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.
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.
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.
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 |
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
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) -
If the dragon snail is killed the bodyguards will attack fanatically for 2D3 rounds then will come to their senses.
| 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 |
|
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 |
|
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:
|
|
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 |
|
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 |
|
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 |
|
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 |
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
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) |
| 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:
Meteor Bow
|
|
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:
Salamanders:
Notes
|
|
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:
Salamanders:
Has a rock that is automatically Speedarted when thrown |
|
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:
Salamanders:
|
|
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%
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:
|
Salamanders:
|
||||||||||||||||||||||||||||||||||||||||
Special Powers
|
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
Bracelet of Flame
|
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:
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.
Lay members may learn Ignite.
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.
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.
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:
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.
Primal Chaos gives Chaos Feature to the Fiery Slime.
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]