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Created On 8 February 2001
Last Updated On 8 February 2001
Copyright © 2001 Simon E. Phipp
Behind the Golden Door
This scenario was written just in case the party became to big for their
boots and decided to try and get Gbaji's Claws. I wrote it to be quite
difficult and used creatures with quite heavy stats and I thought the party
would not be able to complete it. I was wrong, they fairly breezed through
it as they had been preparing for this kind of thing and had HeroPaths
already set up so that they could be Invoked when required. In fact, they
had given this a lot of thought and managed to get Gbaji's Claws back,
something which Stuart believes was Derak's crowning achievement and the
one thing that he would be remembered for.
History
When Arkat and Talor were knocking on Nysalor's door he realized that his
Empire was finished. To reduce the chances of being killed by Arkat he
divested himself of that which Gbaji had corrupted. One of the things he
removed were the Adamant Claws that Gbaji had used to tear open Korasting's
Womb and cause the Curse of Kin Nysalor knew that Arkat the Troll could
not forgive he who had wielded these Claws so he decided to remove them.
Nysalor placed these Claws in a protected area beneath the ground, deep
inside the UnderWorld, guarded by the Five Elements. However, he saw that
the Claws were not the only tainted thing he had, so he struck off his
own hands and placed them with the Claws. Afterwards he grew new hands
to fight Arkat with. Ever since, the entrance to the UnderWorld was hidden
behind a Golden Door hidden deep within the earth beneath the Tower of
Lead.
When Arkat and Gbaji fought, Gbaji was killed and dismembered. Arkat
sought the Adamant Claws but could not find them. He questioned the servants
of Nysalor and Gbaji but to no avail. Eventually he left the area and the
location of the Claws was forgotten by all. When the Vampires took over
the Tower of Lead they explored the caverns beneath it and found the Golden
Door. Even the Angel of Light, Mistress of the Fires of Heaven did not
know what lay behind the Golden Door, even though she had been one of Nysalor's
lovers. Over the years the Vampires found that nobody in Dorastor knew
of the Golden Door, not even Ralzakark, and nobody knew how to open it.
Eventually everyone but the Vampires forgot the Door.
The Scenario
The only entrance to the Caverns beneath the Tower of Lead is to be found
beneath the Status of Vivamort in the Main Temple. If this statue is toppled
a staircase is revealed heading down. Beneath the Tower of Lead is a complex
of caverns, tunnels and caves guarded by a vast number of Undead from the
Tower. There are maybe 1000 undead here of various types but no Vampires
can normally be found here unless they are chasing the party. There is
at least one point where a cavern is hidden by being behind a tunnel beneath
a pool of water so the party must swim beneath the pool water in order
to discover the secret cavern otherwise they will never find the Golden
Door. If they have the Golden Key it will point to this pool wherever spun
in the cave.
The party must find the Golden Door and must find out how to open the
Door. They will then pass through the Door and overcome each of the Elemental
Guardians until they reach the Inner Sanctum. They must then defeat the
Hands and the Claws and return with the Adamant Claws.
Looking through the Scenario it could almost be an Other Place Quest
but that would involve extra work. If you want to make it a HeroQuest then
feel free, after all it is a raid on the UnderWorld and has several properties
that make it not a normal scenario.
The Scenario has several parts to it:
Opening the Door
-
The Golden Door may only be opened by a Rune Level who is Illuminated
-
A Troll cannot open the Door, nor can a member of a Troll Cult
-
Only the Great Key may open the Door [1]
-
When opened the Door will swallow the Great Key and will open on the command
of the person who opened the Door
-
The door will begin to close 1 round after opened, it will take 2D6 + 2
rounds to close
-
Once closed again it can never be opened as the Great Key will have gone
-
Trying to burn through the Door (100 AP) or burning through the rock surrounding
the Door will eventually reveal a cavern containing a golden statue of
Nysalor that will Illuminate anyone who sacrifices 1 POW to it. It also
changes them into an exact image of the Statue including being coloured
gold. This could be sold in the Lunar Empire for around 100,000L.
