SlideShare a Scribd company logo
1 of 21
Download to read offline
ARiver Runs Up It
                                                   Bruce L. Mason
Caught up in an elf’s quest, can the player characters reach a temple that holds the secret of purging chaos from the
Syphon River and holds the key to rescuing them all from a collapsing myth?


INFORMATION                                                         the initiation ceremony has become entangled with the elf’s
                                                                    quest and the candidate’s destiny is now linked to the elf.
                                                                    To save their friend and to possibly cure the river of its
This was originally submitted as a Living Glorantha                 chaos taint, they must accompany the elf on a journey along
scenario. It has been presented on Mongoose Publishing’s            the river that runs backwards to the very edge of one of the
Website from where it can be downloaded without charge.             foulest chaos nests in Glorantha while a God Learner team
Layout has been performed by the author, Bruce Mason,               tries to get their first.
therefore all mistakes are the author’s alone. There are no
maps or artwork associated with this scenario. I wish to            The scenario is set in the north west area of the Savage or
thank Loz and Pete for their assistance and Jeff Richards           Steal Woods, approximately three days travel from the
for permitting me to use excerpts from the Stafford Library         locale of Flowers in Her Hair. The recent expulsion of the
collection. Thanks also to Mongoose Publishing for hosting          EWF from Dara Happa (see Dara Happa Rises) has
this.                                                               emboldened Orlanthi traditionalists, and missionaries from
                                                                    the Dragonbreaker cult founded by Alakoring
INTRODUCTION                                                        Dragonbreaker have started to arrive, preaching revolt. The
                                                                    king of the Hendrikings, Androfin the Defiant, is feted by
                                                                    his people for his role in the destruction of the Clanking
This is a scenario for 3-5 novice or seasoned level player          City but is reluctant to engage in open warfare against the
characters. The PCs are expected to be traditionalist               EWF. So there is tension among the Hendrikiland Orlanthi.
Orlanthi or sympathetic to their cause. This scenario can be        Most follow their king but many wish to openly embrace
run as a follow up to Flowers in Her Hair. Although there           the Dragonbreaker cult. For this reason, initiation
are no direct links in terms of recurring characters, players       ceremonies such as the one that starts this scenario are
might notice certain thematic similarities. Both scenarios          relatively rare and usually held either in friendly steads or
explore the relationship between myths and culture in               in wilderness areas. Although initiates of Orlanth
Glorantha. Both scenarios introduce agents of the two great         Dragonbreaker are unlikely to be ostracised by their family
empires of the Second Age – The EWF and the God                     or clan, they may well be seen as extremists by many. If the
Learners – to the player characters.                                player characters took part in Flowers in Her Hair it is
                                                                    likely that they have a reputation as dragon killers.
It is set around about the year 920 ST, after the fall of the
Clanking City. It is possible to set the scenario earlier, in       The scenario can be run in one of two modes. In the first
which case the God Learners are agents from the Clanking            mode, the initiation candidate is one of the Player
City who are seeking water magic secrets in an attempt to           Characters who wishes to join the Dragonbreaker cult. In
find a weapon they can use against the besieging forces.            the second mode, the initiate is a Non-Player Character who
                                                                    is known to at least one Player Character. Games Masters
The scenario starts with the player characters taking part in       should examine the Player Character Background events
an initiation ceremony that is interrupted by an alim, a            and family information for a good link in this case.
freshwater elf. The elf summons the characters to a
Lightbringers’ quest. Before they have time to gather their         The events of the scenario take place along the Syphon
wits, a God Learner band arrive on the scene, attack and            River. More detailed information about the river is given in
gravely injure the presiding Rune Priest and steal some             the appendix at the end. The river is considered to be
precious items belonging to the elf before departing. Once          cursed. It runs uphill from the sea to the “Foot Print,”
the dust has settled, the elf explains that he is on a life quest   through Foul Blood Forest where it drains into a hole in
to heal the chaotic Syphon River and has discovered the             existence. Most Hendriki consider the river to be evil and
whereabouts of a drop of “primal water” in an abandoned             believe it was cursed when it failed to join the other river
temple on the very edge of “The Footprint.” He needs the            gods in trying to fill the gap left by the exploding World
help of surface dwellers to get to the temple. Normally the         Mountain, “The Spike,” during the Gods Time. Bringing
player characters could choose to ignore this summons but           the river to life is one of the key challenges of running this
A River Runs Up It                                                                                                               1
scenario. Imagine what it is like to see a river running          You have been travelling for days now. Weary and footsore
uphill, to see water laboriously climbing up rocks which          you accompany the great god Orlanth on his quest to defeat
would normally form rapids. Tributaries to the river snake        the dragon. In front of you, his stern unbending figure
off to the sides and sometimes it seems as if the land itself     strides ahead, allowing no rest, no respite.
shuns the water’s touch. The water is salty and brackish and
what it touches it seems to foul rather than cleanse. The         Sometimes it feels as though you can hardly remember
only thing worse than the river is its destination: the lost      your homes, your family, the clan folk. You feel stretched
world of Foul Blood Forest where petrified trees and
                                                                  out somehow, as though you might break asunder with
animals fight some unknowable war against armies of slime         fatigue. The storm is blowing as Orlanth approaches the
and pus. Despite all this, Orlanthi live near the river and it    river yet for some strange reason you cannot feel the wind
is the best trade route to the sea so they deal with the river
                                                                  on your face. Everything is still.
as best they can.
