Derak's Darkness HeroQuest
Send comments and/or criticism to Simon E. Phipp
Created On 31 January 2001
Last Updated On 31 January 2001
Copyright (c) Simon E. Phipp 2001
This was a HeroQuest for Derak the Dark Troll when he wanted
to tie himself closer to Darkness. I wrote the HeroQuest early on
before I had completely formulated my ideas on HeroQuesting, so
it does not conform to the standard HeroQuest format. It is more
of a personal Quest in order to gain certain powers. It can still
be used as a normal HeroQuest, treat it as though a Hero had
performed the Quest before or even that the Questor is building
the Quest from fragments.
Aims
- To tie himself to the Darkness
- To mate with Subere
- To bind Darkness to him
Stations
- Enter GodTime [1]
- Entry to Hell
- Confront Guardians
- Seek the Goddess
- Prove your worth to the Goddess
- Ask for Boons
- Ascent to the Castle of Lead
- Return to Time
Enter GodTime
- Ritual takes place at the Castle of Lead during Dark
Season on a Freezeday
- During the ceremony an elf is sacrificed and its blood is
drunk
- The Questors must eat specially prepared Mushrooms
- All Questors must take part in the Dance of the Dark (succeed
a Dance Roll)
- At the culmination of the Dance, they emerge in the
Castle of Lead during the Lesser Darkness
Entry to Hell
- Descent is via a natural cave and tunnel - this is where
the trolls emerged from Wonderhome
- The way will be guarded by a Dehori Spirit that must be
passed either by stealth, persuasion, bribery or
sacrifice. A POW sacrifice or the sacrifice of a living
intelligent creature will suffice. Any creature
sacrificed here is permanently killed and its soul is
eaten by the Dehori. The Questors may fight the Dehori
but this should not be necessary. If the Questors have a
link to a particular Dehori Spirit, either through
HeroQuesting or through blood ties, there is a 1% chance
that the Dehori encountered will be the linked Dehori.
- The Questors will be attacked by troll-hating Chaos
- The Questors will be attacked by Demons who hate
everything
- The Questors will be attacked by the Dead who hate the
living
- The Questors will be attacked by their enemy HeroQuestors
- The Questors will be aided by Darkness Spirits
- The Questors will be aided by friendly trolls
- They must pass over a deep, wide, dark lake - The Styx
- Anyone drinking the water will receive a resusable Oath
spell which must be cast over a still, dark pool.
Drinking this water costs 1D10 POW
- The Ferryman demands 1D10 POW in order to cross, unless
the Styx Shore spell has been cast, in which case the
cost is 1 POW, 1 magic item or 1 ritual coin
- Anyone taking Styx Water must roll beneath their Bravery
in order to take a drop. Each drop taken costs 1D10 POW,
they can store one drop in a container made from Lead or
Obsidian
- The Questors must pass through caves to a Demon who
attacks those not of Darkness. Otherwise he directs the
Questors along the Old Path, the Path of Darkness
Confront the Guardians
- There are three Guardians to be passed in the Cave of
Deep Darkness
- The Guardians are A Dehori Spirit, A HellHound, A Hollri
- The Questors must give each a gift or defeat them in
Darkness. The Dehori only accepts Darkness abilities or
Heroic Magic. The HellHound only accepts Fire abilities
or Heroic Magic. The Hollri only accepts Cold abilities
or Heroic Magic.
- If the Guardians are not defeated the Questors must
either return back the way they came or have died. In
either case they cannot continue.
- Sneaking past the Guardians counts as defeating them
- If the Guardians have been defeated then the Questors may
continue to the Inner Darkness
Seeking the Goddess
- The Questors must move through the Halls of Hell where no
light has shone
- They will be confronted by Hags, Hellions, Ghouls,
Zombies, Mummies, Shades, Wraiths and Dehori
- Occasionally a HellHound may attack
- Before each encounter the Questors must make a Bravery
Roll or run back the way they came
- The Questors must roll a critical POWx5% in order to
reach the Halls of Inner Darkness and meet the Goddess
Prove Your Worth to the Goddess
If Fire or Light Powers are used, the Goddess will not be
convinced and the Quest has failed
The Questors must demonstrate:
(a) Powers of Darkness
(b) Power over Fire
(c) Willingness to Serve the Darkness
- The Questors must roll POWx1% + (a) + (b) + (c) where (a),
(b) and (c) are numbers gained from the Three Proofs
above.
- The Questors gain boons depending on the Roll made
- Fumbled - No Boon
- Failure - One Boon
- Normal Success - Two Boons
- Special Success - Three Boons
- Critical Success - Four Boons
- Special Critical - Five Boons
Asking for Boons [2]
- Boons must be taken immediately
- Boons must be Darkness Based
- Boons must be comensurate with the dificulty level of the
HeroQuest
- All Boons have a price, either in terms of POW, abilities
or Geases
Ascent to the Castle of Lead
- Questors must fight Creatures of Fire
- Questors must fight Enemy Trolls
- Questors must fight Chaos
- Questors must fight Demons of Darkness
- There will be 2D6 encounters here
Return to Time
- The Questors lose 1D10 POW per Boon taken. If POW is
reduced to 0 or below they remain as Subere's Guardians.
