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Created On 11 February 2001
Last Updated On 11 February 2001
Copyright © 2001 Simon E. Phipp

Beneath Thunder Mountain

The Background

Back during the Darkness when the World had gone mad, many Gods and Goddesses tried to help the people. One of these was The Man of Light, a son of Lodril and Dorasta who raised a mighty fortress to prevent a Chaos Army from entering Dorastor. He threw molten lava over the Chaos Heroes, stopping them and creating the Bad Rocks which can still be seen today.
The Man of Light performed a few deeds in the Darkness, including giving Orlanth a place to shelter, thus making his fortress a Holy Place of Orlanth. A great Ram used the Fortress to leap into the Rockwoods and onto the Mountains of Jord, establishing some little known Magic Roads in the area.

When the Dawn came, the Man of Light retreated into his fortress and accepted the worship of those close by. As long as they worshipped him he would guard the entrance to Dorastor and would not cover them with lava. It was an amicable agreement which both were happy with.

Then came the Bright Empire. Nysalor gathered many Heroes and Demigods to his court, amongst which was the Man of Light. However, the Man of Light realized that the Golden Empire was not to his liking and returned to his fortress, guarding the lands. When the Destroyer came to smash Dorastor, the Man of Light let him pass and covered an attacking force with molten rock, thus betraying his worshippers and their agreement. For this, he was cursed by Nysalor and bound into his Fortress where he remained.

Nothing is for free and the Man of Light did not forget the lessons he learned at Nysalor's Court, especially the lessons taught by Gbaji. He wrestled with these thoughts and the earth shook as he tossed and turned. Eventually he shook off those thoughts and begat a new Demigod, smaller and weaker than himself but cunning beyond measure. This son fled from his father and hid deep inside Thunder Mountain until his father had forgotten about him. After many years Dorastor was reawakened and intrepid HeroQuestors visited each site in the area and made contact with what they found. The Man of Light refused all contact with Ralzakark's forces and turned his back on them, but in doing so he did not see his son sneak in and whisper to those gathered there. From that day forth the forces of Ralzakark were made welcome in certain parts of Thunder Mountain.

There is a Shrine to this demigod deep within Thunder Mountain. It is guarded by the priests of his cult and provides the power of fire to the forces of Chaos. The demigod is known only by his title, Fiery Slime, and is partially incarnated in the form of his High Priest who guards the Temple. Killing the High Priest will weaken the Fiery Slime and may well allow the Man of Light to realise that his son is helping Chaos and force him to act.
 

The Scenario

Background

Adventurers wandering close to Dorastor have reported that they have seen several Chaotic creatures use Fire Powers that were probably not Chaotic Features. In particular they have seen Salamanders being used by people who were not shamans. Most of these reports were made near to Thunder Mountain. The Temples that the party belong to ask them to investigate as this is only a minor problem. Fire cultists will be asked to help because the Temple wants to see if Fire/Sky has been corrupted by Chaos, Storm cultists will be asked to check out the Chaos and to destroy it if possible, Darkness cultists will have a double treat of destroying Fire/Sky and destroying chaos.

If the party investigate the areas around Thunder Mountain they will eventually see some display of magic from a group of members of the Fiery Slime, normally a display of Firebreath, Fireblade or Salamanders. True chaos-fighters would immediately fight them and defeat them but cunning chaos fighters would follow them to find out where they go. Assuming the party decide to follow them they will be led to one of the hamlets near Thunder Mountain where a small group of people scratch a living from the soil. Nothing here would indicate worship of the Fiery Slime.

This would happen several times, each different group going to a different hamlet until one group is observed entering a small tunnel hidden beneath one of the ramshackle huts in a hamlet. Of course, if the party ambush and interrogate one of the Fiery Slime cultists then they may be able to find out about the tunnels themselves. There are four or five hamlets near Thunder Mountain, each of which has a hidden tunnel which reaches to Thunder Mountain. These are old lava tubes made by the Fiery Slime when he reached out to those who tried to contact him. If the party decides to return to the Temples and tell them what they have found they will be asked to return and investigate further - no getting out of it that way.

Entering the Complex

Entering the lava tubes would be the best way to find the Temple to the Fiery Slime. Each tube is a tunnel 4 feet high so the party would have to stoop to walk through, all except dwarves, ducks and other small creatures. Giants and Trolls would have to crawl which puts them at a great disadvantage. There is nothing of danger in the lava tubes as the cultists periodically sweep them. However, there may (50%) be a cultist in the tubes coming the other way, if this is the case then he will run back to the Temple and raise the alarm if not stopped.

