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Against the Scanthil


This is an example of experimental HeroQuesting and how HeroQuesting into someone else's mythical landscape works. First, some background information. In my campaign the group have managed to get themselves involved in a war against two Lanksti tribes, the Scanthil and the Benvarkini. As the war has intensified, they decided that HeroQuesting action needed to be taken by venturing onto the mythical landscapes of the Scanthil tribe and brutalising their Tribal Founder to weaken the Scanthil tribe in the mundane world. In my game I use Simon Phipp's rules for "building" new Quests out of pre-existing Quests by purchasing the individual stations of different Quests and compounding them together. So the below Quest is actually built out of stations from other Quests, and I note which stations these are.

For obvious reasons, therefore, there is no Myth to work from in this Quest. It is built out of three stations. The first station, "Travel to the Scanthil Founder" is learnt from either priests of Orlanth Lightbringer or Hantrafali Godtalkers. Normally, this station would end with the Questers meeting the guards to the lands of the Scanthil, so a second station is used, "Hide from the Guards", an alternative and lesser known station from the Quest to Slay the Evil Emperor. Here, of course, the guards are not the deadly Spike Guardians, but Scanthil warriors. The last station is used to sneak up to the stead, travessing the HeroPlane, and is taken from a raiding Quest of Finovan the Raider. The last station is from the Lightning Boy HeroQuest and is "Rescusing the Lightning Boy" except instead of attacking Sky World foes they attack the Scanthili, and instead of rescuing the Lightning Boy they steal the war magic of the Scanthili. The last station is again from the Lightning Boy HeroQuest and is "Return from the Sky World" which allows them to return back home. A full Quest, built up out of smaller parts, for the purposes that the group required - that is what experimental heroquesting is all about. In total the stations cost 9 POW to gain, all costing 2 POW except for the first which costs 1 POW.

Preparation

The person casting all the stations must take upon himself a blue cloak and snap wood from the Scanthil lands, burning them. He must then summon all those who wish to come with him on this journey to his side, where they oath that they will follow his sound leadership until the battle is done. Supporters must play the war drums from the time when the group leave to until they return, although if the Sun comes up and they have not walked in victorious, then the ritual funeral fires will be lit instead. As soon as they are ready, they must go from the temple to the Scanthil lands, and at some indeterminate point they will enter the Grey Age where the Scanthil Founder lives.

As this is the Grey Age some, but not all, of the HeroPlane rules apply. You can still not divine intervent, but nature works "normally" so that the power of death is not required, and the elements are not intelligent, animals cannot talk etc... This Quest is not divided by 5, it is done on normal percentages (although passion adjustments still apply).

Station (i)

The Questers travel to the lands of the Scanthil Founder. This station would normally involve meeting Scanthil warriors and undergo the greeting ceremonies, but in this case a second station is used to avoid it. Therefore, nothing much happens in this station. The characters wander through Scanthil lands at the dead of night, until at some point they feel that they have entered the lands of myth, and the sky is dark and no stars shine, and no forest owls hoot, no insects fly. The trees change, breaking into foliage that is either dead and wasted, or coming back to life in new bud. The light they carry seems fatigued, but clawing it's way through the darkness. After some time they will hear the guards of the Scanthil coming.

Station (ii)

Here the Questers must hide from the guards. If they are discovered then they must fight the guards. This will not only sap their energies, but also the Stead will know that dangerous men are coming, and cannot be surprised later on in the Quest. If they are not discovered then they can move on, and play it to their advantage.

There are twelve Scanthil in all, pretty hardened warriors at that. To avoid them the Questers must make a Hide roll. If they fail then they are noticed, which is very bad - once they have been noticed by the guards the clan wyter knows exactly where they are, for it travels with the guards. To advance forth now would mean meeting wave after wave of warriors, and hoards of flying Vanganthi - in short, utter suicide. Success means that they can continue undiscovered.

Obviously, this station is not too difficult given the correct prepartion. A Conceal or Dark Walk spell will make success almost certain, and Hero Points can be used should they suffer bad luck.

Station (iii)

The Questers make their way through the Scanthil lands. They must sneak slowly through the many steads that lead up to the Stead of the clan founder. This is represented by a Sneak roll. Should they fail someone, either a peasant woman or one of the many animals allied to the clan, hears them and manages to alert the Clan Founder that enemies are heading his way. In this case, the warriors from the Clan Stead are ready for combat when the Questers arrive, standing outside the Stead, fully armed and armoured, with all magic cast. The Questers could continue, but will lose their advantage. Should they do undiscovered then they can continue to the Founder's Stead unheard.

Station (iv)

The Questers come to the Founder's Stead. If they were discovered at the last station then the einherjar are ready for battle, if not then they have the element of surprise. The stead is large, with silver pillars instead of wooden beams supporting it. Inside sit the clan elders and many of the thanes, surrounded by women and children. At the far end sits the Clan Founder, Scanth Arvasason, drinking deeply from his mug whilst he eats only the finest goat. Spirits are high within, for they know that the gods are returning, and all will soon be right.