                                                                  Something is horribly wrong.
This will not be an easy scenario for most Player Characters
and it is entirely possible that they may fail. They are likely
to be somewhat outgunned but the antagonists are over-            A Perception roll reveals the water in the river bubbling as
confident and arrogant. Providing the Player Characters can       if something is emerging. A Culture (Orlanthi) roll reminds
determine when to act rather than attacking blindly, they         them of the expected events of the myth of Orlanth’s
should prevail.                                                   slaying of the dragon Aroka. However it feels wrong
                                                                  somehow. It will be worth giving the players copies of the
                                                                  Orlanth and Aroka myth handout and briefly reprising it.
OUTLINE                                                           Right now, Orlanth has reached the dragon’s lair and the
                                                                  rest of them are there to act as Orlanth’s loyal thanes. This
1.    PCs are at an initiation which is interrupted first by a    is an initiation ceremony so it ought to be relatively safe.
      water elf performing the Lightbringers’ summons             Orlanth starts to speak his ritual challenge but the water
      then by raiding God Learners. The presiding priest is       erupts in front of him and then the sky cracks into two.
      gravely injured and the initiation ceremony has             Lightning erupts around them. Characters who make a
      become entangled in a “This World” HeroQuest. The           Persistence roll can stay on their feet and see what happens.
      PCs must accompany the elf on its mission to cleanse
      the Syphon River.                                           Shockingly, what ought to be the head of the dragon
2.    The PCs get outfitted and hear about the elf’s quest        appears to be some sort of kelp-encrusted elf in the water.
      to a long abandoned temple.                                 The elf raises up until it’s half out of the water and then
3.    The PCs must raid a tomb to gain a key to the               starts to speak. What it says in its stilted Theyalan (the local
      temple.                                                     language) is one of the oldest, most sacred passages in
4.    The journey up river continues.                             Orlanthi culture. It is the Lightbringers’ Summons.
5.    The edge of the “footprint.” The PCs must climb
      down a cliff to gain access to the temple.                  Chaos stalks my world.
6.    Encounter with a guardian of living water.                  Broos have bruised me, the Hand has pawed me.
7.    The heart of the temple. Can the PCs retrieve the           I have taken up the impossible path,
      Tear before the God Learners?                               And seek those who must aid my task.
8.    Epilogue. If the PCs have succeeded they must               You are not the first of my friends.
      decide what to do with the Tear                             Others walked with me to Heal.
                                                                  The Devil took them, they died.
ENCOUNTERS                                                        I failed to save them, chaos grows.

                                                                  Give the players a moment to take stock. Instead of facing a
Encounter 1 – An initiation                                       dragon they are being summoned on a Lightbringer’s quest
                                                                  by a water elf. This is extremely dangerous because the
                                                                  elf’s intervention is causing the HeroQuest to break down
The scenario starts as the player characters are taking part
                                                                  around them, exposing them to the risk of a backlash.
in a HeroQuest as part of an initiation ceremony. The quest
                                                                  Clearly they are in a tricky spot without a lot of answers.
involves recreating Orlanth’s slaying of Aroka and is being
presided over by Inthing Right Eye a Dragon Breaker Rune
Priest from Ralios. The candidate for initiation who is           A quick thinking player can have their character recite the
playing the role of Orlanth is either one of the Player           traditional response, “I hear and stand before you. What
Characters or a Non-Player Character named Devlan The             would you have of me?” If the player doesn’t know the
Smile from the Howling Wolves clan and is related to at           response then a successful Culture (Orlanthi), or Lore
least one Player Character by ties of blood or friendship.        (Orlanth) skill roll ensures that the character remembers.
