) to tame the beast. The Players will quickly discover that
no natural horse will enter the ring of warriors for fear of the
Diokos demon, although Jankarens Goldeye can be prompted,
but will impose a (-10) penalty to ride or control it. Remember
unmounted Grazers suffer an improvisational modifier to combat.
The Players must defeat the Black Horse. To do so they must mount
it and place the bridal over its mouth, they must then dismount
immediately or face being crushed as the Black Horse role over onto
them.
Mounting the Black Horse (20) Jumping, Running Mount,
Agile (-5) Risk Injury.
Reining the Black Horse (10 2)
Riding (multiplied by 2 with Hell Bridal) Risk Injury,
Bridal thrown off. Dismounting Quickly (20) Jumping, Agile,
Riding (-5) Risks Injury.
Cruel GMs may wish the Diokos to attack any player that
fails in any part of these tasks, use the stats detailed above.
Players may choose to use diversions to distract the demon lending
AP to the rider. Players may be able to rally support from the
Clan Warriors.
Gain Warriors Aid (17) Lead Warriors, Brave
(-3), Relationship to Warriors (-3), Bully (-10), Boast (-10),
Grazer Customs (-5), Command Warriors, Negotiate (-3), Diplomacy
(-7), Humiliate Foe (-10), Inspire Loyalty of Vendref (-10).
Warrior AP Loan Chart
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Complete or Major Victory |
Hero gains 50 APs |
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| Minor or Marginal Victory |
Hero gains 25 APS |
| Narrator Decides, Tie |
Hero Gains 5 APS |
| Marginal or Minor Defeat |
Hero loses 5 APS |
| Complete or Major Defeat |
Hero loses 10 APS |
Climax: Fade to Black
Key Points: The Players take the
now calmed Diokos and the corpse of the Black Rider back to
Black Horse County. Before they can reach their final destination
however, the Children of Unnek attempt one last viscous assault
on the group. The Players are close to defeat and are only rescued
by the arrival of a troop of Atroxi knights led by Ethilrist
himself, who kill some of, and chase away the rest of, the Children
of Unnek.
| Setting: As the
players travel to the west the verdant rolling hills of the
Grazelands soon give way to the more menacing and darker slopes
of the edges of Black Horse County, the grass is duller and
darker, the rocks blacker. The few Vendref that stare blankly
at them from their toil in the dark earth of the fields are
sullen faced and sunken eyed. The sky grows ever darker as the
realm of Ethilrist draws near... |
Action: At some point close to dusk when
the players have made camp for the night they will be attacked by
the Brotherhood of Unnek. This attack is more concerted than the
two previous attacks on the foaling ceremony and during the journey
to the Man of Fire and Iron. The Buzzard Warriors will use all their
dangerous feats and abilities to the full in an attempt to annihilate
the players, kill their horses, and free the Diokos.
The terrible warriors of Unnek are a most terrifying sight. They
fall onto the players will horrific speed and frenzy. Some come
swooping down onto the players to lash at them with viscous clawed
talons before returning to their circling positron above them. Others
lunge out of the growing darkness with even more itensity than the
first encounter; these Buzzard warriors appear far more viscous
and skilled in their seemingly never ending assault. Some have Buzzard
talons, both real and magical grown instead oh fingers, others have
sharpened teeth, while others even have feathers piercing their
arms and torso.
Escape Encirclement (4 2,
collective rating for a group of Unnek pursuers) Stealth,
Move Fast, Combat Skills (-10), Risk of injury, Capture, or Death.
Once the players are close to the borders of Black Horse County,
the dark forces of Unnek will once again attack the players, this
time in greater number and strength. No matter how well the players
fight, they will be eventually surrounded by the Buzzard Warriors,
when all seems lost and the players are close to defeat, the sky
darkens even further broken only by fiery sparks of red. The deafening
sound of horns accompanies the sound of approaching horses. Then
comes the sight of a troop of riders mounted on huge black horses,
terrifying in their black armour and barding. The riders fall upon
the Buzzard Warriors, their black horses breathing fire and rearing
to plunge down on helpless foes. These are riders of Sir Ethrilrists
Black Horse Troop, the feared Atroxi knights of Black Horse County.
The Atroxi knights will completely rout the Buzzard Warriors and
then surround the players in a tight circle. The players may well
fear for their lives, after all they have a Diokos in their possession.