The Snail Shell

The lava tubes all end up passing through a layer of salt a couple of inches thick and several feet wide at the entrance to the Snail Shell. This was once a Chaotic Monster, some say the first Dragon Snail, that was destroyed by the Man of Light in the Darkness. This creature was part of an attack on Dorastor and the Man of Light covered the army with a Lava Lake that made the Bad Rocks. The Dragon Snail was burned away but its Shell remained and takes the form of a cavern with a spiral shape. The lava tubes open up in the largest part of the Snail Shell and the parry will be met with the sight of hundreds of Dragon Snails milling around half submerged in a fetid pool of water. These are the Sons of the Shell and are created from the slime that drips from the Snail Shell. [1] The party will be attacked by 1D3 Dragon Snails, each round they spend in the Snail Shell they will be attacked by a further 1D4 - 1 Dragon Snails, if ever they have defeated all that fight them they will be attacked by 1D3 Dragon Snails and the cycle starts over again. There is a 50% chance of being attacked by Gorp and Walktapi as well. It takes 10 rounds of movement or 20 rounds of combat and movement to cross the Snail Shell and exit through the thin end of the Shell.

The Friends

At the Neck of the Shell is a metre wide layer of salt behind which stands a group of Dragon Snails that are more powerful than the others. These are Seven Heads and its friends. If these are killed the party can progress through the next layer of salt to a 50 metre long tunnel. This tunnel is filled with alternate layers of salt and dry straw each 10 metres long. The straw is impregnated with oils of various kinds and each layer has a number of trip wires connected to a Fire Pot that will set the straw alight if not spotted. (Spot Traps/Search - 20% to see the trip wire.)

Cave of Fire

The tunnel opens up into a large dry cave with several pillars of rock. Several corridors run off from this cave, all roughly carved and worked from the natural rock. Two corridors lead to the Initiate Quarters, two to the Rune Level Quarters and one to a hidden cave in the side of Thunder Mountain. The opposite side of the cave goes down a flight of roughly hewn steps leading to a platform beside a Lava Pool. The Lava Pool is the central Shrine of the Fiery Slime and is the focus of the worship of the demigod. The Platform is guarded by Warding 4 and holds the High Priest who is an Incarnated Form of the Fiery Slime and is the Temple Guardian.

It is possible for the party to sneak through the caves and avoid being detected. The Initiates will normally be working or sleeping in their caves. If the party sneak up each of the tunnels and attack each cave individually they may avoid detection. Combat will be heard with a successful Listen roll in an adjacent cave, a special Listen in the main cave and a critical Listen elsewhere. If anyone hears the combat they will raise the alarm which means that those in the main cave require a Listen roll to hear the alarm and those in the opposite caves need a special Listen roll. Once someone in the main cave or an opposite cave hears the alarm then they will raise the alarm for everyone.

If the alarm is raised for everyone then the Initiates will run into the main cave and will fight the party there. The Rune Levels will run to the Platform beside the Lava Pool and will fight beside the High Priest. They will summon Salamanders and will use their Firebreath spells in order to burn the party. The High Priest will use his Scourge and Firebladed Sword without parrying as he will rely on his armour to protect him. He will direct the Steam Geyser at nearby enemies and may even use the Lava Flood ability if all else looks as though it has failed. He usually throws the Flaming Guardians at enemies if things look bad. The Priest with the Meteor Bow will try to remain away from combat and use it against the party.

Assuming the party manage to kill everything, the High Priest will Invoke the Lava Flood and destroy everything in the Temple, after all he can simply re-incarnate and set the Temple up again at a later date. However, he will be weaker and his actions will have alerted the Man of Light that something is very wrong here. This will result in a civil war which the Fiery Slime will lose.

If the party gets the Meteor Bow then they will be expected to turn it in to one of their Temples. Any Fire/Sky worshippers should claim the Meteor Bow and return it to the Caladra and Aurelion cult for which they will be richly rewarded. The other magic items are of no importance to others and can be split up as the party wishes. Anyone trying to keep the Meteor Bow will become the enemy of every Caladra and Aurelion cultists they meet and will become the focus of determined attempts to regain the Meteor Bow.

Statistics [2]

Dragon Snails


All have similar statistics apart from Chaos Features. [3]

Where the stats are different, I have included those stats, otherwise use these generic stats.