                                                                  The hope here is that by accepting the summons they can
A River Runs Up It                                                                                                          2
defer the next stage of the myth by going deeper into it.        by a mercenary’s crossbow skill) or Shield Parry roll. A
This is dangerous because it intensifies the risks and           successful missile weapon attack strikes one of the
rewards of the final stage.                                      mercenaries. If it does enough damage for a Serious Wound
                                                                 then the mercenary falls off the vehicle and can be
Other options may include attempting to attack the elf. That     questioned later. If the Parry or Evade roll fails, the Player
is not a good idea. Before they take even a few steps the        Character is hit by one quarrel with the Impale Combat
ground shakes and water to starts to spray up from the river     Manoeuvre chosen. If the Evade roll succeeds but does not
as if it is being sucked into the sky. They may try and          beat the mercenary’s roll, then the character is hit but no
ignore the summons and hope it goes away in which case           CM occurs.
something starts to emerge from the river in order to devour
the elf. Finally they may try and end the quest themselves,      If the skirmish is to be run properly then the following
at which point huge tears appear in the sky and they             timeline occurs. There are 6 mercenaries on the main deck.
themselves feel their bodies alternately squeezed and            The other four God Learners cannot currently be seen.
stretched. All of these wrong responses cost each Player
Character who attempts them 1 Hero Point.                        Pre-combat. Each Player Character who failed their last
                                                                 Persistence roll cannot act for their next 1D4+1 Combat
Regardless of their response, just a few seconds later the       Actions. That includes reacting to attacks. Note that
HeroQuest is rocked again when the river water bubbles           although the Player Characters were armed in the myth, in
and foams. Each Player Character who makes a Persistence         reality (where they are now), they are wearing simple
roll has time to cast one spell or ready one missile weapon.     clothes. Most though will have weapons within a single
Remember that Common Magic cannot be case while                  Combat Action of movement.
HeroQuesting.
                                                                 Combat Round 1. Three of the mercenaries have crossbows
The dragon is surfacing. Eyes glow like twin suns while its      loaded and ready to fire. They will aim but not fire unless
brood of demons cling to its back. A monstrous groaning          threatened. One of the archers, the mercenary captain,
accompanies its rise from the water and the spray covers         demands that all natives surrender. Three mercenaries who
you. As you prepare yourselves to sell your lives dearly         have already fired jump from the Marlin onto the river bank
there is a massive wrench in the ground. For a split-second      and equip melee weapons to form a perimeter. Out of sight,
it seems like you are in two places at once. You are here        Jezry has located the flotation bags.
facing the dragon while at the same time you are struggling
to your feet in the real world as some sort of … machine …       Combat Round 2. Jezry retrieves the flotation bags with a
emerges from the river, regarding you balefully.                 grappling hook. If the Player Characters show signs of fight
                                                                 then the mercenaries engage. Ishkari and Barrag will watch
Then the Marlin-34A Propitious emerges from the water.           activities. Both of them have their abdomen and legs in
The Glow spells on the front shine like two eyes. The squad      cover. Barrag has a shield and will parry any missile
                                                                 attacks. Ishkari will be ready with Neutralise Magic and
of mercenaries strapped in with their spell matrices
covering their mouth and nose look like a troupe of aquatic      may Smother anyone who shows signs of being a threat.
demons on the back of a sea monster. They simultaneously
appear in the myth and in the real world, collapsing the two     Combat Round 3. Jezry confirms that the bags are what
together. One of the mercenaries impales the Rune Priest         they are after. The mercenaries continue to engage in a
with a crossbow quarrel in the chest, causing a major            fight if needs be.
wound. The elf dives back below the surface of the river in
terror and each Player Character must make one final             Combat Round 4. Ishkari engages in some gloating.
Persistence roll in order to avoid losing their next 1D4+1
Combat Actions due to the backlash from the collapsing           Combat Round 5. The Marlin departs, flying over the trees.
myth.                                                            If any mercenaries are still on the ground they are left
                                                                 behind. The elf resurfaces.
The God Learners Strike!
                                                                 If anyone is being smothered, the spell ends when the
The God Learners have no current interest in the Player          Marlin leaves; Ishkari doesn’t want to risk leaving a sorcery
Characters, they are simply following the myth echoes of         spell in operation behind her as it’s always possible that it
the elf’s actions. Their goal is to snatch the floatation bags   can be used against her and anyway, it’s not as if the locals
which the elf has left behind. The fight can be run in           are a threat.
summary form or as a full skirmish.

Summary Form. Each Player Character can make one
missile weapon attack and must make one Evade (opposed
A River Runs Up It                                                                                                           3
Wrap-up                                                            can deduce what is going on. The elf has interrupted a myth
                                                                   and the God Learners must have been watching. When the
It is possible though extremely unlikely that the Player           sorcerous device surfaced, it merged with the figure of
Characters may manage to defeat the God Learners at this           Aroka and, in myth terms has either killed or taken captive
point. In which case the elf is delighted. It is much more         the unsuspecting Orlanth while stealing his bag of wind.
likely that the God Learners have escaped with the goods           The initiate is now poised between two worlds and if the
and the elf is now making a thin, high-pitched wailing             Player Characters cannot find a way to find Aroka and
sound.                                                             rescue Heler then the initiate will not be able to find a way
                                                                   back to the mundane world.