Passing through the Door
-
Each PC can make 1 attempt to pass through the door per round
-
Each attempt to pass through the Golden Door costs 1D6 Personal Magic Points
-
Once a person has reached 0 MPs they cannot pass through the Golden Door
-
To pass through the Door roll against the Bravery Trait, if this succeeds
then the person can pass through the Door, if the person fails he must
roll against the Cowardly Trait and if he succeeds this he will run from
the Door as fast as he can, never to return
Travelling in the Complex
-
Each person may be hit by an overwhelming feeling that they have to conquer.
The feeling is random and may be different for each person.
-
This is called a Feeling Roll for this scenario and may happen more
than once
-
Each Feeling may be temporarily overcome by rolling the relevant character
trait
-
If the Feeling is not overcome the person will remain rooted to the spot
and will refuse to continue unless persuaded to by his comrades, each person
who has just overcome his Feeling may choose to attempt to persuade the
person to continue. Each extra attempt is at a 10% reduction. If the chance
to succeed is reduced to 0 or below the person has run out of attempts
then he cannot continue and must return back the way he came.
-
For example, Darrel the Pessimist goes past the Golden Door and is hit
by a Feeling of Paranoia, he attempts to roll his Optimist Trait of 25%
and fails. Three of his friends succeed in overcoming their Feelings and
try to talk him around. His next attempt is at 25% - 10% = 15% which he
fails, he then tries at 5% and fails again. Because his chance for the
next attempt is at -5% he cannot try again and he returns back the way
he came because "We're all going to die"
-
The Feelings are:
Feeling |
Character Trait |
Fear of the Unknown |
Bravery |
Is it worth taking the risk? |
Impulsive |
Apathy |
Energetic |
Oh no, we're all going to die! |
Optimist |
Paranoia |
Trusting |
Why should I endanger myself for others? |
Loyal |
False Turns
-
Every so often the path will split into 2D3 paths
-
Only 1 path will be correct, the others are long, convoluted dead ends
filled with traps, monsters, horrors etc.
-
It normally takes a day to reach the end of a dead end by which time the
party must return back the way they came
-
The correct path is the most dangerous path (for anyone with an ability
to detect the most dangerous path)
-
Passing through the Correct Path requires a Feeling Roll
The Guardians of Darkness
-
These are Demons to terrify Questors
-
They include Hags, Shades, Wraiths, Trolls, Hellhounds, Ghouls, Dehori,
Hollri
-
They will attack a party containing Light Bearers, Fire Bearers, members
of a Fire/Sky/Light Cult or anyone who attacks them
-
If the party does not contain Fire/Sky/Light cultists and has no Lights
or Fires showing then they may pass if they each agree to sacrifice a Sentient
being to Subere within a Season. Anyone agreeing to this but not performing
the sacrifice will show up as an Oath breaker and will detect as an Enemy
of any Initiate or higher in a Darkness Cult.
-
There are 2D6 encounters with Guardians of Darkness, each would require
a sacrifice if passed without incident
-
If the party does not want to fight and does not want to sacrifice a sentient
and is not attacked then they must return the way they came
The Guardians of Water
-
This is a broad expanse of water that lasts for 10 miles
-
There is a 0.5m space above the water for breathing purposes
-
The party must swim for 10 miles
-
If the water is swallowed it counts as Sleeping Draught POT 40 and knocks
the person out for POT - CON turns
-
The water reduces Fatigue Points by 1 per 5 minutes of swimming
-
The water reduces Magic Points by 1 per hour of swimming
-
The way is found by opposing the slight current in the water
-
All False Turns here will eventually end up completely underwater and be
full of underwater monsters
-
An underwater creature will attack every hour, these include Sea Serpents,
Undines, Mermen, Sharks, Water Dragons, Naiads and Voughs
-
Each hour every person must make a Feeling Roll or tread water until
he drowns
The Guardians of Earth
-
There are 8 Copper Warriors, 20 feet tall, carrying a Copper Axe and Great
Shield guarding a huge pit in the soft earth of a cavern
-
The pit is the way forward
-
The pit is a huge gnome, if people enter leaving 1 or fewer people above
the pit the gnome will close - SPLAT!