Move 3
Bite (1D6 + 2D6) 75% SR 8
HP 18
Shell (01-08) 8/7
Forebody (09-14) 4/6
L Head (15-17) 4/6
R Head (18-20) 4/6
 
 
1. 
Befuddle 1 person/round
+ 8 point skin
Reflect 1 point spells
2. 
Absorbs 1 pt spells
Appears Extremely Dangerous (Poison)
Undetectable by Magic
3. 
Agonizing Screams when moving
DEX 10 (SR 7)
Poison Touch 11 POT
4.
Gem (10,000L) on forehead
Absorbs 1 pt spells
5.
Absorbs 1 and 2 pt spells
6.
+ 9 STR (3D6 DB)
Reflect 1 and 2 pt spells
7.
Reflect to 5 pt spells
+ 12 pt skin
Hypnotic Skin (INTx5% or drool and be eaten)
8.
SIZ + 7 (3D6 DB)
Apparently Invincible
9.
CON + 14
3D10 Fire Breath 1/day
10.
Absorbs 1 pt spells
Regenerate 1hp/round/loc of choice
STR + 16 (3D6 DB)
11.
Reflect 2 pt spells
12.
Poison Bite POT 18
13.
Breathe 3D10 Fire 1/day
POW 18
Explodes doing 3D6 to all within 3m
14.
Stench Overpowering CONx5% or pass out
15.
Appears Confusing -30% to attacks
16.
POW 17
Regenerate 1/loc/round
+1 DEX
17.
Stench Overpowering CONx5% or pass out
Leap 10m
18.
POW 24
Regenerate 6/loc/round
Breathe 3D10 1/day
19.
STR + 11 (3D6 DB)
CON + 5 (23 HP)
20.
CON + 7 (22 HP)
Agonizing Screams when moving
21.
CON + 8 (23 HP)
Absorbs 2 pt spells
22.
Gem (20,000L) inside shell
Never Surprised
23.
SIZ + 4 (3D6 DB)
24.
Hypnotic Skin (INTx5% or drool and be eaten)
Reflect 3 pt spells
25.
Invisible at will
26.
Explodes doing 3D6 to all within 3m
27.
Appears Confusing -20% to attacks
Appears Confusing -40% to attacks
Agonizing Screams when moving
28.
Apparently Invincible
29.
Stench (CONx5% or pass out)
Regenerate 1/loc/round
Hideous Demoralise POW=36
30.
Gem (5000L) on forebody
POW 21
31.
Invisible until attacks
32.
SIZ + 5 (3D6 DB)
33.
Acidic blood (1D6 damage to damaging weapons)
34.
Regenerate 6/loc/round
Regenerate 1/loc of choice/round
35.
Spirit attacks slayer after death
Reflect 1 pt spells
36.
Agonizing Screams when moving
37.
Regenerate 2/loc/round
Leap 10m
38.
Appears extremely dangerous (poison and acid)
39.
Hideous Demoralise POW=36
40.
Regenerate 1/loc/round


Special Dragon Snails

7 Headed Dragon Snail

STR 40 CON 24 SIZ 37 POW 12 DEX 27 HP 31
Bite (1D6 + 3D6) SR 4 100% (Can Crush)
Breathe Fire (3D10) SR 1 135%

Each head attacks a random target with fire, so it is possible for an unlucky character to be breathed on 7 times in one round.

Chaos Features: + 18 STR, + 3D6 CON, + 3D6 SIZ, + 3D6 DEX, + 10 pt skin, Each head breathes fire at DEXx5% 5 times per day, Move 12

Shell (01-08) 18/13
Forebody (09-13) 14/12
Head 1 (14) 14/12
Head 2 (15) 14/12
Head 3 (16) 14/12
Head 4 (17) 14/12
Head 5 (18) 14/12
Head 6 (19) 14/12
Head 7 (20) 14/12

The Tank

As normal dragon snail but with the chaos features of Appears extremely dangerous and Apparently Invincible.
Shell appears to be of stone bolted with iron plates
Appears to be wearing Iron Ring mail on body and heads
Heads appear to have iron jaws and appear to be dripping with poison and acid
Although it has 3 heads it appears to have 6

Shell (01-08) 8/7
Forebody (09-14) 4/6
Head 1 (15)  4/6
Ill. Head 1 (16) -
Head 2 (17)  4/6
Ill. Head 2 (18) -
Head 3 (19)  4/6
Ill. Head 3 (20)  -

The Handsome One

As normal dragon snail but has following Chaos Features: Confusing Attacks at -20%, APP 21 attacks APP vs INT, if successful attacked person becomes a bodyguard and lover (Max. 7)

If the dragon snail is killed the bodyguards will attack fanatically for 2D3 rounds then will come to their senses.