In addition, Inthing is suffering from a major wound to the
chest with an arrow impaled in him. Once the arrow is              What was Larry up to? He has been following a This World
removed. First Aid or Common Magic Healing can stabilise           HeroQuest for many tides now. He is being guided by the
him for a while. Divine magic or getting him to a healer           fragments of a myth of the “Cleansed One” which may hold
will heal him. The elf does know divine magic healing. If          the secret of lifting the curse from the Syphon River.
none of the Player Characters can save him and none of             Recently however those sorcerers started tracking him. He
them think to ask the elf then someone spending a Hero             had narrowly escaped twice before and realised that he
Point can invoke a plot twist to allow him to live.                would need help. He was drawn here because he felt the
                                                                   echo of their HeroQuest in the river’s current.
If one of the Player Characters is the initiate he realises that
he is “feeling strange.” He feels as though he can see both        What were the sorcerers after? Larry describes them as
the mortal world and the Hero plane. In truth he is caught         bags of wind. They are floatation bags keeping his most
between myth and reality; he experiences everything in a           precious possessions safe. He is reluctant to explain their
heightened manner. Although he does not yet know it, his           contents unless he thinks it will persuade the Player
initiation myth has become entangled with the elf’s quest. If      Characters to help him. One contained scrolls and
the elf doesn’t succeed the Player Character will become           papyruses detailing his research. The other contained
lost on the Hero Plane as his body fails. If the initiate is a     something he doesn’t know the words for in Trade Talk. It
NPC then his body is nowhere to be found: he is lost on the        is a drop of blood containing the myth fragments that have
Hero Plane without a myth to follow.                               guided him on his quest. It’s a bit like a blood drop that
                                                                   holds magic. The players do not need to know that this is a
                                                                   Mythic Insight Crystal (see the appendix) though some will
At this point the Player Characters should try to get some         probably recognise it as that from the description. Larry
answers.                                                           will explain more at a later date if needs be.

Encounter 2 – Elf’s quest                                          What’s going to happen to us? Larry doesn’t really know
                                                                   though he can venture that crashing out of a HeroQuest is
                                                                   usually painful. As nothing bad has happened yet then
The elf can speak Trade Talk passably and Theyalan                 presumably they are still on the HeroQuest. Inthing has
poorly. He is very nervous and also distraught about the           more ideas. He tells them to look at their reflections in the
loss of his bag. He will, however, answer questions. His           river. When they do so they become aware that their
name is Larraviri in Illvolurum (“Larry” for short from here       reflections are subtly altered. There is a faint glow of “Hero
on) and he is on a holy quest to cure the Syphon River of its      Light” around them and their arms and armour look,
curse. Thing is, he can’t do it by himself. He needs people
                                                                   somehow, grander. When they turn away they are aware
with legs. He didn’t deliberately choose the Player                that their reflections turn back to the Hero Plane. However,
Characters but he was drawn by the power of their magic.           if one of the Player Characters is the prospective initiate, he
                                                                   has no reflection: he is lost on the Hero Plane.
Larry cannot leave the river and has to duck underwater
every few minutes to breathe. If the Player Characters point       Are we HeroQuesting or not? That’s the key question. The
out that Inthing is dying, Larry seems profoundly                  characters have crashed out of their original HeroQuest but
unbothered about the prospect of death. After all we all die.      ‘landed’ in Larry’s This World Quest. They can no longer
If pushed he will volunteer to look at the man if they bring       follow their own myth but if they follow Larry’s myth then
him to the river edge. If they do so he grabs the body and         they ought to encounter fragments from their own myth. If
drags it below the water. After a tense minute he returns          they can spot these fragments and complete them properly,
having cast Heal Wound.                                            they may be able to reach the end of their own HeroQuest
                                                                   by following Larry’s.
If he is asked where the missing initiate is then Larry
claims not to know, however he ventures that the hero              What if we just go home? Larry thinks that would be a bad
plane has broken into reality here so, logically, that must        idea as they would probably all die painfully. The Player
have something to do with it. If Inthing is able to talk he        Characters may realise that was supposed to be a threat
A River Runs Up It                                                                                                              4
however Larry isn’t very good at threats. Inthing can give        plan. He has a bag full of shiny things that he knows leg-
more details. If they don’t follow Larry’s HeroQuest then         wearers like and he’ll share it with the Player Characters if
they will be expelled from all the HeroQuests they are            they ask. He retrieves a pouch made of some sort of weed.
tangled up in and will have no way to succeed at the              Anyone making Evaluate roll while sorting through the silt
original HeroQuest. The initiate will probably never return       and muck in it estimates that it contains gold nuggets to the
from the HeroQuest or (if he is a PC) he will have “lost his      value of over 7000 silvers.
hero breath.” In practical terms this means he can never
initiate into any Storm Tribe Cult and will be perceived as       At this point the Player Characters are exposed to
krjalki, “unnatural” by Storm Tribe members. Urox                 temptation. It is clear that Larry has absolutely no idea of
worshippers will treat that as meaning chaotic with all that      the value of this bag. They could simply take the bag and
entails.                                                          leave. If they do they are 7000 silvers richer between them,
                                                                  the scenario is over and the outcome should be noted on
So what happens next? Between Larry and Inthing, if he            each character sheet. They could try to skim off some of the
survived, the Player Characters should realise that the best      excess or they could play it perfectly straight. Do not
way to save the life of the initiate is to help Larry on his      suggest any of these options to the players unless they
quest and hope that this helps them fulfil their quest.           broach the issue first.