-
The paths diverge at the bottom of the pit into 2D6 paths, of which all
but 1 are False Turns
The Guardians of Sky
-
This is an arching bridge of polished gold, 6" wide and 1" thick passing
through a curtain of Fire above a pool of glowing lava
-
Anyone flying over the lave is hit by a stream of lava doing molten rock
damage (8D6) to all hit locations each round they are flying. Armour protects
until the cumulative damage overcomes the AP at which time it falls off.
Armour held on by leather or flammable straps will fall off if the flyer
fails a Luck Roll. The lava stream will attempt to drag the person down
into the lava pool (STR 8D6).
-
Crossing the Bridge requires a Feeling Roll
-
To cross the Bridge each person must make 6 DEXx1% rolls if walking, 6
DEXx2% rolls if crawling, if a DEX roll is failed the person will fall
into the lava if he fails a Luck Roll, if the DEX roll is fumbled the person
will automatically fall
-
Heroic Abilities may be used to make the crossing easier - for instance
magic to improve Balance might be used as might HeroQuest Stations that
improve Balance (e.g. Wallan the Walker's Rainbow Running HeroQuest Station)
-
Falling off the Bridge causes the person to fall into the lava, taking
damage as if falling from Number of Rolls attempted x 10m, then lava damage
as normal. So, Steven the Sticky fails to live up to his name and falls
having failed 4 DEX rolls, so he falls 40m and takes substantial damage
then is burnt to a crisp
-
The Golden Bridge will break if more than 1000 kg is placed on it at any
one time. It will give loads of warning groaning sounds beforehand and
will start to shudder and shake once 800 kg are on the Bridge. Fat or over
encumbered adventurers beware.
-
Passing through the Curtain of Fire causes 4D6 damage direct to each location,
only Golden Armour protects and other armour falls off if a Luck Roll is
failed
-
Anyone Teleporting to the other side of the Bridge finds that they have
Teleported into the middle of the Lava Pool (20 rounds to swim to the surface)
and that they start to turn nice and crispy
The Guardians of Air
-
This is a Chasm 1 mile across and 1 mile deep
-
A rope across it breaks on the first attempt to cross after 1 mile
-
The Chasm needs to be crossed by flying or teleporting
-
Anyone trying to cross the Chasm must make a Feeling Roll or stay on the
near side
-
Climbing down the sides is not to be recommended as there are many monsters
of all types hiding in the crevices, on the chasm floor and up the other
side, also all Climb rolls are at -100%
The Guardians of Chaos
-
The party will be attacked by 2D6 groups of Chaos
-
Chaos includes Chaos Demons, Scorpionmen, Broos, Vampires, Sembraki, Fiends
and any number of other Chaos Types, each group is normally of around 2D10
in number
-
This is just a mega-hack, nothing subtle, but should separate the men from
the boys
The Guardians of Law
-
8 Guardians guard the entrance to a tunnel through the rock, each Guardian
has the form of an Angel and is made from a transparent crystal, each holds
a sword and a shield and has a glowing gem where their hearts would be.
They can only be killed if the gems are removed from the chests, this takes
a critical roll to the chest that does more than 20 points of damage to
the chest.
-
The party must travel through the small tunnel and must encounter 6 squeezes
of SIZ 20, 17, 14, 14, 17 and 20
-
On a Squeeze, if the person is smaller than the Squeeze SIZ he must make
a Luck Roll or touch the rock. If the person is larger than the SIZ of
the Squeeze he must fail a SIZ vs SIZ roll and make a Luck Roll in order
not to touch the Rock. If the SIZ roll succeeds he is stuck and touches
the Rock. Stuck people may not continue and stop other people from continuing.
-
For example, Gerald the Magnificent (SIZ 18, POW 19) moves through the
tunnel and encounters the squeezes, he is smaller than the first one and
rolls 70 on his Luck Roll, on the second he has a 45% chance of success
(17 vs 18) and rolls 30 and 15 on his Luck Roll, so far so good, on the
third he has a 30% chance of success and makes it with a 12 but rolls 98
on his Luck Roll, touching the Truestone and getting all his magic sucked
from him. He is now stuck and can't even Teleport out of the way. Oh dear,
oh dear.