Bodyguards

Broo Initiate Thed
 
STR 18 CON 18 SIZ 18 INT 11 POW 14 DEX 11 APP 7 HP 20
Spear (1D8 + 1 + 1D6) SR 4 90%/80% (15)
Butt (1D6 + 1D6) SR 8 90%
Spells: Healing 4, Protection 2, Bladesharp 4, Disruption
Chaotic Features: + 2D6 (5) SIZ
Location Melee Missile AP/HP
Head 19-20 20 2/7
Left Arm 16-18 18-19 2/6
Right Arm 13-15 16-17 2/6
Chest 12 11-15 2/8
Abdomen 09-11 07-10 2/7
Left Leg 05-08 04-06 2/7
Right Leg 01-04 01-03 2/7

Ogre
 
STR 19 CON 13 SIZ 11 INT 11 POW 13 DEX 11 APP 11 HP 13
Bastard Sword (1D10 + 1 + 1D4) SR 6 80%/70% (20)
Med. Shield (1D6 + 1D4) SR 7 50%/80% (12)
Spells: Healing 2, Protection 4, Bladesharp 4, Disruption
Chaotic Features: Undetectable by the use of magic
Location Melee Missile AP/HP
Head 19-20 20 4/5
Left Arm 16-18 18-19 4/4
Right Arm 13-15 16-17 4/4
Chest 12 11-15 4/5
Abdomen 09-11 07-10 4/5
Left Leg 05-08 04-06 4/5
Right Leg 01-04 01-03 4/5

Ogre Initiate Fiery Slime
 
STR 19 CON 19 SIZ 15 INT 12 POW 13 DEX 11 APP 11 HP 20
RH Bastard Sword (1D10 + 1 + 1D6) SR 6 80%/70% (20)
LH Bastard Sword (1D10 + 1 + 1D6) SR 6 75%/85% (20)
Spells: Healing 4, Protection 2, Bladesharp 2, Fireblade
Chaotic Features: 
  • Befuddle 1 opponent per round
  • Immune to fire damage
Location Melee Missile AP/HP
Head 19-20 20 7/7
Left Arm 16-18 18-19 7/5
Right Arm 13-15 16-17 7/5
Chest 12 11-15 7/8
Abdomen 09-11 07-10 7/7
Left Leg 05-08 04-06 7/7
Right Leg 01-04 01-03 7/7

Human Initiate Yelmalio
 
STR 15 CON 15 SIZ 15 INT 12 POW 14 DEX 13 APP 14 HP 16
Long Spear (1D10 + 1 + 1D4) SR 3 85%/80% (14)
Javelin (1D10 + 1D2) SR 2 80%
Spells: Healing 4, Protection 2, Bladesharp 2, Speedart, Demoralise
Gifts: Permanent Farsee
Geas: Use no non-cult weapons
Location Melee Missile AP/HP
Head 19-20 20 5/6
Left Arm 16-18 18-19 5/5
Right Arm 13-15 16-17 5/5
Chest 12 11-15 5/7
Abdomen 09-11 07-10 5/6
Left Leg 05-08 04-06 5/6
Right Leg 01-04 01-03 5/6

Great Troll Initiate Zorak Zoran
 
STR 26 CON 21 SIZ 26 INT 9 POW 11 DEX 11 APP 7 HP 25
Maul (2D8 + 2D6) SR 2 85%/80% (15)
Greatsword (2D8 + 2D6) SR 2 80%/75% (15)
Spells: Healing 2, Protection 2, Bludgeon 4, Fanaticism
Divine: Crush 2, Seal Wound
Location Melee Missile AP/HP
Head 19-20 20 7/9
Left Arm 16-18 18-19 7/8
Right Arm 13-15 16-17 7/8
Chest 12 11-15 7/10
Abdomen 09-11 07-10 7/9
Left Leg 05-08 04-06 7/9
Right Leg 01-04 01-03 7/9

Dark Troll Initiate Zorak Zoran and Kyger Litor
 
STR 17 CON 17 SIZ 17 INT 13 POW 11 DEX 11 APP 11 HP 19
Maul (2D8 + 1D6) SR 2 85%/80% (15)
Spells: Healing 4, Protection 4, Bludgeon 4, Disruption
Divine: Crush 2, Counter Chaos
Location Melee Missile AP/HP
Head 19-20 20 7/7
Left Arm 16-18 18-19 7/6
Right Arm 13-15 16-17 7/6
Chest 12 11-15 7/8
Abdomen 09-11 07-10 7/7
Left Leg 05-08 04-06 7/7
Right Leg 01-04 01-03 7/7


Gorps

Envelop (POT 8 Acid)100% SR 8
Body 01-20 0/11

There are 30 gorps, all identical except for the following which have Chaos Features.
 