Assuming they ask him, Larry will explain what he plans.

He has discovered that there used to be a temple near the
                                                                  Encounter 3 – Ready to go
end of the Syphon that was built around a great treasure: a
drop of primal water. This water is pure of all sin and all       This encounter starts in Miskos. Larry will provide a boat
taint. After the Syphon was cursed for failing to try to fill     and the Player Characters may spend as much or little of
the hole at the centre of the world the memory of the temple      the 7000 silvers worth of gold on whatever equipment is
was lost and it was thought to have been destroyed.               available.
However, Larry has been reading many scrolls about the
Footprint and discovered intriguing comments about ruins          Miskos itself is a busy trading town but unusually for a
discovered at the edge of the Footprint where the river falls     town on a river, most of the buildings are a long way from
down it and he thinks they refer to the old temple. If that is    the river and face away it. Houses are also elevated despite
the case then maybe the droplet still exists. If it does, Larry   the fact that the river is never known to have flooded. One
is convinced that it can be gifted to the river and possibly      building may attract the Player Characters’ attention if they
cure the chaos taint.                                             make a successful Culture (Orlanthi) or Lore (Orlanth) roll
                                                                  when a line from the myth of Orlanth and Aroka comes to
The problem is that he doesn’t exactly know where the             mind. It is Ernan’s Bread & Brews. Prominently displayed
temple is but the scrolls make it plain that it is no longer      is “Splendorbread” and jugs of “Widebrew.” It will cost 1
connected to the river. This means that Larry needs air           silver to have a slap-up meal there. More importantly this
breathers with legs to get to the temple, probably having to      counts as undertaking part of the Orlanth and Aroka
climb down some cliffs. What’s worse, the God Learners            HeroQuest. The Player Characters will only ever find this
have just stolen all his maps and his crystal. On the other       inn once and no locals will recall it existing afterwards.
hand, he does know the rough location of the tomb of a
first age adventurer who apparently raided part of the            Excerpt from Orlanth and Aroka
temple and he believes that there is some sort of “key”
buried with him. This information wasn’t in the maps the
sorcerers stole. Even without the crystal, Larry believes he      … ate of Ernalda's Splendorbread and drank crazy black
can find an entrance to the temple.                               Widebrew.

So all they have to do is to boat up a cursed, chaotic river,     Once they are equipped, they head on the boat along the
loot a tomb, find a key, climb down some cliffs into one of       Syphon River. Larry stays outside the boat, occasionally
the foulest chaos nests in all the world to break into a          helping steer the boat if the Player Characters lack any
ruined temple which undoubtedly has defences to recover a         obvious boating skill. At this point, aside from the fact that
droplet of primal water and do it all before the sorcerers get    it runs uphill away from the sea the river seems perfectly
there. What could possibly go wrong?                              normal. The current is quite gentle and the river placid.
                                                                  Larry thinks that it will take about a day to get to the tomb.
Presuming the Player Characters go along with this, Larry
suggests that he will meet them in Miskos on the Syphon           The Player Characters may wish to talk with Larry. At this
river in one day. He can provide a boat but they will need to     stage he is still shocked by developments, nervous of the
bring everything else needed to go tomb raiding. Larry            Player Characters and fretful about what the God Learners
doesn’t really understanding the notion of buying and             may be doing so he spends a lot of time in his native
selling but he has watched it in action and come up with a        environment: underwater. He will answer questions but any
A River Runs Up It                                                                                                            5
type of pressure causes him to panic and duck back down          If the Player Characters search in that area then make a
into the water. All in all, he’s not that reliable right now.    group Perception test. On a critical they find the entrance
                                                                 almost immediately. On a normal success it takes 1D6
Playing Larry                                                    hours. On a fail it takes until late in the afternoon (1D6+5
                                                                 hours). On a fumble they will not find it today. If the
                                                                 players have forgotten, remind them that Hero Points can
Treat everything as a threat and realise that the safest place   be used to make re-rolls. If the Player Characters are still
to be is 6 foot under the surface.                               looking by the afternoon, Larry starts to get very agitated.

Obsess about legs. Legs are weird. Legs are strange. If he       Assuming they find it, they find a large rock, overgrown
was brave enough, Larry would touch a leg. In the                with mosses. A group Brawn test with a combined STR of
meantime he’ll just stare at them. But only when he thinks       40 is enough to move it in short order, otherwise they will
no one is looking.                                               need to spend 1D3 hours digging and using levers. Once
                                                                 opened, a foul stench rises up from the opening and they
Have no emotion other than fear. Emotion is a distraction        can see a tunnel going straight down. It’s time to get the
from clear thought.                                              ten-foot poles out.

