Temple at Feroda
By Marc Willner, converted to Hero Wars by David Millians.
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Note! The conversion of this scenario to Hero Wars is a
fan work. The hard-working volunteer has made all interpretations of
game stats.
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Fan art by Juha Harju.
Dramatis Personae
A CRIER
GLURF, River Lord of Zola Fel
Walk-on adventurers
Merchants and Consumers of Pavis
Phinphobs Auxilius, Lunar Commander
Five Lunar Antelope Lancer troops
Ghost
Alpha male baboon
Three dominant male baboons
Six lesser male and female baboons
Broo Thief
Six other broos
Two ogres
Act I - The Hiring
Scene 1 - A Waterfront
ENTER CRIER in a blue cape.
CRIER: The priests of Zola Fel, most august and glorious god of the
River of Cradles, seek folk desiring employment. Interested parties
are to assemble at the cult's wharf at the third hour past noon on
Waterday next. The CRIER knows no details beyond the content of the
message.
EXIT: CRIER
Scene 2 - The Zola Fel wharf
A crowd of twenty to thirty adventurers stand around.
ENTER: GLURF, a large fish with a blue collar. He will stay in the water.
GLURF: Attention, attention. ad lib introduction We wish to hire
folk to recover something left at the original temple of the cult
near Corflu. (EXIT 3-5 people) Ad lib story of bunging of Corflu and
of the giants' revenge from the history of Pavis. (EXIT 3-5 more
people) The cult will provide transportation down river to a point
nearest the old temple. You will then walk or ride to the old temple,
(EXIT 4-10 more people) recover the artifact, and return it to the
temple at the mouth of the river. (EXIT 3-5 more) There will be
certain conditions placed on your conduct, as this is a holy quest.
(EXIT remaining adventurers, except for the heroes) Ah, I see we have
eliminated the button makers!
Ad lib hero Response: So you have - how much is it worth to you?
GLURF ad lib reply unless given later: We are willing to pay 3000L to
the group that retrieves the artifact; 100L will be given in advance
for expenses.
Hero Response: We want more. (The cult will go as high as 5000L.)
GLURF: Now that the sordid details are out of the way, let us get to
business. The old temple is located in the dead city of Feroda, west
along the coast from Corflu. It can be located by the mooring post,
where the temple boat was moored. The post was made of enchanted
ironwood, so it should still stand. The post is at the Southeast
corner of the building, which was originally underwater. The building
was three times the height of a man. The mooring post was even
taller. The item we want should be in the corner nearest the post.
Hero Response: Any other descriptions or conditions?
GLURF ad lib reply: This being a holy mission, killing is to be kept
to a minimum, excluding things of chaos of course. You cannot drink
anything but water while on the quest. Once you find the artifact, it
must be inundated with water and kept as wet as possible. I hope you
will see fit to follow these conditions, because if you don't, you
won't get paid. Are there any more questions?
Hero Response: Further questions, if any.
GLURF ad lib reply from the following information:
- The cult doesn't know exactly what form the artifact will take.
- Going clear to the temple and digging up the artifact might well
take longer than the cult's lords and priests can stay away from the
river.
- The cult's initiates are often unskilled in the things needed to
succeed, like walking and digging and fighting.
- The trip out and back could take several days.
- The cult knows nothing about any dangers, but you will be on the
borders of the shore marshes, the edge of the plains of Prax.
- Ad lib anything else.
Glurf, River Lord of Zola Fel
Keywords: Zola Fel Water Folk 5w2, River Lord of Zola Fel 10w2,
Devotee of Zola Fel 5w2
Significant Abilities: Swim 10w3, Bargain 15, Zola Fel Lore 5w2,
Know River Beast 5w2, Know River Plant 5w2, Riverspeech 10w, Old
Pavic 20, Pavic 15
Flaws: He's a fish.
