"The legions of the Reaching Moon came a generation ago, desecrating our temples, destroying the Old Ways. In the lowlands and the towns, the hand of the Red Emperor is at the people's throats, but here in the highlands we still live free as the wind that roars over the mountain peaks. We are the Haraborn of Black Stag Vale, and our clan has outlived false gods, Western sorcerers, and the lies of dragons. The Red Moon now thinks she can break us, and bend us to her filthy foreign ways. I say Shepelkirt is wrong. When Argrath comes as prophesied, and tears the Red Moon from the sky, we will still be here, faithful to our gods, loyal to our ancestors, and mindful of the ancient ways..."


- Joddi White Hart, Haraborn Lawspeaker

Friday, February 3, 2012

HEROQUEST EPISODES: "Broo"

  • Episode Type: Attack!
  • Begin With: The characters are drawn by the sound of strange cries. They come across a flock of sheep (or half a dozen cattle, herd of deer, etc). The animals are all lying on their sides, bloated, foaming at the mouth. Closer examination reveals something squirming around inside the animal’s bloated stomachs...
  • The Situation: The creatures have been raped by Broo, and are now impregnated with Broo spawn. The Broo are still in the area, hunting, and may be back at any moment.
  • Lead Monster: The Broo are led by a larger, nastier specimen than the rest (all values are determined by Base +6, modified by the template below). He will try to capture, rather than kill his victims.
  • Accompanied By: Depending on how difficult the Narrator wishes the episode to be, there can be one or two Broo for each player character, with a Resistance equal to the Base -3 or the Base. Use the Broo template below;


Broo Keyword: Break-out abilities include Broo Customs, Broo Tradition +4, Club Fighting or Spear Fighting +6, Worship Mallia or Worship Thed +6, Head Butt +3, Know Local Area, Stealthy, Track -3


c : Chaos Feature: 1 in 3 Broo will possess a Chaos feature. Select one of the following or create your own; Absorb [Type of Magic], Armored Hide, Belch Fire, Demoralize Enemy, Drain [Type of Ability], Excrete Poison from Body, Fight Multiple Foes, Fight without Penalty Until Dead, Great Leap, Hardy, Immune to [Substance], Overpowering Stench, Reflect [Type of Magic], Regenerate, Resist [Type of Magic], Spirit Attacks after Death, Spurt Acid, Strong, Swallow Opponent, Third Arm (or Tentacle), Undetectable, Walk on [Element]


b : Worshipper of Thed: Chaos Feature, Impregnate Anything, Summon Broo Ancestor Spirit


j : Worshipper of Mallia: Summon (Disease) Spirit


  • Short Term Goal: To capture and breed with the characters.
  • Long Term Goal: To defile the world.
  • Scenes: The player characters have a chance to identify what is wrong with the animals. If they succeed, they will have to decide whether to flee (allowing more broo spawn into the world) or to kill the animals and the spawn. In this case, the rest of the broo will return and attack.
  • Conclusion: Assuming the players are victorious, they will have stopped the spread of chaos. This may lead to a greater adventure of tracking down a larger tribe of broo infecting the region.


HEROQUEST EPISODES: "A Courtship"

Marriage in Glorantha is seldom about love and rarely a private affair. Most marriages are arranged by parents or elders to further bonds between families, or to gain position, influence, or property. For Gloranthans then, marriage is an obligation; you are introduced to a spouse selected for you, and expected to produce offspring. The Orlanthi cultures are notably different. While marriage and sexual relations are forbidden between members of the same clan, the Orlanthi are quite sentimental about marriage, and actually expect couples to share affection if not love. While wealthy Orlanthi in the more civilized regions, may practice arranged marriage--and the nobles certainly do--life in the tulas is quite different.


*Episode Type: Challenge! (Character Building)

  • Begin With: Under the starry night sky, you and the young people of the clans have gathered to sing and dance around bonfires, eating and feasting. In the firelight, you see someone eyeing you...
  • Situation: Your clan (or a neighboring one) is sponsoring a Barn Dance. This is a social gathering for young, unmarried members of neighboring clans to get together for the purpose of meeting and selecting potential spouses (it is considered incest to marry within your own clan). Traditionally there are four dances, at the end of Sacred Time, Sea Season, Fire Season, and Earth Season.
  • NPCS: Roll a d20 to determine the potential mate;

1-5: Ara Gringledottr/Andrin Gringleson: Beautiful and knows it. In modern parlance, “high maintenance.” Resistance = Base + 6.