Overpowering Stench CONx5% or pass out Regenerate 3/loc/round
Absorbs 1 pt spells
Move 12
Befuddle 1 opponent/round
+10 pt skin
Overpowering Stench CONx5% or pass out
Spirit attacks slayer after death
Never surprised
Explodes doing 3D6 to all within 3m after death


Walktapi

There are 20 identikit Walktapi, these are exactly equivalent as life is too short to write different stats for 20 Walktapi. If you want 20 different stats then print this out 20 times and use tippex.

STR 25 CON 13 SIZ 25 POW 11 DEX 11 HP 17
Tentacle (2D6) SR 7 90% (4 tentacles attack at once)
Constrict (4D6) SR 7 100%
Poison Gas Cloud POT 13

Head (19-20) 4/6
Tentacle 8 (18) 4/5
Tentacle 7 (17) 4/5
Tentacle 6 (16) 4/5
Tentacle 5 (15) 4/5
Tentacle 4 (14) 4/5
Tentacle 3 (13) 4/5
Tentacle 2 (12) 4/5
Tentacle 1 (11) 4/5
Left Arm (09-10) 4/5
Right Arm (07-08) 4/5
Chest (06) 4/7
Abdomen (05) 4/6
Left Leg (03-04) 4/6
Right Leg (01-02) 4/6



Ogres, Initiates of the Fiery Slime

There are 20 of these, all with identical stats but differentiated by their Chaos Features.

STR 19 CON 19 SIZ 15 INT 12 POW 13 DEX 11 APP 11
RH Bastard Sword (1D10 + 1 + 1D6) SR 6 80%/70% (20)
LH Bastard Sword (1D10 + 1 + 1D6) SR 12 75%/85% (20)
Grapple (4D6 Heatshock) SR 8 90%
Breathe Fire ((1-4)D10) SR 3 95%

HP 20
 
Location Melee Missile AP/HP
Head 19-20 20 7/7
Left Arm 16-18 18-19 7/6
Right Arm 13-15 16-17 7/6
Chest 12 11-15 7/8
Abdomen 09-11 07-10 7/7
Left Leg 05-08 04-06 7/7
Right Leg 01-04 01-03 7/7

 
 
1.
Regenerate 4/loc/round
Apparently Invincible
Undetectable by Magic
Firebreath 3D10, 4/day
2.
+ 10 point Skin
Immune to Fire
3.
Reflect 6 pt spells
Agonizing screams when moving
Leap 10m
Explodes doing 4D6/3m
4.
Reflect 2pt spells
Agonizing screams when moving
Can cast Ignite 2/day
5.
+ 6 POW
Befuddle 1/round
+ 8 pt skin
Invisible at will
Takes half damage from fire
6.
Appears harmless (weak old man)
SIZ + 7 (+2D6 DB)
Reflect 2pt spells
Heatshock Grapple (4D6)
7.
Undetectable by Magic
Overpowering STench CONx5% or pass out
Takes half damage from fire
8.
+ 3 DEX (-1 SR)
Spirit attacks slayer when dead
Immune to fire
9.
DEX + 11 (DEX SR 0)
SIZ + 11 (SR 1, + 2D6 DB)
Absorbs 1 pt spells
Ignite Glance 5/day
10.
Reflect 1 point spells
Undetectable by Magic
+ 5 DEX
Appears Confusing, all attacks at -20%
Firebreath 1D10 5/day
11.
Apparently Invincible
+ 4 DEX
Gem (5000L) on forehead
Takes half damage from fire
12.
Apparently Invincible
+ 2 DEX
+ 2 DEX
Takes half damage from fire
13.
Spirit attacks slayer after death
Absorbs 1 pt spells
+ 9 SIZ (2D6 DB)
Reflects 1 pt spells
Heatshock Grapple (4D6)
14.
Firebreath 1D10 1/day
15.
Invisible at will
Hypnotic skin INTx5% or drool
Heatshock Grapple (4D6)
16.
Reflect 2pt spells
Regenerate 2/loc/round
Ignite Glance 2/day
17.
Move 12
DEX + 1
DEX + 12
18.
Leap 10m
Regenerates 1/loc/round
Firebreath 3D10 2/day
19.
Explodes 3D6/3m when slain
Explodes 4D6/3m when slain
20.
Heatshock Grapple (4D6)


Rune Levels

Ogre Lava Priest
 
STR 20 CON 20 SIZ 14 INT 16 POW 16 DEX 19 APP 18 HP 17
Great Sword (2D8 + 1D6) SR 3 160%/145% (23)
Bastard Sword (1D10 + 1 + 1D6) SR 5 125%/165% (30)
Grapple (4D6 Heatshock) SR 7 170%
Fire Bow (3D6) SR 1 145%