Armor: scales^5
Hero Points: 5
Affinities:
Water 5w2 (Breathe Air 10w, Breathe Water 10w, Buoyant 10, Divination
5w2, Fireshield 15w, Purify Water 5w2, Rivereye 10w, Waterwalk 5w)
Movement 10w (Churn 5w, Control Current 10w, Current Speed 10w,
Swim Fast 10w, Wavelets 15w, Waves 15w)
Fertility 10w (Bless River Beast 5w, Bless River Person 20, Bless
River Plant 5w)
Harmony 20 (Peace 15, Sleep 15)
Water feats (5w2)
Breathe Air 10w: This magic allows a water creature or being to
breathe air normally until the next sunrise or sunset.
Breathe Water 10w: This magic allows a land creature or being to
breathe water normally until the next sunrise or sunset.
Buoyant 10: This supports any sinking object by matching its ability
level, in this case 10, against the tendency for the object to sink
(14)
Divination 5w2: This ritual allows Glurf to ask direct questions to
his god and interpret the resulting omens. The greater his success,
the greater the knowledge he gains.
Fireshield 15w: This magic allows its target to resist damage from
fire. Any necessary test rolls against such damage are made with 35
more AP.
Purify Water 5w2: This ritual causes all sediment and loose material,
even dissolved materials, to sink to the bottom or rise to the top
the targeted water. It does not harm the material or anyone in the
water.
Rivereye 10w: This magic allows its target to see clearly from the
water into the air or from air into the water.
Waterwalk 5w: This ritual allows its target to walk on the surface of
water. Choppy water or rapids might make the footing hazardous and
require a test to remain standing.
Movement feats (10w)
Churn 5w: This magic stirs sediment and other small debris, clouding
the water and limiting perception skills within it.
Control Current 10w: This magic allows Glurf to redirect a current.
This is most easily done in pools and lakes, whose gentle flows
resist the magic with a 14. Rivers resist this effect with a 5w.
Such magic can send the river temporarily surging across once dry
land, exposing the old river bed. Combined with his other magic,
Current Speed, or not, Glurf can use this magic to attack those near
the shore. The attack is equal to the force of the river current as
described in the Current Speed feat.
Current Speed 10w: This magic allows Glurf to increase, decrease, or
even reverse the current in the surrounding river. Water resists the
change normally (14). The amount of success in the contest is the
degree to which Glurf can affect the current. Still water starts at
0. Gentle currents are 5. Faster currents range upwards from 10.
Swim Fast 10w: This magic adds its degree of success to the target's
speed. For example, if Glurf overcame the natural resistance of 14
to -10, his own speed would gain 10, becoming 20w3.
Wavelets 15w: This magic causes small waves to appear across the
surface of nearby water.
Waves 15w: This magic summons large waves which act as an attack of
20 against Boat or Swim abilities.
Fertility feats (10w)
Bless River Beast 5w: This ritual adds 10 AP to the target's next contest.
Bless River Person 20: This ritual adds 10 AP to the target's next contest.
Bless River Plant 5w: This ritual adds 10 AP to the target's next contest.
Harmony feats (20)
Peace 15: This magic reduces hostile personality characteristic by 5
and increases positive personality characteristic by 5. All present
must immediately roll against any one such trait.
Sleep 15: This spell causes its target to fall asleep.
Act II - Equipping The River Trip
Scene 1 - Pavis Markets
The heroes equip themselves with anything they think they might
need on the trip.
Scene 2 - On a flatboat on the River of Cradles
The trip down river should be uneventful, unless the narrator
has something he wishes to stage. The party will be dropped off on
the western shore of the river delta and pointed towards Feroda.
Act III - The Trip Across The Plains
Scene 1 - Morning of the second day
A perception ability can note the approach of a small troop
of Antelope Lancers. Their commander hails the hero.
ENTER LUNAR PATROL, six antelope lancers
The patrol is stationed at Corflu. They are tired and surly.
Unless a good answer is given to their inquiries about activity,
reason for being together, destination, and such, they will harass
and molest the party for the fun of it. They will not attack unless
attacked. Good answers include merchants going to trade with the
tribes and little else. The patrol knows nothing about the temple.