Should the Questers burn the stead down, then most within will die. The Founder will escape, but everyone else is either dead, or busy trying to save the dying. The Questers can then ambush Scanth and slay him. However, the penalties are severe. They are immediately cursed with Impests, and lost 5 points off of their Piety Orlanth passions for committing such a heinous crime. It is likely also that other Lanksti tribes will discover this crime which is, literally, of mythic proportions, and come to distrust the family that the Questers belong to. However, success will be far easier.

Should the Questers ambush those inside, presumably by bursting through the doors, then they will have the advantage. Scanth, and his thanes, will recognise that they are being attacked by Orlanthi and will cast Flight immediately so as not to lose ground by flying foes attacking Scanth and avoiding his einherjar. They will then have their spirits cast magic for them whilst they fight. Take careful note of the spells that they have cast, the main advantage here is that the PCs should be able to take a fair few enemies down before their magic is up. Scanth will be protected by his Healer, and three of his warriors, whilst the others will try and ensure that the intruders are fought off. The children and women run screaming from the stead, the melee exploding forth around them. Should a Quester kill a woman, elder or child then they suffer the penalties above for stead burning.

Scanth Arvasason

Clan Founder of the Scanthil, Hero of Orlanth, male chronoglogical age 44

STR	21(42)	Move 3(fly 3)		R Leg		11(59)/10(14)
CON	20(40)	HP 18+12(str.enc)	L Leg		11(59)/10(14)
SIZ	16	=30(40)			Abd		11(59)/10(14)
INT	18	FP 41-28=13(33)		Chest		11(59)/12(16)
POW	25	MP 25+17(allied)+	R Arm		11(59)/8(10)
DEX	21	112(spirits)=154(110)	L Arm		11(59)/8(10)
APP	13	DEX SR 1		Head		11(59)/10(14)

Weapon		SR	att/par	dmg			pts
Searing Bolt	1	300/300	2d8+25d6+1d6
(Searing Bolt	1	600/--	2d8+25d6+3d6		)
Spells Cast: In order he will cast Flight 5, Beserk.
His allied spirit, in order, will cast Shield 18, Vigour 10, Strength 7, Spare Me.
His magic spirit will cast Protection 12 and then Countermagic 12.

Spirit Magic(154-10=144(154)%): Demoralise(2), Detect Magic, Detect Enemies, Disrupt, Slow 6, Strength 7.
(allied spirit;99%): Heal 7, Vigour 10.
(magic spirit;100%): Protection 6, Countermagic 6.
Rune Magic (129-10=119(129)%): Armouring Enchantment, Beserkx3, Command Worshippers x3, Command Cult Spirit(2)x2, Dismiss Magic 3, Divination x2, Flight 5, Initiation, Sanctify, Shield 18, Spare Me(2)x2, Thunderbolt(3), Worship(Orlanth)x1.

Equipment of Note:

  • Wears enchanted iron chainmail.
  • Carries Searing Bolt, a magic greatsword from Finovan the Raider. This is the magical gift that can be stolen from the Scanthili Tribe. Whilst wielded by a member of the cult of Orlanth it is affected by the Searing Bolt spell with points equal to the wielders POW.
  • Has a silver dagger that inflicts additional damage equal to the character's Piety Orlanth passion when used against trolls. It is also a binding for his magic spirit. Set into the pommel is a POW 6 spell enchancing crystal that the magic spirit is attuned to, and a 24 point powered magic matrix.

Spirits: Allied Spirit (POW 17 INT 17)
Magic Spirit (POW 18 INT 12)

Aishe Butterfeather
Clan Healer

STR	12	Move	3		R Leg	0/5
CON	11	Hp	13		L Leg	0/5
SIZ	14	Fp	23		Abd	0/5
INT	17	Mp	20+		Chest	0/6
POW	20	140(ring)=140		R Arm	0/4
DEX	17(21)	Dodge	67	L Arm 0/4
APP	9	DEX SR 2(1)		Head	0/5
Spells Cast: She will cast Protection 20, and Co-ordination 2, gambling that it will take at least two rounds for the attackers to break through to Scanth.
Spirit Magic(111-0=111%(: Heal 15, Visibility(2).
Rune Magic(111-0=111%): Comfort Song x2, Command healing Spirit x2, Cure Chaos Wound x10, Excommunication, Heal Wound x4, Heal Body(3)x2, Initiation, Regrow Limb(2), Soothing Word, Summon Healing Spirit, Worship Chalana x3.
Equipment of Note:
  • A white cloak. If worn by a healer of a healing goddess, it allows them to use a Heroic Casting of Protection equal up to their POW. The limitation is that the protection must be cast on the wearer.
  • The Great Healing Ring. This Scanth artifact is taken by the Clan Healer and gives them access to 140 magic points extra. It also adds 5 to their POW for the purpose of overcoming a spirits POW in spirit combat.
Gardin Thunderbreather Clan priest, Male chronological age 45