Fail to have no emotion. Larry’s quest has taken so long         The Troll Tomb
that has lost his sense of logic and detachment.
                                                                 1. The opening to the complex is covered by a large rock. A
Be fatalistic. You’re all probably going to die soon and it’s    shaft about 2m in diameter leads straight down to a wooden
probably going to be painful. That’s just the way it is.         floor some 3m below. This is false floor made from thin
                                                                 wood. 7 SIZ or more collapses it leading to a fall of about
Basically, s/he’s an elf with issues.                            4m.

Larry has spent his life on this quest. The other alim have      2 Burial chamber. This grand vault is falling into disrepair.
all but exiled him. He is rootless and none of them will help    A sarcophagus with an off-centre lid is placed in one corner
him. All of his life he’s felt that the Syphon is unjustly       of the room. If the sarcophagus is explored a large,
cursed and can be saved. He has travelled up and down            deformed skeleton can be found. It is gripping a huge two-
every river that ends in Choralinthor Bay. Talked to sprites     handed maul and has a lead circlet on its head. Balancing
and demons, seen streams die and even seen the Solthi river      on its chest is a mildewed leather bag marked with Air and
burn. He has been to the edge of the footprint and been          Darkness runes. A Perception roll clarifies that the statue is
scarred by gorp. And now, when he finally seems to have          of a troll and that both legs look broken. The first person to
everything figured out, the sorcerers have turned up and         touch the skeleton in any fashion must make a roll of their
stolen his greatest treasures.                                   Persistence versus a skill of 80% or receive a troll curse.
                                                                 Any Player Character can freely take the Maul but will
                                                                 receive the troll curse certificate. Mark this on the player
Encounter 4 – Tomb raiding                                       character sheet and give the player the appropriate
                                                                 certificate. A successful Sleight roll allows a Player
                                                                 Character to take the bag without touching the skeleton. A
It’s early the next day and Larry thinks the tomb is
                                                                 successful Lore (Orlanth) roll brings a line from the myth
somewhere on the eastern bank. The Syphon is heading into
                                                                 of Orlanth and Aroka to mind. “Orlanth was delayed on his
the uplands so the east bank is quite steep and heavily
                                                                 voyage, first by Krakos, the troll avenger, who was angry
overgrown. Larry claims to recognise the are by the colour
                                                                 because Orlanth broke his father's legs. Orlanth defeated
of the reeds on the river bank. That is unlikely to help the
                                                                 him, and took his Darkwind.”
Player Characters but Larry still doesn’t understand surface
measurements. If the Player Characters try to press him for
extra information he ducks down beneath the water again.         3. At the far end of he burial chamber a hole in the floor
After a delay he resurfaces holding a lethal looking piece of    about 1m in diameter opens into the ceiling of a large,
bone the length of a shortspear, as thin as a needle and         flooded cave. There is a short drop of about 1m to cold
sharp as one too. He will point it in their direction. The       water. The water contains two very hungry gorp. At its
Player Characters have time to react. Assuming that they         deepest the water is about 1m deep and flowing fast.
don’t hit him with a barrage of spells and missiles and do       Anyone wading through the water is reduced to 1 Combat
get out of the way, he starts a sing-song in his native tongue   Action per round, gets no Combat Action bonus for dual
then throws the lancet. After a brief pause he indicates that    wielding and has their Strike Rank halved (after any
the tomb is somewhere near where the lancet landed. Oh           Armour Penalties).
and by the way, he would like his lancet back.


A River Runs Up It                                                                                                           6
4. At the fair end of the cave (some 10m away from the            underground river. Realising that the tomb is probably
hole) a large room about 10m square has been hollowed out         trapped she assumes that the barbarians will be easily
of natural rock. Faded charcoal drawings on the walls show        fooled.
a heroic troll facing off against all sorts of foes and tells a
story of how he tried to overcome the trollkin curse by
hunting for a great secret of clean water. More importantly,      Encounter 5 – The river’s song
the room is occupied by the Broo Gorp.