6-10: Dara Orstgandidottr/Daralor Orstgandison: Down to earth and practical, looking for a loyal and capable spouse. Resistance = Base + 3.

11-15: Ivarna Kalfsdottr/Ivarn Kalfsson: Deep, highly sexual, and a bit wild. Wants a partner but is less interested in family. Resistance = Base.

16-20: Dushidessa Kulkardottr/Dushilor Kulkarson: To put it delicately...plain, but eager to please and very loyal. Resistance = Base - 3.

  • Short Term Goals: To please the clan by finding a spouse and marrying.
  • Long term Goal: To produce children and provide for them, to carry on the line when you are gone.
  • Scenes: In the words of the immortal Pat Benatar, “love is a battlfield” and is handled in HeroQuest as an extended contest. In addition to the Resistances given above, social status must be considered. In order of highest to lowest, Noble, Thane, Carl, and Cottar. For each step above you the potential spouse is, increase the Resistance by + 3. A cottar attempting to court a noble would face a + 9 penalty. For each step below, modify down (a noble courting a cottar would have a - 9 Resistance). Ideally, courtship should be spaced out over several sessions, with perhaps one round of “combat” each game and the Narrator keeping track of the resolution points. Giving generous gifts to the family, performing great deeds, etc can all add bonuses to the roll.
  • Conclusion: The contest is over when one side or the other gains +5 Resolution points. Use the Rising Action Consequence Table for results, adapting the results to reflect the level of rejection or success. If the player wins, their are wedding bells.

EPISODE TWO: Seeds

Begin With: It is Sacred Time, the fourteen days preceding the Spring Equinox in which the old year dies, the new year is born, and the barrier between worlds is thin. It is a time for the Clan to perform divinations and rituals for the coming year. Everyone's support is needed for these rituals, so that the gods will hear the voices of the clan. Which ritual do the PCs attend? (Note: as the PCs are all male at this time, women's mysteries are omitted. Rest assured that rituals to Ernalda, Chalana Arroy, and Uralda are also performed!)


SCENE 1 (one of the following, or both, based on what the players chose)


* The War Dance: Omens warn of coming conflict. A flock of ravens has nested in the Holy Tree (an ancient oak standing alone on a hill top, struck seven times by lightning in recorded history). In these uncertain times the clan needs magical strength to face the possibility of war. Jorgunath Bladesong has convinced the clan ring to sponsor a War Dance to Humakt, and to sacrifice seven cows to him. Bladesong, the weapon thanes, and any other men who wish to participate gather at the cremation grounds, paint their faces bones white, and perform this solemn rite. There is no chanting or singing, only the sound of a drum. At the climax the cattle are killed and offered up in a great holocaust. Those who participate may spend a Hero Point to gain "The War Dance" at 13. This is a augment (+2) that can be added to all combat rolls or relations with Bladesong, the weapon thanes, and Humakti for the coming year.


* The Plough Blessing: This is the largest and most popular rite, sponsored each year by the leading carls of the clan. It involves a great feast, with food set aside especially for it during the previous harvest. It is open to all men. The Stone Toss is performed, where all men who wish to participate demonstrate their strength by lifting and throwing a great stone. The winner is the man who can throw it farthest (it has it's origin in clearing stones from the field to plough them). A bull is offered to Barntar, and all men are anointed with its blood. The animal is then cooked and eaten, with the winner of the Stone Toss given its testicles (a delicacy said to ensure sexual potency). A Hero Point may be spent by the winner of the Toss to cement "The Plough God's Blessing" at 13. This gives a +2 augment to all farming rolls, feats of strength, and displays of sexual prowess for one year. If the character marries, he will father a strong child.


SCENE 2


Regardless of which ceremony they join, all will be present for the Barn Dance, a popular event held each Sacred Time for young, unmarried men and women. Forbidden to marry or have sexual relations with members of one's own clan, neighboring clans hold such events to host eligible bachelors and bachelorettes from other tulas. This year the Haraborn are hosting, with guests from the Enjossi. It is a light feast with dancing, watched over by clan elders from both sides. It may trigger the episodes A Courtship.