Denouement
Should the players be rude or antagonize the Black Riders in any
way it is highly unlikely they will ever see the Goldbone lands
again. If they display the proper respect to Ethilrist he will simply
dismiss them from his sight and lands, he will offer no reward,
and any attempt to ask for one will be met by his wrath. As the
huge Diokos is led off, perceptive heroes will notice a shadowy
form mounted on the back of the beast, it seems to turn around to
glare at the Grazers with fiery red eyes and then disappears.
On return to the Goldbone camp, the rest of the clan will greet
the players, children will run alongside their horses, women will
sing of their glory and bravery, Riders will hold them in awe, and
the other Jardani will forever resect them. The Elders mutter that
they knew of this and had foreseen the success of the players, while
the chief will either reward them with many horses and the choice
of brides or warily watch them, depending on how they interacted
with him earlier in the story. The whole Goldbone clan will celebrate
with singing, dancing, drumming, and plenty of koumiss long into
the night...
The chieftain will acknowledge Dan-Els strength and make a
splinter tribe called the Hell Horse Clan; if the Players were nice
to Vendref when they sought in Scene 6 then the Vendref farmers
will support him. Yu-Sima will be forced to become this new chieftains
bodyguard. Law-ran is asked to take the news of events to Feathered
Horse Queen and becomes part of her retinue. The Shamans now
know that the Children of Unnek caused the madness of Nirik and
so they try to correct his souls, but Nirik refuses and instead
begins a campaign against the Unnek outlaws. Dun-Cal becomes a Jardani
warrior and serves Dan-el. While Jan-Karen becomes the Arandayla
Shaman for the new clan.
That Final Aah! Factor
With all the turbulent events that have occurred, it seems
that the whole point of the ritual has been forgotten. As the
clan is celebrating a strange noise is heard from within the
Magical Screens of Arandayla, as the clan spins around to look
a pair of wobbly-legged Goldeye foals emerge. Aah! Arent
they cute! However a very strange thing has occurred, each of
the foals has fangs instead of normal horse teeth. This causes
a great commotion amongst the Goldbone clan, a prophetical sign
is hailed that the Goldeye foals are showing characteristics
of the legendary Hippogriff of legend.
Narrator Aids.
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HORSE, GRAZER RIDING. SKILLS - Hearing 12,
Jump 18, Kick 1
15, Large 5 ,
Run Fast 2 ,
Run Long Distance 14, Strong 2 ,
Thick Skin 1
HORSE, GRAZER CAVALRY. SKILLS Hearing
12, Jump 18, Kick 1 17, Large
8 , Run Fast 20, Run Long
Distance 16, Strong 5 ,
Thick Skin 1, Battle Trained
18, Remain with Fallen Rider 12, Obey Commands 10.
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| Simple Contest |
Critical Success |
Success |
Failure |
Fumble |
| Critical Success |
Narrator determines results |
Minor Victory |
Major Victory |
Complete Victory |
| Success |
Minor Defeat |
Low Roller has Marginal victory. Tie is no
effect |
Minor Victory |
Major Victory |
| Failure |
Major Defeat |
Minor Defeat |
Both suffer Marginal defeat; Mastery Special
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Minor Victory |
| Fumble |
Complete Defeat |
Major Defeat |
Minor Defeat |
Both suffer Complete Defeat |
| Extended Contest |
Critical Success |
Success |
Failure |
Fumble |
| Critical Success |
Narrator determines results |
Loser Transfers 1x |
Loser Transfers 2x |
Loser Transfers 3x |
| Success |
Loser Transfers 1x |
High Roll forfeits 1x otherwise, tie is 0x
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Loser forfeits 2x |
Loser forfeits 3x |
| Failure |
Loser Transfers 2x |
Loser forfeits 2x |
Both forfeit 1x; Mastery Special |
Winner forfeits 1x; Loser forfeits 2x |
| Fumble |
Loser Transfers 3x |
Loser forfeits 3x |
Winner forfeits 1x; Loser forfeits 2x |
Both forfeit 2x |
| Ordinary Contest |
Heroic Contest
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Degree of Defeat
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| 0 to -10 APs
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0 to -1/2x Starting APs |
Marginal |
| -11 to -20 APs
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Less than -1/2x Starting APs |
Minor |
| -21 to -30 APs
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Less than -1x Starting APs |
Major |
| -31 or more APs
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Less than -2x Starting APs |
Complete |
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