Spells: Heal 6, Bladesharp 4, Fireblade, Repair 2 (Ally INT 9 POW 16) Countermagic 5, Dispel Magic 3, Demoralise (Spirit) Protection 4, Ironhand 4, Co-ordination, Strength 2

Divine Magic: Firebreath 3, Hug of Flame, Fiery Gift

Chaotic Features:
Appears confusing, all attacks at -20%
Absorbs 1 and 2 pt spells
Regenerates 4 points in each location per round
Stench overpowering roll CONx5% or pass out
Heatshock Grapple (4D6)
Can control up to 3 salamanders POW vs POW

Meteor Bow
Composite Bow studded with diamonds, runes of Fire/Sky and Death, string is of gold, bow is silver
Costs 1D3 + 2 POW to attune.
Whenever an arrow is fired from the bow it is turned into a Firearrow and an extra number of Firearrows = attuned POW are automatically fired, as Yelornan Shooting Star spell. 
This is incompatible with Speedart and Multimissile but is compatible with Shooting Star.
This is a Yelornan Artefact
It is currently at 4 POW so acts as a Firearrow/Multimissile 4

Location Melee Missile AP/HP
Head 19-20 20 11/7
Left Arm 16-18 18-19 7/6
Right Arm 13-15 16-17 7/6
Chest 12 11-15 10/8
Abdomen 09-11 07-10 10/7
Left Leg 05-08 04-06 11/7
Right Leg 01-04 01-03 11/7

Ogre Lava Priest
 
STR 19 CON 19 SIZ 13 INT 9 POW 18 DEX 21 APP 0 HP 17
RH Bastard Sword (1D10 + 1 + 1D4) SR 4 160%/165% (30)
LH Bastard Sword (1D10 + 1 + 1D4) SR 8 150%/150% (30)
Breathe Fire (3D10) SR 1 145%
Grapple (4D6 Heatshock) 130%

Spells: Bladesharp 4, Protection 4, Demoralise (Ally INT 11 POW 19) Heal 6, Dispel Magic 5 (Spirits) Fireblade, Countermagic 4, Repair 2, Ignite

Divine Magic: Firebreath 5, Fiery Gift 2, Spirit Block 2, Divination 5, Spell Teaching, Worship Fiery Slime, Summon Salamander, Command Salamander 14, Bind Salamander (Ally) Firebreath 3

Chaotic Features:
Heatshock Grapple (4D6)
Undetectable by the use of magic
Absorbs 1 and 2 pt spells
Agonizing Screams when moving
Immune to Fire
Breathes Fire 3D10 1/day

Salamanders:
POW 19 HP 18 Regenerates 1/round
POW 21 HP 22 Reflect 1 and 2 pt spells
POW 20 HP 21 Agonizing screams when moving
POW 17 HP 19 12 pt skin
POW 14 HP 22 Never surprised
POW 24 HP 21 POW + 6
POW 17 HP 35 Undetectable by magic
POW 13 HP 37 Absorbs 1 pt spells
POW 18 HP 39 Overpowering Stench, CONx5% or pass out
POW 17 HP 32 Hypnotic Skin INTx5% or drool
POW 18 HP 60 Move 12
POW 22 HP 64 Appears extremely dangerous (40 cu m)
POW 12 HP 58 Regenerate 1/loc/round
POW 15 HP 60 Leap 10m

Notes
Has a head like a burning skull, through HeroQuesting

Location Melee Missile AP/HP
Head 19-20 20 11/7
Left Arm 16-18 18-19 7/6
Right Arm 13-15 16-17 7/6
Chest 12 11-15 10/8
Abdomen 09-11 07-10 10/7
Left Leg 05-08 04-06 11/7
Right Leg 01-04 01-03 11/7

Ogre Lava Priest
 
STR 32 CON 16 SIZ 11 INT 16 POW 18 DEX 27 APP 10 HP 17
2H Spear (1D10 + 1 + 2D6) SR 3 115%/125% (15)
Javelin (1D10 + 1 + 2D3) SR 1 110%
Breathe Fire (3D10) SR 1 135%
Grapple (4D6 Heatshock) SR 7 135%

Spells: Firearrow, Fireblade, Ignite, Healing 6, Repair 2 (Ally INT 14 POW 18) Countermagic 6, Dispel Magic 4, Bladesharp 4 (Spirits) Protection 4, Spirit Shield 4, Demoralise

Divine Magic: Firebreath 4, Fiery Gift, Hug of Flame 3, Spirit Block 2, Divination 3, Spell Teaching, Worship Fiery Slime, Summon Salamander, Command Salamander 4, Bind Salamander

Chaotic Features:
Befuddle 1 opponent/round
Immune to Fire
Breathes Fire 3D10 6/day
DEX + 14