Phinphobs Longhead, Antelope Lancer Commander
Phinphobs is a commander in a company of Antelope Lancers
stationed in Corflu. He is over the age of retirement and is waiting
for the next caravan to the Empire so he can return home. He is
unwilling to do anything likely to get himself killed before then.
His men are typical soldiers and are also willing to keep out of
trouble. He will not bother merchants or religious travelers except
for members of obvious enemy cults to the Empire such as Storm Bulls,
blatant Orlanthi, and the like.
Keywords: Lunar Sable Rider 15, Antelope Lancer Commander 5w,
Initiate of Yanafal Tarnils 15, Initiate of Seven Mothers 14
Significant Abilities: Loyal to His Men 14, Clever 14, Strong 12,
Ride 5w, Track 15, Lead 14, Navigate Wastes 15, Scimitar & Shield
Fighting 19, Composite Bow 16, Lance & Shield Fighting 20, Antelope
Lancer Tactics 16, Mythology of Seven Mothers 13, Sedenyic Philosophy
12, Speak Lunar 18, Speak Praxian 15, Speak Tradetalk 14
Flaws: Reluctant to Fight 15
Armor: ^3
Weapons: Bow^3, Lance^5, Scimitar^3
Hero Points: 3
Crystal Amulet: Sense Magic 5w, grants him 14 extra AP during
conflicts with magic or spirits
Affinities:
Unity 14 (Communicate Silently with Followers 15, Heal Us 14)
Combat 15 (Charge of the Ram 15)
Military Magic 15 (Destroy Enemy Morale 15, Raise Courage 15)
Warlord 13 (Perceive Enemy Weakness 12)
The commander's magic is affected by the Lunar cycle.
Unity feats (14)
Communicate Silently with Followers 15: This allows the commander to
speak inaudibly into the minds of seven of his warriors. For every
additional group of seven, he suffers a handicap of 3.
Heal Us 14: This magic can reduce a wound by one level.
Combat feats (15)
Charge of the Ram 15: This magic grants an edge in a cavalry attack.
Military Magic feats (20)
Destroy Enemy Morale 17: This magic reduces an opponent's AP by 10 in
martial contests.
Raise Courage 17: This magic increases the commander's AP by 10 in
martial contests.
Warlord feats (13)
Perceive Enemy Weakness 12: This magic allows the commander to know
his opponents' martial ability levels.
Antelope Lancers One through Fourteen
Keywords: Lunar Sable Rider 13, Antelope Lancer 17, Sable Khan Initiate 17
Significant Abilities: Sable Rider Culture 13, Sable Khan Mythology 14,
Hunt 17, Butcher 15, Riding 17, Lance & Shield Fighting 17, Lunar 14,
Praxian 12
Armor: ^2
Weapons: lance^5
Affinities:
Combat 15 (Charge of the Ram 13)
Sable 13 (Heal Sable 12)
The soldiers' magic is affected by the Lunar cycle.
Combat feats (15)
Charge of the Ram 13: This magic grants an edge in a cavalry attack.
Sable feats (13)
Heal Sable 13: This magic can improve the health of a wounded sable
by one level.
Scene 2 - In the area where the temple should have been
A search of several hours will locate the top of the mooring
post behind a bush. It is located in a large gully. There is no
building anywhere in sight. If the players haven't figured it out
yet, the narrator should hint that the temple was buried when the
river mouth was silted up. Once they have realized this, and if
previous hints haven't prompted them to buy shovels, explain that
they can probably buy shovels at Corflu, about a half day away. They
may need to travel there and back before they can get on with the
quest.
Act IV - At The Temple
Scene 1 - Near the mooring post
It requires roughly ten man hours to dig down to the buried temple.
Scene 2 At the temple after several hours of digging
Observant characters may roll to observe the baboon scout.
The rest of the troop arrives shortly.
ENTER baboon troop consisting of alpha male, three dominant males,
and six lesser males and females. The troop uses this place as a rest
area while shopping in Corflu. They are not hostile, just curious.
