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Saddled with the Nightmare
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An epic Hero Wars scenario by Simon Bray
and Martin Hawley.
For up to 6 players
| Across the verdant, rolling Grazelands race
six of Yu-Kargzants folk, two proud sons of the mighty
Davidall Moon-Chased, Chieftain of the Gold Bone Grazer and
their retinue of loyal kinsmen. They fly towards the spring
camps for the Growing Season foaling ritual, at which Arandayla
Horse-Queen is blessing the clan with Goldeye children. With
them, they bring a strange gift, a man of darkness to whose
defeat will complete the rights and impress the chieftain. But
the dark man is a not a lonely victim, two shadows seek to penetrate
Yu-Kargzants burning ring of warriors, one a hellish form
with flaming eyes, rending teeth and claws of iron has vengeance
on its mind, the other circles slowly above the camps, watching
with envy and oozing the stench of carrion from every pore.
Will the heroes succeed in leading their clan to face the end
of the world against adversity or will pride and arrogance destroy
the very thing they seek to redeem? Will Dan-El Sun-Born find
the power within to guide his arrows into the shadows? Will
Law-Ran Wicker-Horse break the steed that is his familys
curse? Will blood, sweat and fire be the clans only salvation?
The events of this epic Hero Wars scenario will change the fate
of the Gold Bone Clan forever. |
Narrator's Information
Benchmark: This episode is designed the
player characters provided or grazer heroes of 5
10
ability. It is recommended that at least one Shaman accompany the
players to provide magical support.
Rules: This episode uses all rules from
Chapters 2 (Characters), 4 (Playing the Game),
and the information on animist magic from Chapter 8 (Animist
Magic) in the Hero Wars Player's Book,
and Chapter 7 ( Narrating the Game) in the Hero
Wars Narrator's Book. The information on pages 157-158
of Glorantha, Introduction to the Hero Wars is
also recommended reading.
Premise: The players are all member of the
Goldbone Grazer clan, returning to their homelands at the end of
spring for the Goldeye Foaling rites. As part of their duties, the
players were sent out to bring back a Dark Warrior,
who plays a key role in the ritual events. Ever seeking to impress,
Dan-El Sunborn the leader of the warriors has returned with a powerful,
but wounded Black Horse Rider to enact the part, as opposed to the
usual trollkin or weak follower of darkness. The man was found unconscious
in a ditch to the north of Goldbone clan lands, where he had been
left to feed the buzzards by followers of Unnek the Buzzard. The
warrior is to act as the Smote of Darkness, the focus for the Darkness
enemy that will attack and make the ritual complete. The players
participation in the rituals is essential, but their choice of ritual
foe has allowed another foe, namely the followers of Unnek the Buzzard
to enter their rituals.
The players must initially fight this danger to prevent the ceremony
from failing. However, at the climax of the ceremonies the mount
of the Black Rider, a monstrous Dioskos horse demon appears instead
of the Goldeye Foals and attacks the shamans. The weakened clan
is barely able to control the creature. As its appearance is related
to the players actions, it is their duty to travel to the
Man of Fire and Irons underground home and collect the Bit
and Bridle of Control. The strange vendref Blacksmith sets them
a terrible ordeal that takes them to hell, to gain the artefact.
Equipped with the magical bridle and the support of their clan,
the players must mount and control the monstrous horse so that it
can be ridden, along with the Black Riders corpse to Black
Horse County. On their journey, they once again meet the followers
of Unnek and face annihilation, only to be rescued by Ethirist himself.
Finally, the players must face Ethilrists judgement
and return to their people as heroes or failures.
Notes: There are several props that the Narrator
should provide to the Players; these are The Goldeye Birthing
Song a Grazer song detailing the ritual that lies
ahead, Jan-Karens Knowledge Sheet A
useful guide for the shaman player detailing more exact details
of the deities, spirits, rituals, and practices of the Grazers.
The narrator should be familiar with both of these documents. The
Narrator should be familiar with the mechanics of Hero Wars, and
have an at least a basic understanding of Grazer culture, however
a brief primer is included here to aid the Narrator.
Grazers
The Grazers are horse-riding nomads. They live in large, round,
wood-framed tents (Gers) and migrate twice a year to follow their
great horse herds to new pastures. When foreign habits were adopted
by the weak around the time of Sartar the Grazers purged the tribe
of them. These weak ones are today known as the Vendref, who grow
crops for the their Grazer overlords and dwell in villages. Grazers
eat horsemeat, horse blood, and fermented mare's milk. The Grazers
are animists and their religion centers on worship of the sun and
of horses. They are very conservative and call themselves the Pure
Horse Tribe. They have resisted tremendous social and political
pressures that have polluted lesser tribes.