                                                                  The player characters spend three days boating up river (or
5. A secret door conceals the entrance to a corridor some         down river depending on how you look at it). The
15m long. The door is locked with a seized lock. It will take     characters will be paddling the boat as Larry occasionally
1D3 minutes to break through it with a successful Brawn           helps by pushing and guiding it. As they journey they have
roll and suitable tools. Otherwise it takes 1D3 hours.            a chance to speak with Larry and begin to observe the
                                                                  river’s ascent towards chaos. This is primarily a chance for
6. At the end of the corridor is a small room. In the middle      exposition and for a pause before the action starts again.
of the room there is a plinth with a lead rock about the size     The player characters can use the chance to heal and ask
of a bowling ball placed on it. This would appear to be the       questions.
key that Larry wants. It weighs about 30 kg and is
unnaturally slippery: treat it as 30 ENC if held or 10 ENC if     Speaking with Larry
carried in a pack. If it is moved off the plinth there is a
groaning sound. The plinth slowly retreats into the ground        Unless the PCs have done something odd, Larry becomes
and the walls start to collapse. The collapse starts at the far   more friendly. Although most player characters have no
end of the room then moves out through the tomb at around         way of knowing this, he is distinctly unusual for an alim.
2m per combat round but stops at the entrance to the              Most of his kind are ascetic, isolationist philosophers with a
flooded cave (4). Simple athletics rolls allows the Player        streak of fatalism. Larry though has always been fascinated
Characters to keep ahead of the collapsing walls however          by surface dwellers, by the leggies. This is the first time he
the person carrying the lead ball will need to roll under both    has ever dared spend long with them and he will be full of
their Athletics and their Brawn. The plinth trap can be           naive, inconsequential questions about what it feels like to
overcome by placing something weighing about the same             walk or to breathe. What does air taste like? What do they
on the plinth while removing the ball at the same time. That      do when they get dried out? Do legs feel like upside down
will require a Difficult (-20%) Sleight roll.                     arms? Why can’t they grip things with their toes? He will
                                                                  veer between questions like that into topics such as “are
On the way back “Larry” will appear in the water. He will         you really afraid of death? What is the worst way to die? Is
offer to take the “key” so they can get out in a hurry. The       it true that you don’t have buds? As for sex, any mention of
Player Characters ought to be suspicious and any amount of        that and Larry is likely to pass out at the concept.
checking ensure that it soon becomes obvious that this is a
disguise. It is in fact Ishakri using a Phantom Sight             There will be two notable incidents. Late afternoon of the
illusion. If her disguise is rumbled she will let the illusion    first day Larry will suddenly thrash and dive below the
lapse and taunt the Player Characters about their                 surface. After a long time he will try to explain that there is
uselessness before ducking back under water. Smart Player         a God Learner in the myth. It’s hard for him to explain in
Characters will have tied a rope to something so that they        Trade Talk but what has happened is that Ishkari has
can get back out of the water before the whole of area 4          successfully attuned the crystal. They are now both aware
collapses.                                                        of each other. Normally this isn’t possible but the fact that
                                                                  are many fragments means that they have found different
Assuming they survive they get a chance to look at the lead       ways to attune the crystal. Larry will casually explain that
ball. A lengthy inspection shows that it unscrews. Inside is      this means he’s probably going to die.
an antique key made out of some sort of shiny metal
(aluminium) with prongs looking like a water rune. There is       Later that evening they hear him making a wailing sound in
a hole in the handle where a jewel may once have been set.        his own language. If asked what’s going on he’ll escape
                                                                  beneath the water for about 15 minutes. Then having made
What was Ishkari up to? The maps they stole from Larry            a decision he’ll tell them it’s his favourite story, “The
are less useful than she hoped and she has not yet been able      Weeping Guardian.” He can’t tell it word for word in Trade
to attune the crystal. Like Larry she believes there is an        talk but he can explain it.
abandoned water temple that is central to the myth of the
sinking of the celestial tower. The maps indicate a possible
entrance but she suspects there is more to be found. So her
group are following the Player Characters to see where they
lead. When they start looking for the tomb entrance she
consults the map and finds a way to get into the
A River Runs Up It                                                                                                             7
The Myth of the Weeping Guardian                                 generally shunning the player characters. Switched on
(Resonance 70%)                                                  players might realise that the interaction of the myths is
                                                                 warping their characters’ perceptions. In reality the
                                                                 villagers are surly but not nascent river demons. As the
Back before time, in the dark days when the devil fouled         villagers watch the boat pass by they will recognise the
the waters of the world the gods gathered in the celestial       hero light enveloping it and sense the doom that follows it.
home to make their last stand against chaos. The greatest of     For this reason they attempt to ward off the evil.
those gods was Magasta. Together with his purest son,
Wachaza, they threw back the hordes of chaos over and
over again. But even they couldn’t hold back betrayal and        On the second day the river starts to climb into the uplands.
chaos slipped in secretly under the roots of the mountain.       Locals call this stretch “The Slows.” If the river were
When the world mountain exploded, the Sea gods leaped            normal it would be rushing down over rocky rapids. As it
into the hole to sacrifice themselves before all the waters      is, it is labouring up against the pull of the sea down below.
drained away into unlife.                                        The landscape has changed and the characters must boat
                                                                 through some steep canyons.