Baboons don't have long tails - Webmaster
ALPHA MALE: What ho! Strangers, and humans as well. Don't shoot! We
are just baboons on a travel. Who goes there?
Hero Response: It's us, adventuring for a reason.
ALPHA MALE: Where I come from, it would be appropriate for strangers
to give a gift to someone if those strangers were in a favorite spot.
We know our manners, and we know that you are digging in our favorite
spot. Some people would find themselves virtuous if they gifted us.
(If party seems hostile to the idea) Of course, that is only a lowly
baboon custom. No one would think to impose it on powerful humans
like you. But where we come from there would be no shame in strangers
asking if someone like us wanted some honest work.
(If party seems diffident) Of course, where we come from there are
noble soldiers who do no work, and an ordinary baboon is usually
quite glad to do work for such honorable people, if the pay is right.
Bargaining over price. The baboons seek metal weapons but will settle
for a decent meal Only the subordinate baboons will dig.
After as much of the temple has been cleared as the heroes wish,
EXIT baboon troop.
Chorgsa, Alpha Male Baboon
Chorgsa is the leader of a baboon troop. He is leading about a fourth
of the troop to Corflu to buy things with the savings of the past
year, which he is carrying.
Keywords: Baboon Culture 20, Alpha Male 5w
Significant Abilities: Agile 15, Baboon Customs 13, Baboon Spirits
19, Bargain 14, Claws & Teeth 18, Climb 2W, Close Combat 1W, Craft
Fetish 17, Draw Summoning Circle 17, Grandfather Baboon Tradition
Knowledge 10W, Hunt 17, Know Animals 14, Know Local Area 14, Large
15, Lead Troop 18, Move Silently 18, Run Fast on All Fours 12,
Shamanic Escape 14, Sling 15, Smart 18, Sneak 16, Spear 19, Spirit
Combat 15W, Spirit Sight 17, Spirit World Travel 15, Strong 16,
Survival 16, Tough 19, Track 5W
Talents: Food 12, Find Water 14, Harm at a Distance 17, Leaping
Attack 16, Rapid Movement 17, Strong Jaws 17
Armor: fur^1
Weapons: spear^2, sling^3, claws & teeth^2
Hero Points: 2
Wealth: 5w
Rossge, Beta Male Baboon, Baboon Shaman
Rossge is one of Chorgsa's sons. He is the only priest in the
clan, and holds the clan's magical treasure. He is physically
inferior, but his magical power raises him to the status of beta
male. This is as far as he is likely to go, as most baboons would not
follow him. He is happy to support and advise his father.
Keywords: Baboon Culture 18, Baboon Shaman 20
Significant Abilities: Agile 15, Baboon Customs 13, Baboon Spirits
19, Claws & Teeth 13, Climb 2W, Close Combat 15, Craft Fetish 17,
Draw Summoning Circle 17, Grandfather Baboon Tradition Knowledge 10W,
Hunt 13, Know Animals 14, Know Local Area 14, Move Silently 18, Run
Fast on All Fours 12, Shamanic Escape 14, Sling 12, Smart 18, Sneak
13, Spirit Combat 15W, Spirit Sight 17, Spirit World Travel 15,
Strong 14, Survival 16, Tracking 17
Flaws: Distracted by spirit world 16
Talents: Control Ape 20, Find Food 18, Find Water 18, Harm at a
Distance 17, Heal Ape 17, Rapid Movement 17, Strong Jaws 17
Armor: fur^1
Weapons: claws & teeth^1
Hero Points: 1
Monkey's Paw: Can heal once per day with a Might of 20
Necklace of Baboon Knuckle Bones: Grants him 10 AP in tests against
magic or spirits
Grandfather (fetch)
Might: 2w
Significant Abilities: Bind Spirit 20, Keep Watch 20, Liberate Ghost
18, Spirit Shield 15, Weaken Enemy 20
Earth Spirit (bound in lizard)
Might: 15
Significant Abilities: Rossge can use its Might as bonus AP thrice per day.