Relationships: The Players relationships
with each other and their community are most important. Dan-El Sunborn
is seeking to impress his father, Law-Ran Wicker-Horse is seeking
to curb his brothers pride, Dun-Cal Many-Mares is trying to
better himself, Yu-Sima Plunging-Hoof is trying to become a Stallion
Soldier, Nirik Laughing-Horse is seeking answers and Jan-Karen Willow-Mane
is trying to prevent her prophecy becoming true. The interrelationship
between each character is discussed in brief at the end of the scenario.
More detail regarding the forms of support offered in during the
rituals is discussed in the relevant Scene, unless stated it is
assumed that the players receive Ordinary Support.
| Secret: The injured man
is a Black Horse Rider, one of Ethilrists men from Black
Horse County. He was patrolling the southern fringes of the
county when followers of Unnek the Buzzard attacked him and
his troop. The troop was destroyed and he was the only survivor.
The plan of Bolcar Foul-Feather and his Unnek followers was
to incite the powerful Black Horse Troop to wage war against
the Grazers and bring their downfall. He has vowed upon the
name of to slay each last man of the troop. The use of a Black
Rider in the Goldbone Rituals has opened up a mythically breach
into which stronger forces of darkness can attack the ritual.
Traditionally a Trollkin is used in the ritual, as this causes
weak forces of darkness to attack, but the Black Man brings
with him powerful enemies and allies that the Goldbone must
stand against. |
Scene 1: Hide and Seek?
Key Points: The players must somehow hide the Black
Horse rider in or around the camp keeping him as a surprise gift
to the chief during the festival of Arandayla.
| Setting: The heroes ride
across the rolling green hills of the Grazelands, their steeds
champing and snorting as they enter familiar territory. At first
a small cairn of yellow stones and horse bones is spotted, then
a great and ancient tree adorned with dream catchers and eagle
feathers and finally the clustered Gers and tents of the clan
hearth. |
At this point Jan-Karen should remind the players that hiding the
Black Man is essential to the ritual (see point one of Jan-Karens
Knowledge Sheet). Nirik may choose to sneak back and slay
the Black Man himself although this will not affect the plot
conclusion, just accelerate the development of activities!
Action: The players have several choices on how
to hide the Black Man until the start of the ceremony. They may
choose to stake him out in the wilderness at the edge of the grazer
encampment. Particular dangerous prisoners or foes are often staked
out, so this is an obvious choice. If they choose this route, he
will be easy prey for the predators of the Grazelands, like the
circling buzzards or the lone wolf.
The players may choose to subdue the Black Horse Rider by drugging
him with powerful herbs provided by the shaman; he is already half
conscious and drugging him will contribute to his final demise.
Wily players could opt to hide their prize in the womens Ger,
after all the women are all involved in the ceremony, so their Ger
is at present empty. This option presents countless role-playing
opportunities, as the players may have to disguise themselves or
their prize as women to approach the Ger.
The Black Rider
The Black Rider is taller and more muscular than the Grazer
Heroes are. His skin is pale and heavily tattooed with images
of hell in red and black ink. His black hair and beard are
shaved close, military style. He is dressed in a ragged black
tabard, and his body shows signs of where his armour was ripped
from his skin. Numerous wounds cover him, shaped like claw
marks. There is a gaping wound to his abdomen that has become
infected. The Rider slip in and out of consciousness, he only
awakens when someone tries to tend his wounds, at which point
he screams Ad lach menra diglir ust ma, Nagrin!
or Get your filthy hands off me, Pagan! in his
native tongue. He will then lose consciousness again. No healing
available to the heroes or the clan can save this man.
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Scene 2 Hail to the Chief
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Key Points: The Players get to meet
the Clan Chieftain; their behaviour will affect their relationship
within the clan.
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Setting: The heroes are
first met by the clans outriders who whoop and holler at their
arrival, then from in the circle of richly decorated tents women
and children appear, dressed in their finery. Each person they
meet asks hurried questions about their travels and begs to
hear any stories they bring. The crowd begins to gather, close
to the sweating horses and weary riders. They are lead through
the throng by the chieftains bodyguard. As they approach
Davidall Moon-Chased, the Chieftain appears, partially dressed
with a spear in his right hand and his arm around Fargala Sweet-Grass,
his new wife. He is an impressive man, standing twelve hands
high, with his bronzed head shaved to a topknot and a deep pattern
of scars across his chest.