Salamanders:
POW 13 HP 56 Undetectable by magic
POW 20 HP 21 Overpowering Stench, CONx5% or pass out
POW 13 HP 21 Hypnotic Skin INTx5% or drool
POW 18 HP 60 Can become invisible at will

Has a rock that is automatically Speedarted when thrown

Location Melee Missile AP/HP
Head 19-20 20 11/7
Left Arm 16-18 18-19 7/6
Right Arm 13-15 16-17 7/6
Chest 12 11-15 10/8
Abdomen 09-11 07-10 10/7
Left Leg 05-08 04-06 11/7
Right Leg 01-04 01-03 11/7

Ogre Lava Priest
 
STR 13 CON 13 SIZ 13 INT 12 POW 18 DEX 15 APP 18 HP 15
2H Spear (1D10 + 1 + 1D4) SR 3 80%/85% (15)
Javelin (1D10 + 1 + 1D2) SR 3 85%
Breathe Fire (3D10) SR 3 85%
Grapple (4D6 Heatshock) SR 7 85%

Spells: Protection 4, Ironhand 4, Co-ordination 3, Fireblade (Ally INT 16 POW 18) Countermagic 4, Heal 6, Ignite, Bladesharp 4, Demoralise

Divine Magic: Firebreath 4, Spirit Block 4, Summon Salamander, Bind Salamander, Command Salamander 8, Spell Teaching, Worship Fiery Slime

Chaotic Features:
Immune to Fire
+ 10pt skin
+ 8pt skin
Heatshock Grapple (4D6)

Salamanders:
POW 18 HP 19 Invisible until attacks
POW 26 HP 19 POW + 7
POW 18 HP 15 Agonizing Screams when moving
POW 27 HP 5 POW + 10
POW 16 HP 42 Appears extremely dangerous (as furnace)
POW 14 HP 37 Move 12
POW 16 HP 35 Reflect 1 pt spells
POW 20 HP 35 Reflect 1 and 2 pt spells
POW 15 HP 55 Absorbs 1 and 2 pt spells

Location Melee Missile AP/HP
Head 19-20 20 22/7
Left Arm 16-18 18-19 22/6
Right Arm 13-15 16-17 22/6
Chest 12 11-15 22/8
Abdomen 09-11 07-10 22/7
Left Leg 05-08 04-06 22/7
Right Leg 01-04 01-03 22/7

High Priest Incarnation of Fiery Slime
 
 
STR 68 CON 21 SIZ 59 INT 16 POW 33 DEX 17 APP -11 HP 39
Move 12/18 Flying

Claw (1D6 + 1 + 6D6) SR 5 125%
1H Bastard Sword (1D10 + 1 + 6D6) SR 3 195%/135% (30)
Scourge (5D10) SR 3 170%/170% (-)
Grapple (4D6 Heatshock) SR 7 85% (DEXx5%)

Spells:  Ironhand 4, Fanaticism, Ignite, Co-ordination, Spirit Shield 4 (Ally INT 16 POW 28) Mobility, Countermagic 8, Dispel Magic 6, Demoralise (Spirits) Protection 10

Divine Magic: Divination 5, Extension 5, SPell Teaching, Spirit Block 10, Warding 6, Summon Salamander, Bind Salamander, Command Salamander 14, Firebreath 7, Hug of Flame 6, Fiery Gift 3

Chaotic Features:
Regenerate 5 p/loc/round until dead
Undetectable by use of magic
POW + 4
+ 8 pt skin
Reflect 1 and 2 pt spells back at caster
 

 

Location Melee Missile AP/HP
Head 19-20 20 18/13
Left Arm 17-18 19 18/10
Right Arm 15-16 18 18/10
Left Wing 13-14 17-18 18/10
Right Wing 11-12 15-16 18/10
Chest 10 11-14 18/16
Abdomen 07-09 07-10 18/13
Left Leg 04-06 04-06 18/13
Right Leg 01-03 01-03 18/13

Salamanders:
POW 17 HP 20 Stench Overpowering CONx5% or pass out
POW 17 HP 17 POW + 4
POW 12 HP 23 Invisible until attacks
POW 10 HP 20 Hypnotic Skin INTx5% or stand drooling
POW 12 HP 36 Confusing, all attacks at -20%
POW 20 HP 40 Leap 10m
POW 18 HP 36 12pt skin
POW 12 HP 38 Absorbs 1 and 2 pt spells
POW 19 HP 39 Reflect spells up to 10 points
POW 19 HP 62 Regenerate 1 hp/round
POW 18 HP 67 Reflects 1 pt spells
POW 15 HP 55 + 6pt skin
POW 13 HP 54 Regenerates 5/loc until dead