Tunga & Wunga, Dominant Male Baboons
Keywords: Baboon Culture 17, Dominant Male Baboon 17
Significant Abilities: Agile 15, Baboon Customs 13, Claws & Teeth 15,
Climb 2W, Close Combat 1W, Grandfather Baboon Tradition Knowledge 1W,
Hunt 14, Know Animals 14, Know Local Area 14, Move Silently 18, Run
Fast on All Fours 12, Sling 13, Sneak 15, Spirit Combat 5W, Strong
15, Survival 16, Tracking 5W
Talents: Harm at a Distance 15, Rapid Movement 15, Strong Jaws 15
Armor: fur^1
Weapons: sling^3, claws & teeth^2
Ordinary Baboons One through Six
Keywords: Baboon Culture 13, Ordinary Baboon 13
Significant Abilities: Agile 15, Baboon Customs 13, Claws & Teeth 13,
Climb 2W, Close Combat 1W, Grandfather Baboon Tradition Knowledge 1W,
Hunt 13, Know Animals 14, Know Local Area 14, Move Silently 18, Run
Fast on All Fours 12, Sling 12, Sneak 13, Spirit Combat 5W, Strong
15, Survival 16, Tracking 5W
Talents: Harm at a Distance 15, Rapid Movement 15, Strong Jaws 15
Armor: fur^1
Weapons: sling^3, claws & teeth^2
Scene 3 - Entering the temple
The roof of the temple is flat and made out of gray-blue
stone. The doors, if uncovered, are ironwood with aluminum fittings.
It seems to be bolted from the inside. It will take one hour of work
to make a man-sized hole in the stone. The wood of the door is
impervious to damage. Picks are available in Corflu.
Scene 4 - Inside the temple
The map shows the entire temple, but the party will probably
enter room 1 or 4. There are no inhabitants of the temple, and no
longer anything of interest anywhere else.
Once a hole is made in the roof or wall, the heroes can enter
the temple. It is empty, with no lights or furniture. Earth movement
has raised the temple above the water table, so there is no water on
the floors. The only thing in the temple is the artifact, which is in
a flat box under a flagstone in room 4. A successful search is
necessary to spot the right flagstone. Any appropriate ability -
Observant, Perceptive, Good Eyes, Good Hearing - can be used.
Before the box is touched, the Narrator should subtly ask the
toucher what he or she plans to do with the artifact. If the answer
is to steal it or in some other way to fail to fulfill the deal made
with GLURF, the GHOST attached to the box will attack the toucher in
spirit combat. If the toucher plans to fulfill the quest, nothing
hostile happens, but the GHOST still appears.
ENTER GHOST
GHOST: Long I have waited for this joyous moment. Rejoice, rejoice,
oh bountiful waters. Ad lib ad infinitum ad nauseum.
Ghost
Might: 17
Significant Abilities: Mindspeech 17
Combat Tactics: The ghost will give no information but will continue
to make happy noises until returned to the river. The ghost is using
Mindspeech to the box's toucher only. If placed on an animal, the
constant mental droning will cause the animal to have fits, scream,
buck, etc. after a couple of hours.
The armor is folded within the rectangular box.
Glurga's Armor
In the Dawn Age, Glurga was Grandmother Fish of Zola Fel. She
commissioned Mostali smiths to make a special suit of armor. She was
slain before she accepted delivery, and the suit was used by the cult
near Feroda for 8 centuries. In the confusion created by the giant's
revenge and the bunging of Feroda, the suit's location was lost.
The artifact is a trapezoidal piece of leather covered on one
side by small, blue, aluminum scales. It is about as long as a man is
tall. There are slits in the front and some fasteners along the sides.
This artifact is ceremonial armor for a fish. It increases
its wearer's armor rating by 5.
The armor also has several magical abilities.
- It grants its wearer 40 additional AP in magical contests.
- Its wearer gains the trait of Fast Swimmer 10w.
