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Subj: The Hill of Gold
Date: 97-03-31 01:08:13 EST From: ilium@juno.com (Stephen P Martin) To: Ethesis@aol.com Steve -- There is a lot to be done with this, but here is the quest as YOU wrote it. THE HILL OF GOLD HEROQUEST Originally presented in The Wild Hunt 53 and 61, with notes in TWH xx. This quest has been greatly reorganized from its original presentation. THE GENERAL QUEST The Hill of Gold Heroquest is a yearly re-enactment of events from the Godtime. In it, teams representing four deities (Yelmalio, Zorak Zoran, Inora, and Orlanth) recreate their interactions during the Lesser Darkness. It can be used as a threshhold quest for other patterns (see below), as well as being a major quest in its own right. Sartar may have used this quest to bring the Yelmalio forces to the Sun Dome Temple he established. An individual questor can take the part of any of the four deities. In Dragon Pass, each cult usually fields a team of seven individuals (not counting allied spirits, etc.) at an appropriate temple. The team must undergo purification and rebirth rituals, and may go on preparatory quests as well. The gamemaster may decide to enact the quest once every Long Year (seven years) rather than annually. Note that results are written for individuals, but team results are the same. Members of a team need have only some cultic affiliation. Thus, although the Orlanthi party is normally led by a Wind Lord or Storm Voice, its members can include an Urox or Chalana Arroy worshiper (though the latter will be at a distinct disadvantage at certain stages); Zorak Zoran can have any troll or darkness creature; etc. Most teams are composed of runelevels, with the occasional acolyte or advanced initiate. After the initial rituals, the seven questors (or the one questor, if on the second level of the quest) represent the gods: Orlanth, Zorak Zoran, Inora, and Yelmalio. Thus, the questors have entered into the Land of Myth. When teams interact, each of the seven finds themselves alone facing a single member of the opposite team. There is no possibility of mass battles, or questors ganging up on a lone foe. At the end of the quest, the individuals or teams find themselves "near" their starting temples, and will have the option of leaving the Godtime. Most do so. ORLANTH starts at the Wind Temple ZORAK ZORAN starts at the Throne (in Shadows Dance) YELMALIO starts at the Sun Dome Temple (in Prax) INORA starts at Thane (foot of the Glacier) MECHANICS Each day, the questors will meet an appropriate team from the forces of the other gods. They must then decide how to face them. A foe beaten in combat (but not slain) loses a skill or power to the winner; generally, the loser can select which skill or Divine spell is lost. A foe slain in combat results in the loss indicated below and the slayer taking their choice of one skill or Divine spell. Think of all skills and spells as tangible objects, possessions of the owner. Thus, an Orlanthi who slew a Yelmalion on this quest could take the Sun worshiper's 120% Spear Attack and add it to his own 80%, resulting in a skill level of 200%, and the Yelmalion having a 0% Spear Attack (i.e., not even at basic chance). A questor slain in combat returns the next day; this is a function of the quest and the Hero Plane, and does not require use of Resurrect or similar spells. However, the questor is treated as having been dead for a day, and so suffers normal losses (i.e., in RQ3 he loses 1d3 from each of his characteristics). Thus, death is something to be avoided on this quest, even if it is not permanent. Individuals may freely trade skills and appropriate Divine spells at certain stages of the quest. If they do so and the mythic action was also a trade, then the indicated benefits of that stage also occur. Parties need not accept surrender. However, once a skill or Divine spell has been traded or taken, the parties cease to be in contact. This works on an individual basis; the team is only reunited after all of the individual combats have ended. STATIONS OF THE QUEST The first day pits Yelmalio against Orlanth and Inora against Zorak Zoran. Yelmalio lost many spear powers here, for Orlanth wrested the Lightning Spear from him. Inora lost all of her Darkness ties, while Zorak Zoran lost all of his Cold powers. If the Yelmalion team or questor wins, he/they takes all of Orlanth's Attack skill with a single Spear (i.e., 1-Handed Long Spear, 2-Handed Long Spear, etc.). If the Orlanthi wins, he takes one of the Yelmalio's Attack and Parry skills for a single Spear. If the Inora questor wins she may sacrifice for the spells of Summon and Command Shade. If the Zorak Zorani wins he may plunder a single Frost spell from the Inoran (no POW sacrifice required, may take 1 point per 4 POW he possesses). The second day pits Yelmalio against Zorak Zoran and Inora against Orlanth. Yelmalio lost all of his Fire and Heat abilities, as is well-known. Inora traded with Orlanth, gaining the Mountain Winds as her cult avengers in return for giving up the right to prevent the winds from playing in her mountains. If the Yelmalion wins he may wear Red and use the Heat aspects of Fire -- he may sacrifice for Summon and Command Salamander, though the POW sacrifice required is doubled, as it is for Zorak Zoran. If the Zorak Zorani wins he may use Summon and Command Salamander at the normal costs, instead of doubled. Inora and Orlanth normally trade the abilities listed here. Each may give the other one of their cult special spells, as if they were under the influence of the Issaries spell Spelltrading, though no Spellteaching need be cast, and there is no chance of a failed roll. If they do not trade, then if the Inoran wins she may sacrifice for the spell of Cloud Clear. If the Orlanthi wins, any Increase Wind or Wind Warp spell cast while within the mountains will have double effect. The third day pits Zorak Zoran against Orlanth and Yelmalio against