Special Powers
  1. Cannot be injured by non-Runic or non-magical weapons
  2. Immune to Fire
  3. Fire damage done acts as healing (half damage)
  4. Takes double damage from cold
  5. Appears Hideous, roll -APP vs POW or results as follows:
  • Success - Demoralised for 30 - INT rounds
  • Special - Cower in fear for 30 - INT rounds
  • Critical - Flee in terror for 30-INT rounds
 
Hell Scourge
Looks like Whip made from many bones, always burns
When used to parry does not block damage but does damage to weapon, if weapon still exists after parry damage is done normally
Scourge is only damaged by Adamant or critical rune metal attacks
It has 50 AP
When High Priest is dead, Scourge will vanish

Iron Bastard Sword
Matrix for Fireblade, costs 8 MP but lasts for 15 minutes

Bracelet of Flame
Gold bracelet with 10 jewels studded along it.
Each jewel acts as a Binding Enchantment for a Flaming Guardian, a Spirit Warrior of Fire.
The Bracelet currently holds eight Guardians, POW 15, 20, 25, 35, 38, 50, 55, 70
New Guardians can be obtained through HeroQuesting

Lava Pool

This is where the Fiery Slime was born and where he returns when he is defeated. It acts as normal Lava doing 13D6 to all locations touching the lava but has some extra properties, these do not affect his own cultists:

Geyser

The High Priests can control the Geyser at will. Each round this will fire a jet of super-heated steam and water from the edge of the lava pool. This has an attack chance of 75% and if it hits will do 2D6 damage to 1D3 locations, armour will not protect against this damage.



 

The Fiery Slime [4]

 

Lay Membership

Any creature can become a Lay Member of the Fiery Slime. All this means is that he will not erupt and destroy their homes unless they have crossed him.

Lay members may learn Ignite.

Initiate Membership

Prospective Initiates must agree to worship no other deity than The Fiery Slime and must sacrifice 1 POW to join. They must enter the Lava Pool for a Rebirth and lose 4 POW when they receive a Gift of Fire effect from the God.

Initiates may learn the spells of Fireblade, Ignite and Firearrow from the cult.
They may also sacrifice for any Divine Spell from the cult except for Gift of Fire.

Initiates receive no Divine Intervention from The Fiery Slime.
 

Priest Membership

Priests must satisfy the standard requirements and must cast a Gift of Fire on themselves as part of their advancement.

Priests are encouraged to HeroQuest to gain more Fire Powers and Lava Powers. They have a body of HeroQuests similar to other Volcano cults and have many shared HeroQuests with Lodril and Caladra and Aurelion.

Divine Magic

The Fiery Slime is a weak demigod and does not grant all Common Magic.
His spells are: Worship Fiery Slime, Spell Teaching, Divination, Fire Breath, Hug of Fire, Gift of Fire, Summon/Bind/Command Salamander, Spirit Block, Warding.

Shrines teach Firebreath but at the Lava Pool all spells are available.

Fire Breath (1 point, Stackable, Reusable, Instant)
This allows the user to breathe a jet of flame that does 1D10 damage per point. The skill of Breathing Fire must be learnt and has a basic of 30%.

Hug of Fire (3 points, non-stackable, Reusable, Temporal)
This allows the user to grapple an opponent and do Heatshock damage of 4D6 as a Salamander would.

Gift of Fire (4 Points, Non-Stackable, Instant, One Use)

This gives the recipient a Chaos Feature, roll percentiles, 1-50 Fiery Feature 51-75 Normal Chaos Feature 76-100 Reverse Chaos Feature.
It is up to the GM to devise a table of Fiery Features, but I generally include the following:

Salamanders

All Salamanders summoned by the cult from the Lava Pool will have Chaos Features (roll percentiles - POWx1% = 1D3 Features, otherwise 1 Feature) from the standard table.
 

Subcults


The Snail Shell gives the Command Dragon Snail spell and the ability not to be attacked by Dragonsnails (1 POW), which all the members of the Temple currently have.
 

Associate Cults


Primal Chaos gives Chaos Feature to the Fiery Slime.



 

Notes

1. In fact, anyone drinking or eating this Slime will turn into a Dragon Snail over the next few seasons. This is not a commonly known fact and would be worth money at a Knowledge Temple.

2. These stats were originally for RQ2 and I have not bothered to update them for RQ3. The two systems are fairly close, so it doesn't matter much. Any differences should be attributed to the Chaotic Nature of the area.

3. This is why I hate pages of identikit stats.

4. This is not a full cult writeup, merely a skeleton for this scenario.

[End]