- Its wearer can Sense Life 10w in the surrounding waters.
- Its wearer can Pass Without Notice 10w while in the water.
Act V - The Trip Home
Scene 1 - The first night's camp
A thief is sneaking into camp. He can be noticed with any
appropriate ability. He will try for the box and get attacked by the
GHOST. The screams of the attacked or discovered thief will bring
down his covering party.
ENTER COVERING PARTY, two ogres and six Broos. The party will
attack and attempt to seize the artifact. As they do, each will be
attacked in turn by the GHOST, unless it has been destroyed. Once
three Broos or one ogre is down, if the heroes haven't lost at least two
people, EXIT COVERING PARTY, running in the dark.
Shadow Cat Broo, Sneak Thief
This is a shadow cat/broo hybrid. It has black fur, a
distorted cat-like head with goat horns, and clawed hands. Its band
uses it as a thief and scout, sending it into camps to steal what it
can and to case the area. It is backed up by the rest in cast of
trouble.
Keywords: Broo Culture 14, Sneak Thief 5w, Initiate of Thed 15
Significant Abilities: Undetectable by Magic 15, Sneak 20, Filch 15, Track 16, Bite
& Claw 14, Impregnate Victim 5w, Club 12, Broo 14
Armor: ^0
Weapons: club^1
Ogres One & Two
These are relatively bestial ogres.
Keywords: Ogre Culture 12, Warrior 17, Thed Initiate 13
Significant Abilities: Greatsword 14, Club 12, Sneak 15, Praxian 13, Broo 12
Armor: ^0
Weapons: greatsword^5, club^1
Affinities:
Chaos 13 (Vomit Chaos 12)
Chaos feats (13)
Vomit Chaos 12: A successful attack with this magic taints the target
with Chaos. Greater successes could even grant the target a Chaotic
Feature like that of broo.
Broos One through Five
Keywords: Broo Culture 13, Bandit 17, Thed Initiate 15
Significant Abilities: Sneak 14, Track 12, Infest Victim with Disease
18, Impregnate Victim 5w, Smell Disgusting 12, Tough 12, Ugly 15,
Club & Shield Fighting 14, Horns 16, Dodge 10w (Broo #5), Broo 13
Armor: ^0
Weapons: club^1, horns^1
Diseases: Shakes (Broo #1 - lingering, shiver attack 20), Creeping
Chills (Broo #3 - lingering, chilling attack 20), Soul Waste (Broo #4
- lingering, lethal 20)
Note that the diseases do not affect the carrier broos.
Characters which have a trait of Tough or something similar should
use this to oppose the attack of the disease. Some of those infected
with a disease may be better able to oppose its attack due to their
specific traits. Some with a strong spirit for example might be
better able to oppose the attack of Soul Waste.
Big Broo
Keywords: Broo Culture 13, Bandit 17, Thed Initiate 15
Significant Abilities: Infest Victim with Disease 18, Impregnate
Victim 5w, Smell Disgusting 12, Big 17, Tough 20, Ugly 15, Club &
Shield Fighting 14, Broo 13
Armor: ^2
Weapons: club^5
Diseases: Soul Waste (lingering, lethal 20)
Scene 2 - The shore of the river
The River Lord GLURF will insist the party board a raft and
go to the middle of the artifact. Once there, he will request the
artifact.
- If the party refuses to board the raft to begin with, GLURF will
refuse to pay any money at all. The ghost will attack the member
nearest to the artifact and try to possess him and then cause that
person to throw the artifact into the river.
- If he is given the artifact, he will perform a Divination to make
sure the conditions were followed. If they were, he will bring up the
money. If not, he will explain with tears in his eyes why he cannot
pay.
- If the heroes attack, cast spells, or refuse to give up the artifact,
groups of fish working in concert will upset the raft and dump the
party into the river. Boating or some other ability must be used to
oppose the attack of 5w. The river is deep, well over the heads of
the heroes. Anyone not obviously drowning will be attacked by the many
fish (5w).
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