-
The middle two Squeezes (SIZ 14) pass through an area of Truestone and
anyone touching such a huge block of Truestone will lose all the magic
that was cast on them and also will lose any uncast Divine Magic in his
mind, as if he had cast them. This lost Divine Magic can be reprayed afterwards
but is lost here.
-
SIZ reduction spells will make this task a little easier
-
Anyone stuck may cast a Teleport spell in order to move out of the Squeeze,
but cannot use Teleport to avoid the Squeeze as he can only see the way
forward once the Squeeze is encountered
-
In theory, one person could pass through all the Squeezes and then use
Teleport to bring everyone else out without danger but that would be boring
and should be poo-pooed as an idea by the GM if it is raised, it will work
though.
Meet the Greeblie
-
After passing through the Guardians and hopefully having had all Divine
Magic sucked out into the TrueStone, the party will now meet the Hands
and the Claws. Lucky them.
-
They see nothing in the Darkness ahead, no light will illuminate the area
but Cats Eye or Darksee spells will allow visibility
-
They see a pair of Claws made from Adamant and two Hands holding the Claws.
These Claws attack at 1000% and do damage of 3D10 + 6D6 each. Magic
does not protect against this as Adamant ignores magic. Physical armour
protects as normal as does enchanted armour. It is up to the GM whether
he allows magically enchanted armour to protect or not, but I would (see
I'm not that bad a GM). Any wound is made by the Claws poisoned and the
poison POT is equal to the damage done and has an effect immediately. The
poison is twice as strong against trolls.
-
Each hand has 10 HIt Points and is held in a glove that is part of the
Adamant Claws and can only be damaged by a critical hit
-
Since the hands are moving around quickly they are quite difficult to hit
- all attack chances on the hands are at -200% plus any negatives for fighting
in Darkness etc.
-
Only Adamant can damage Adamant weapons and the Claws have 50 AP each
The Return
-
If any party chooses to return without reaching the end they must fight
there way back
-
Any False Turns will show the True Path as the Least Dangerous Path
-
When the Golden Door is reached the person may walk through the Door without
a problem. The Door does not open but he finds himself outside the Golden
Door
-
Divine Intervention will move the party to the Golden Door and they may
leave as they wish
Divine Intervention
-
This can be used to resurrect characters, heal, provide spells etc. as
normal
-
It cannot be used to take people past the Golden Door (in either direction)
-
It can be used to move people backwards but not forwards, so it can move
people from the Greeblie to the Golden Door
-
Cannot be used to gain immunity from encounters
-
Is at normal chance
Statistics
-
I have not written any statistics here because there are too many encounters
-
If I can find the statistics for the Copper Guardians or the Crystal Guardians
I will include them here
-
The Huge Gnome has an unending number of Hit Points but does 20D6 to each
location
Notes
1. There is only one Great Key
in Dorastor. This was created by Nysalor from the finger nails of his hands,
each of which he made into a Talisman. Thus, there are ten Talismans that
must be found and united in order to make the Great Key. When one person
comes into possession of more than one Talisman he will wish to touch them
together in which case they will change form into part of a Golden Key.
When spun around on the floor, the parts of the Key will point towards
the nearest Talisman and the person who holds the portion will know that
a Great Key can be made. If the Golden Key has been reformed with all Talismans
it will point to the Golden Door when complete. When Talismans are merged
they cannot be unmerged but the portion of the Key formed retains all the
properties and powers of each constituent Talisman.
The Ten Talismans
-
Ralzakark's Amulet
-
Mistress of Light's Golden Ring
-
One of the Golden Eagle's Arrowheads
-
Golden Leaf from HellWood Great Tree
-
Giant King of NeverDead's Crown
-
First Age Wheel found in Mad Sultan's Treasury
-
Man of Light's Fingernail (Index Finger, Right Hand, is made of Gold)
-
Dorasta's Necklace
-
Golden Dagger lost in the Ash Flat
-
Golden Spearpoint hidden in the vaults of Castle Kartolin
Each Talisman is made of gold, detects as magical and shows an extra unknown
property under Analyse Magic. The properties of each Talisman must be prepared
in advance by individual GMs.
[End]