STR	14	Move 	3		R Leg	7(13)/5
CON	16	Hp	14		L Leg	7(13)/5
SIZ	12	Fp	30-22=8		Abd	7(13)/5
INT	16	Mp	19+13(allied)+	Chest	7(13)/6
POW	19	126(spirits)=158	R Arm	7(13)/4
DEX	14	Dodge 67-10=57		L Arm	7(13)/4
APP	18	DEX SR	3		Head	7(13)/5

Weapon	SR	att/par		dmg		pts
2H Spear 5	87/93		1d10+1+1d4
Spells Cast: Gardin will lay into the group with a barrage of Enhanced Thunderbolts, after first trying to Dismiss their magics with his allied spirit. When his Thunderbolts are depleted he will cast Slow, Demoralise and Befuddle on the group.
His allied spirit will cast the dismiss magic followed by Protection 6 and Countermagic 6. It will be prepared to Heal Gardin should he fall.
Spirit Magic (112-10=102%): Demoralise(2), Bladesharp 4, Heal 7, Silence 3.
(known by allied spirit;73%): Befuddle(2), Countermagic 6, Slow 7.
(matrix):: Protection 6.
Rune Magic (117-10=107%): Bless Thunderstone, Cloud Call 7, Cloud Clear 6, Command Sylph x2, Dismiss Magic 15, Divination x3, Enchant Iron, Enchant Silver x2, Enhance Thunderbolt 10, Excommunication, Extension 4, Guided Teleportation(3), Heal Wound x5, Initiationx x3, Order Orlanthi Cult Spirit 5, Thunderbolt(3)x5, Worship Orlanth x2.
(known by allied spirit; 108%): Dismiss Magic 5, Heal Wound.

Equipment of Note:

  • Has an enchanted silver spear with his allied spirit bound into it. It inflicts 3 points of extra damage to trolls and if it strikes a Vore the Vore must make a POWx3 or become demoralised. It is also a Thunderbolt focus, and anyone who wields it can cast a Thunderbolt through it as if there was 50%+ cloud cover.
  • Wears enchanted iron chainmail. Bound into it are his power spirits (POW 26, 20, 20, 20, 20) which can only be used by a Scanthil priest.
  • An anklet which is a protection 6 matrix.

Spirits: Allied spirit (INT 15, POW 13)

Scanth Storm Guard (7)
Male Rune Lords of Orlanth Four-Weapons

STR	15(30)	Move	3(fly 1)		
CON	16	Hp	16+10(str. Enc.)=26	
SIZ	16	Fp	31-44=-13		
INT	13	Mp	17+12(allied)+8(spirit)=37
POW	17		
DEX	13	Dodge	70
APP	13	DEX SR 3		

Weapon	SR	att/par		dmg			pts
1H Sword 5	113/55	1d8+1+1d4
Shield	7	68/113	1d6+1d4
(1H Sword 5	120/62	1d8+1+5d6+2d6
(2H Sword 7	75/120	1d6+2d6

Spells Cast: In order they will cast Flight 4, Searing Bolt 5.
Their allied spirits will cast Shield 6, Protection 4, Strength 5.

Spirit Magic (97-30=67(87)%): Heal 4, Protection 4, Strength 5.
(allied spirit;61%): Demoralise(2), Detect Enemies, Disrupt, Mindspeech 3, Mobility 2.
Rune Magic (112-30=82(102)%): Flight 4, Shield 6, Searing Bolt 5.
Equipment of Note:

  • All wear plate armour over bezainted, and carry an enchanted iron sword, and a normal shield.
  • Each wears a ring with a bound power spirit (POW 8).

Spirits: Allied Spirit (POW 12, INT 9)

Guard One
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Two
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Three
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Four
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Five
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Six
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Guard Seven
hp	26			R Leg	12(28)/9
mp	37			L Leg	12(28)/9
				Abd	12(28)/9
				Chest	12(28)/11
				R Arm	12(28)/7
				L Arm	12(28)/7
				Head	12(28)/9

Rewards

If they are successful in their Quest they gain 2 points in Love and Loyalty Family. If they fail, they lose that amount. They gain two points in the Man rune for suceeding in this Quest.

The leader of the Quest (most likely Cormyer Dac Mara, brother to the Family Head) will want to give the Searing Bolt to the Family Rawson. The result of this is that all Rawson Family members can gain one-use access to Searing Bolt (whether they be initiates or rune lords). Of course, someone can bump him off and take it for themselves...

The Scanthil Family will be hit hard, unable to access some of their more powerful magical abilities. They will attempt to Quest to regain their lost power, but will find this very debilitating. It will also anger the Jofrain Confederation to a large extent, making the situation all the more volitile.