- This Quest takes a number of days = 2D3 + Number of
encounters + number of boons taken
Statistics [3]
Dehori Guardian of the Way
This Dehori Spirit is exactly that - a Spirit. It should be of
immense POW, maybe 200 or 300 and also have the Fearshock powers
of a Shade. If provoked to attack it will attack in Spirit Combat.
Using my rules for Spirit Combat and Fearshock this becomes far
more dangerous than the normal rules. Giving this a spiritual
form prevents the HeroQuestors from attacking it physically.
The Three Guardians
Dehori
Vast humanoid figure of pure Darkness
|
STR N/A |
CON N/A |
SIZ 200 |
INT 40 |
POW 200 |
DEX N/A |
Move 200 |
Fatigue N/A |
DEX SR 1 |
Magic Points 200 |
Hit Points = MP (200) |
|
Hit Points = MP
Fatigue N/A |
Weapon |
SR |
Attack % |
Damage |
Parry % |
AP |
Claw |
1 |
MPx5% |
MP |
MPx5% |
MP |
Breath |
1 |
MPx5% |
MPs expended from General Hits |
|
|
The Breath attack
does damage to General Hits equal to the MPs
expended by the Dehori, this is not stopped by
Armour or Magic |
|
Location |
Melee |
Missile |
AP/HP |
Body |
1-20 |
1-20 |
MP/MP |
|
Special Powers
- Opponents lose the Dehori's POW in Fatigue Points
each round because of the intense cold.
- The Dehori has an automatic Fearshock effect on
all who are in hand-to-hand combat with it each
round.
- It is not a shade, is not demoralised by
Sunbright or Sunlight, does not take double
damage from Fire or any such nonsense.
- Fights as a Spirit Warrior, so Armour = HP = MPs
|
Hollri
Huge humanoid ice-man carrying a 2 Handed Icicle
|
STR 100 |
CON N/A |
SIZ 100 |
INT 20 |
POW 30 |
DEX 20 |
Move 200 |
Fatigue N/A |
DEX SR 1 |
Magic Points 200 |
Hit Points = MP (200) |
|
Ice Points = 200 Fatigue N/A
|
Weapon |
SR |
Attack % |
Damage |
Parry % |
IP |
2H Icicle |
1 |
100% |
2D10 + 1 + 11 D6 |
100% |
100 |
Thrown Icicle |
1 |
100% |
2D8 + 11D3 |
|
|
|
|
Location |
Melee |
Missile |
IP |
Head |
19-20 |
20 |
67 |
Left Arm |
16-18 |
18-19 |
50 |
Right Arm |
13-15 |
16-17 |
50 |
Chest |
12 |
11-15 |
80 |
Abdomen |
09-11 |
07-10 |
67 |
Left Leg |
05-08 |
04-06 |
67 |
Right Leg |
01-04 |
01-03 |
67 |
|
Special Powers
- Weapons do damage both to Hit Points and Fatigue
Points due to their intense cold
- Opponents lose the Hollri's POW in Fatigue Points
each round because of the intense cold.
- Has a Breath of Cold - match POW vs CON for all
within the breath, if succeeds take POW in
General Hits damage, otherwise take POW / 2
General Hits damage
- Ice Points (IP) work as follows:
match damage done to location/weapon Ice Points,
a success means the location or weapon shatters,
if the damage done is 10 or more below the Ice
Points, no damage may be caused.
- Fire does double damage (double damage before
rolling against Ice Points)
|
HellHound
Huge wolf or dog with a mouth dripping saliva
|
STR 100 |
CON 100 |
SIZ 100 |
INT 10 |
POW 50 |
DEX 100 |
Move 200 |
Fatigue N/A |
DEX SR 1 |
Magic Points 200 |
Hit Points = MP (200) |
|
Hit Points = 100
Fatigue 200 |
Weapon |
SR |
Attack % |
Damage |
Parry % |
AP |
Bite |
3 |
500% |
2D10 + 11D6 |
|
|
- Bite has poison POT = damage done by
bite, acts instantly against General Hits
- Match MP vs MP on Bite: success = Victim
loses 1D3 MPs; Special = Victim loses 3
MP; Critical = Victim loses 1D3 POW;
Special Critical = Victim loses 3 POW;
failure = Hellhound loses 1D3 MP; Fumble
= Hellhound loses 1D3 POW
|
|
Location |
Melee |
Missile |
AP/HP |
Head |
17-20 |
19-20 |
20/67 |
LF Leg |
14-16 |
17-18 |
20/50 |
RF Leg |
11-13 |
15-16 |
20/50 |
FQ |
08-10 |
10-14 |
20/80 |
HQ |
05-07 |
05-09 |
20/80 |
LH Leg |
03-04 |
03-04 |
20/50 |
RH Leg |
01-02 |
01-02 |
20/50 |
|
Special Powers
- If a HellHound physically kills an opponent it
will continue to attack the spirit, doing damage
as if the Spirit was a Spirit Warrior. If the
Spirit is reduced to 0 MPs the HellHound has torn
it apart and devours the soul. Such devoured
souls are permanently and irrecovably lost.
|
Minor Opponents
I have not given stats for these minor opponents as I dislike
pages and pages of meaningless stats. However, I have given
guidelines as to what the stats should be based on. It should
only take 5 minutes or so to knock up stats for each encounter
here, especially if the same stats are resused for diferent types
of Demon. The important things to remeber is that if this is a
Solo HeroQuest the HeroQuestor should stand a chance in combat,
make these almost as powerful as he is; if, on the other hand,
this is a group HeroQuest, make these more powerful than
individuals as this forces the group to act together and to co-operate.