The Barn Dance includes this year Harthar Henglesson and Kodor Jursittisson, two of the men the PCs rescued during The Treasure Hunt Rite. Both are single, and both have chosen to remain with the Haraborn for a time to work off the debt they feel they owe them for their rescue. Gronogar Ulugathson, Jornin Dondarson, and Irigan Farnagarson are also there. (Note; this session two new players, Refik and Lorne, joined the cast, assuming the roles of Jornin and Irigan).


SCENE 3


The Situation: The day after the Barn Dance, the PCs are summoned to the Chieftain's Hall. They will not be told the reasons why, only to be quiet and unobtrusive. Upon arriving, they discover a small group of strangers before the clan ring. It is the bounty hunter they rescued the slaves from, Frithvold Jarantius, accompanied by four men of the Lunar-allied Sambari clan.


Short Term Goal: The loss of his prisoners has damaged Jarantius' reputation. He wants them back, or compensation for them equal to three cows per man. Because he is an outlander with no legal rights, he has brought the Sambari with him to press his claim on his behalf. They are displeased because the raid took place in the lands given to them by the Lunars, and would like to see the culprits punished.


Long Term Goal: The Sambari were a minor clan until the Lunars came, and were defeated several times in the past by the Haraborn. They would love to see their old enemies destroyed.


Scene 1: To avoid this becoming a long scene in which the Narrator, playing all the NPCs, is talking to himself, the players should be given a sheet for various members of the clan ring, including the chieftain, while the Narrator portrays Jarantius. Jarantius knows his prisoners are here (if asked how he knows he will reveal the fox pelt...he captured and killed the magical animal after making it talk). He also knows he has no legal standing, but the Sambari with him do, and they will insist that he--and all who travel the King's Road through Richberry Vale--was under their protection. If it cannot be resolved now, Jarantius will threaten bringing a Lunar magistrate into the matter. The clan ring has a duty to protect the clan and it's members, but a price of 15 cattle is dear. In addition, he demands that one ear be cut off of each boy to mark them as thieves, something totally outside Heortling custom. What will they do?


Pay the Cattle and Punish the Boys

This would be very damaging to the chieftain and ring's reputation. The PCs will be disfigured, and the clan will call for the chieftain to stand down for weakness and surrendering to a disgusting foreign custom. If the boys participated in the War Dance, Bladesong will speak out against this decision (he should be played by the Narrator), and run against the chieftain for election.


Pay the Cattle without Punishing the Boys

This will damage the Chieftain's standing with the carls, but the clan will stay intact. The PCs will actually suffer a negative reputation among other clan members for a year (+3 to social interaction resistances) as trouble makers.


Pay Half the Cattle

The clan will not be happy, but they will support their chieftain. The boys may suffer some ridicule over the year, but no actual penalty. Jarantius will not be pleased, but the Sambari will not risk clan war over the issue.


Refuse Jarantius Everything

This will increase the chieftain's standing among the clan, and actually give the boys a +2 bonus in their social interactions with the men of the clan (but not the more rational women) as getting the chieftain to stand up to the Lunars. However, the Sambari will file a formal complaint with Temertain's government, leading to trouble in the future.


Kill Jarantius and send the Sambari Away

This would be a violation of the terms of surrender following Starbrow's Rebellion (killing a Lunar citizen). The Lunars would definitely get involved, seizing 1 cattle for every two Haraborn men (essentially taxing the clan twice that year).



Kill them all

As above.


SCENE 4


Of course the joy in roleplaying is players doing the unexpected. Scene 4 spontaneously arose when the players, still in the parts parts of the Clan Ring, decided to send Jarantius away with less than half the cattle (a token third). Fearing repercussions against the boys, the Ring decided it was best to send them all away for awhile. Because most of the boys chose to participate in the War Dance, Jorgunath Bladesong arranged for them to go the Narri Clan at the north edge of Colymar lands, where his mother came from. There is a temple of Humakt there that can teach them the arts of war.


SCENE 5


Along the way we finished the session with another episode, an encounter with Broo in a high mountain pass.