Inora. Neither Zorak Zoran nor Orlanth was victorious over the other, and so their questors can gain no benefit from this conflict except their life, or the death of their enemy. Yelmalio and Inora each defeated the other: Yelmalio gained the right to cast light upon the mountain peaks (and so they catch the light first and release it last), while Inora was able to resist the Sun (and so mountains remain covered with snow all year). Again, therefore, the only results of this stage are the results of the combat itself. On the fourth day, the Zorak Zorani may return to the Throne, or he may go on a quest against chaos. The Orlanthi may return to the Wind Temple, or may begin any of a number of other quests, including the Lightbringers' Quest or the Magic Weapons heroquest. The Inoran may return to Thane, or she may set out upon the DrepnirQuest (see the DrepnirQuest), having already received the required vision in her conflict with Yelmalio. On the fourth day the Yelmalion must ascend the Hill of Gold in an attempt to regain some of the power lost by his god. THE YELMALIO QUEST -- Hill of Gold The Hill of Gold is guarded by Darkness creatures, by Parasites, and by Chaos (in that order). Successfully climbing the hill allows the questor to search for a magic crystal which can be used to found a Sun Dome Temple, for Divine Intervention, or for a reusable Sunspear spell. PREPARATION The same stations as listed above. If this quest is attempted without going through the normal Hill of Gold quest, roll for encounters using 2d100, modified by preparation (thus the quest might actually be easier if undertaken after long purification and preparation, with proper quest provisions, or it might be very, very hard). If the gamemaster does not have enemy HQ Teams prepared, he can use other foes: 0 or less Small Elemental (1d3 cubic meters per questor) 01-30 Large Elemental (2d4 cubic meters per questor) 31-60 Runic Animals (Fire: griffins, flame hawks; Storm: storm bulls, wind children; Dark: giant insects, morocanth; Cold: bears, white runners, Drepnir) 61-120 Other HQ Team (7 individuals) 2d3 Rune Priests, 1d4 Rune Lords (acolytes if cult has no Rune Lords), remainder are advanced initiates. 121-150 Single HeroQuestor (may have companion). 151-180 Hero 181-210 Subservient Deity (varies by cult) 211-240 Deity's servant(s) 241-270 Deity CLIMBING THE HILL OF GOLD After the three encounters (one for each of Orlanth, Zorak Zoran, and Inora), the Yelmalion reaches the Hill of Gold. In most versions of the myth, Yelmalio lost to Orlanth and Zorak Zoran, and made a mythic deal with Inora. As he climbs the Hill of Gold, the questor will face the enemies of Death, Darkness, and Chaos. The Parasites (Death) Roll 1d8 once for each questor 1-2 1d4 Head Hangers 3-4 1d2 Tape Worms 5-6 1 Blood Fluke 7 1d2 Spirit Leeches 8 1d2 Marrow Wights The Forces of Darkness Roll 1d6 once for each questor. Multiple rolls of 1-2 increase the size of the elemental, not the number appearing. 1-2 1 Shade (1d6 cubic meters per roll) 3-4 1d2 Giant Insects 5-6 1d2 Bone Morocanth The Forces of Chaos Roll 1d6 once only 1-3 1d4 Scorpion Men per questor; all have chaotic features 4-5 1d3 Broos per questor; all have chaotic features 6 Dream Dragon Demon; 1d2 chaotic features per questor, at least one per questor beneficial THE SUMMIT Any questors who survive to reach the summit of the Hill gain the chance to search for magic gold crystals. All questors gain one chance to search; those who succeed in a POW vs. POW roll against a POW of 25 gain an additional chance, once for each success; failure causes a loss of POW instead of magic points. For each search, roll 1d8 and consult the table below; only one crystal may be taken (and one must be taken), but the questor can choose from among all rolls (including rolling of the POW of the crystal). Once a crystal has been found, the questor is returned abruptly to the Mundane World, at the real Hill of Gold (in Vanch), regardless of his starting point. He must return home by whatever means he has available; for most questors, that means a long walk. 1-4 BLACK CRYSTAL Chaos-tainted: roll on the table in Elder Secrets, doubling the POW roll, then roll for the crystal's chaotic feature (passed on to the owner). The finder will know all attributes, but must seek magical rituals to rid himself of the crystal. If he rids himself of the crystal by Yelmalio's next high holy day, he is not himself tainted with chaos. 5-7 CLEAR CRYSTAL (gold-tinted) Good for 4 points of Divine Intervention: the next time Divine Intervention is attempted, the first 4 points of POW loss will come from the crystal. Once all points have been used up, the crystal is destroyed. 8 GOLD CRYSTAL The questor can select one of the following abilities: worth 8 points of Divine Intervention (as above); keep the crystal for a reusable Sunspear spell (if the crystal is lost, so is the spell); can use the crystal to found a Sun Dome Temple. Regardless of the variety chosen, the crystal can store up to 3d6+6 magic points, as described in Elder Secrets. ----------------------- Headers -------------------------------- From ilium@juno.com Mon Mar 31 01:07:51 1997 Return-Path: <ilium@juno.com> Received: from x10.boston.juno.com (x10.boston.juno.com [205.231.101.25]) by emin03.mail.aol.com (8.8.5/8.8.5/AOL-2.0.0) with ESMTP id BAA26992 for <Ethesis@aol.com>; Mon, 31 Mar 1997 01:07:49 -0500 (EST) Received: (from ilium@juno.com) by x10.boston.juno.com (queuemail) id B[U26521; Mon, 31 Mar 1997 01:05:39 EST To: Ethesis@aol.com Subject: The Hill of Gold Message-ID: <19970330.220804.20471.0.ilium@juno.com> X-Mailer: Juno 1.15 X-Juno-Line-Breaks: 0-4,6-9,16,23,29,35,38-45,49,56,62,65,69-71,75,79, 83-84,89,94,101-102,111-112,119,121-124,128-130,134-136,139-140, 142-149,153,155-166,168-178,180-182,190,194-196,201-203,206-208,214-216 From: ilium@juno.com (Stephen P Martin) Date: Mon, 31 Mar 1997 01:05:39 EST
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