Chaos
This Chaos is normally Darkness based. It can include
Vivamorti (rarely Vampires unless before the Styx), Scorpion Men,
Thanatari and Demons. These are normally Rune Level parties
either on HeroQuest or passing through. Sometimes the Chaos will
be denizens of this realm and will be naturally powerful.
The Dead
These take the form of Undead or Spirits. Undead will grab the
HeroQuestors and try to drag them down with them. They should not
be a threat. Spirits may be more of a threat as they can attack
in Spirit Combat and wear down the HeroQuestors.
Demons
These hate everything and are part of the Underworld or Hell.
Use the stats of Sembraki if you have them or maybe use Fiend
statistics with a few modifications.
Hell Hounds
These are basically copies of the Guardian but with lesser
characteristics. Normally a SIZ, CON and STR of 40 or 50
suffices, especially when they attack in packs. If you want to be
really mean, give them the Howl of a Barguest to demoralise the
HeroQuestors as they attack, especially when in packs.
Demons of Darkness
For these, use the stats of Spirit Warriors, but make sure
their POW is high enough that a single blow will penertrate a
parrying weapon, armour and take a limb negative. This means that
they will be very dangerous in combat. It also means that the
HeroQuestor will have to change his combat techniques to fight it
and will have to rely on a good dodge and scoring critical hits
or attacking it in Spirit Combat.
Demons of Fire
Use the statistics of Angels for these. Angels may be Spirit
Warriors, the equivalent of Sembraki or use Agimori with
Heatshock and long, pointy spears. There are statistics for an
Angelic Lord from White Dwarf that are quite good, he uses Heroic
Casting of spells and has a permanent Damage Resistance and Spell
Resistsance effect = POW.
Enemy Trolls
These will be of cults opposed to the HeroQuestor's cult.
Quite often they will be trolls known to the HeroQuestor and the
GM will already have stats for them. If not, use the troll Rune
Levels from the Sazdorf Clan or even the trolls from the Lord of
Terror or Dorastor Packs as they are quite high level.
Enemy HeroQuestors
Once again, these will be known to the HeroQuestors and the GM
will have stats for them. These will be the HeroQuestors that the
PCs have faced before but have not completely defeated. It may
even include those HeroQuestors that the PCs have defeated but
have come back in Death to attack them.
Darkness Minions
These include Hags, Hellions, Ghouls, Zombies, Mummies,
Shades, Wraiths and Dehori.
All spirit based foes should be of sufficient POW or MPs to
absolutely terrify the HeroQuestors. Wraiths in particular should
be powerful enough that the PCs must pepper them with magic and
missiles to avoid being toasted. Use Giant Mummies or Great Troll
Mummies, especially reanimated Death Lords. Zombies should be
really strong and mean. Dehori should be similar to the two
examples. Hags should have Divine Magic to liberally cast at the
HeroQuestors and the POW to easily overcome the HeroQuestors.
Make these as tough as you can. After all, this is a dangerous
HeroQuest.
Notes
1. Since I set this in
GodTime, all skills were divided by 5. This meant that the more
powerful HeroQuestors and foes are numbed slightly in combat. It
also meant that any skills ticked gained 5D6% not 1D6%. If you
don't want to set this in GodTime then feel free to use the full
statistics. I would actually prefer to have this an Other Place
not an Other Side Quest as in my new rules an Other Side Quest
actually sets up a new Myth or HeroPath which is not what I
originally intended.
2. These Boons can be pretty
anything the Questor wants, within reason. I think that Derak had
two bons and asked to increase his Darkness Ties (we were using
the Runic Ties at the time) and to mate with Subere (he had a
belief that the more goddesses he mated with the more powerful he
would become). Basically, this can give the ability to sacrifice
for extra Divine Magic, Heroic Casting of certain spells, the
gaining of Darkness Powers (Animate Shadow, Hide in Darkness,
Fear Shock, Command Shade, Resistance to Cold and so on).
3. Statistics? Yes, for this
HeroQuest I have included the statistics I used when I ran the
HeroQuest. This breaks my normal rules on statless HeroQuests so
the HeroQuest may be used at all levels. However, this HeroQuest
was a one-off intended to be run at a certain level. The stats
are for a High Level HeroQuest where the HeroQuestor is at what
some might call Super Rune Level, i.e. very high percentages and
a good deal of magic, armour points and hit points.
[End]