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Action: Davidall will chide the players for
nearly missing the ritual and will demand to know where they
have hidden the Black Man. The players should not answer or
at least not truthfully the truth would harm the ritual.
If they have not hidden the Black Man, he will scream at them
and tell them to do so immediately! He will then ask them
why they are so late. This is an opportunity for the players
to improvise their heroism, especially Dan-El Sunborn. If
any of the players talk about great strength or agility, he
will challenge them to prove it. Jan-Karen should give the
Shamans the artefacts she carries.
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Understand the nature of the challenge (19): Grazer Customs,
Grazer Myths (-3)
Strength
Davidall will clap his hands together and beckon to
the player to wrestle him. His bodyguards form a ring around
the fighters and proceed to jostle and jeer at whenever the
player gets to close (adding APs)
Davidall: Wrestle 5 2,
Great Strength 19 ,
Bears Hug 5 (integrated
spirit). For the purpose of this combat it is assumed that Davidalls
followers are successfully lending him 10AP per round through
their jostles and jeers. |
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Agility
Davidall will call for a long thick pole to be brought
forth; several warriors at each end hold this aloft. Davidall
will leap atop the pole (as if it were a horse) and beckon
the player to do likewise, this is a game played by the Goldbone
called Stallion Pole the aim of the game is to
knock your opponent while remaining in place. Davidalls
bodyguards know his technique and jolt and rock the pole to
aid him (adding APs).
Davidall: Ride 10 2,
Lightning Reflexes 10 .
For the purpose of this contest, it is assumed that Davidalls
followers are adding 10AP per round through their jolts and
rocking of the pole.
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If the players lose either contest they will land heavily in a large
pile of horse dung, and will be mocked by their peers for a short
while however they will be helped up and given fermented
horse milk to drink, and patted on the back by the Chieftain. (+3
to relationship rolls with the Chieftain.)
If however they win, there will be complete silence. The chieftain
will glare at them suspiciously and disappear into his tent and
refuse to talk to the player until after the ceremony. The Elders
may be convinced to tell the players that by beating Davidall they
have challenged his abilities to be chieftain and that he now sees
them as a potential threat.
Getting answers from Elders (15) Relationship to
Clan, Grazer Custom, Bully Clansman (-10), Intimidate (-10).
Jan-Karen may seek advice from the Josad Elders especially Mar-Haw
Talking-Man the senior shaman of Yu-Kargzant, but they will evade
her questions with clever or esoteric answers, or not be available.
If she confesses her sins, they will tell her that it is too late,
that the ritual began when the Dastali Riders all left and that
to stop it now could kill the Hyal herd.
The Chief then oversees the elaborate embodiment of the deities;
the Goldbone Shamans begin their drumming and shaking of rattles.
The Josadi have donned their white cloaks and blue horsehide masks
with a fringe of horsehair, horsehair collars and a leather belts
adorned with enchanted gold and fox pelts at the rear of the belt.
The shake their white rattles of sun dried twigs to command silence
before they begin their ancient and poetic songs and the before
the very eyes of the players their gods become flesh. Dan-El will
be dressed as Jardan bearing a bow, javelins and a lance, in his
black horsehide mask adorned with five streaks of enchanted gold,
representing the deadly power of the sun's weapons. The eye and
mouth holes are covered with white sun bleached river shells. His
horsehide collar, a crimson cloth around the hips and a leather
belt with gold ornamentation.
The leading female Shaman is Arandayla in her horse head mask decorated
with dyed yellow eagle feathers and a horsehair collar. Her horsehide
leggings are also dyed yellow. The Goldbone War Captain steps forth
and becomes Henird, in his blue mask with a horizontal band of enchanted
gold at the bottom, representing the evening light, vertical black
stripes, and decorated with eagle and owl feathers. Penultimately,
Davidalls first wife is clothed as La-Ungariant in her green
tunic with an ornate, patterned scarf on her hips and a leather
belt decorated with woven, dyed horsehair. Her legs are painted
with white flames and a yellow mask covers her entire head and neck.
Finally the elders dress Davidall with symbols of the sun and stars,
and bands of enchanted gold indicating the midday light. They paint
him with the runes of Fire and Stallion and place the majestic feathered
headdress of the Goldbone ancestors upon his head he is Yu-Kargzant.
Then and only then does the great ceremony begin.
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