Wachaza stood fast, holding off the devil while the gods
poured in. He wept for each one that died and each tear he       On the third day the water starts to get very choppy,
wept doubled his strength. Until his lover, a goddess we no      Whirlpools appear from nowhere and the current thrashes
longer know readied herself for sacrifice. Wachaza tried to      around making the boat hard to handle. Larry looks
fight off the chaos demons while reasoning and pleading          exhausted as he attempts to guide the boat. Eventually
with her. He loved her beyond all else but she insisted that     someone will think to look over the side and when they do
she must join those gods dying in the attempt to save the        they discover that the river is infested with gorp. It is as if
world. At this point some say the devil touched Wachaza          there is a war between the river and gorp. The gorp are
and a boiling rage erupted in him. As she rushed past him        trying to get to the sea, the river is trying to push them
he tried to stop her yet he slipped and his bloody trident       back. Larry has his hands full directing the boat and needs
pierced her through the breast. His rage was such that he        the characters to help with paddling. No rolls are needed
killed not just her but all our memories of her. Tears ran       but the characters will be exhausted at the end of the day.
down his face like fire down an undersea volcano blinding        As they camp on the last night before they get to the
to him to all but anger and despair and freeing the monster      Footprint and Foul Blood Forest they realise why they can’t
nature that had long lurked deep within him.                     see any of these strange animals making the sounds. The
                                                                 sounds are coming from the river itself. Bits of it hang
                                                                 glistening on branches or crawl onto the bank in puddles.
His anger boiled away all love and tenderness in him.            As it struggles along the ground it howls and shrieks. It’s
Henceforth he would kill and only kill. Every surface            likely the player characters will get little sleep this night.
dweller dreads him, every water dweller knows not to
enrage him yet without his boundless, frenzied destruction
of the chaos demons that attempted to tear the world in half     GM note. The experience of the river has been intensified
that day none of us would be here now.                           by the This World Quest. The Player Characters are seeing
                                                                 the essence of the river and the battle between water and
                                                                 chaos in a heightened metaphor.
And so we call Wachaza the weeping guardian, the impure
killer, the rage of the deeps who saved us all that day and
who lost all that was good and pure.                             Encounter 6 – River’s edge
Encounters along the river                                       It’s the final morning and the Player Characters have
                                                                 reached Larnste’s Falls at the edge of the Foot Print. The
As they travel upriver the vegetation becomes progressively      Syphon plunges over cliffs into the valley bellow. Looking
thicker and more verdant and the heat increases. PCs can         at over the valley they see giant, stone ziggurats and things
hear strange, unnatural sounds. Describe it to players as        with too many wings circling in the air. If the wind is in the
something like howler monkeys, the chatter of parrots, the       wrong direction they can hear the trees screaming. There is
whirring sounds of insects. All these things are new to the      a petrified forest, the Stone woods weaving through the
Orlanthi but none of them are ever actually seen except as a     valley. There is also the Foul Blood Woods where the trees
sudden movement out of the corner of the eye.                    are glistening with slime. As they watch they’ll see parts of
                                                                 Foul Blood Woods dissolve and then reform. Occasionally
Towards the end of the first day they reach Backford. This       there is a commotion and the sound of something being
is a small, miserable stead where locals work in brine ponds     butchered, very noisily.
fed by the river to extract salt. To the player characters the
locals will look malformed, their eyes bulging, a scent of       Larry believes the entrance to the temple ought to be half-
rotting fish about them. The locals will be                      way down the cliff just to the right of where the river
incommunicative, making superstitious gestures and               plunges down. He will need to be carried so he can take the
A River Runs Up It                                                                                                            8
key. First though he must perform a ritual to allow himself       them back down the cliff. Sometimes the gorp slither past
to breathe air for an extended period. Someone will need to       and the river moans in agony.
carry him. He is fairly light and could hang onto a
character’s shoulders while resting in a pack for example.
While he does that, the Player Characters can plan their          Encounter 7 – the guardian
climb. Looking down they can see a ledge about 40m
down. The cliff is steep but not vertical and there are           While inside the temple the Player Characters are affected
handholds. To climb down to the ledge takes a single              by the remnants of a powerful Consecrate spell. All Divine
Athletics Climb test at -20%.                                     Magic Spells that are not from a water god suffer a -50%
                                                                  casting penalty. Any other kind of magic that is associated
•   On a critical or normal success the climb is completed        with one of the non-water elements also suffers from a -
    without incident.                                             50% penalty. Examples might be Fireblade, Wrack (Earth)
•   Failure. Slip! The Adventurer must immediately make           and so on. Finally anyone Rune touched by an element
    another Athletics, Brawn (-20%), or Acrobatics                other than water loses the benefit of being Rune touched by
    (+20%) test. If that is a success the adventurer              it.
    recovers. They have not yet made much progress so
    must make a new Athletics test to climb the rest of the       Once they have entered the crack, the Player Characters
    way with the same risks.                                      find themselves in a crazily tilted hallway, diving deep
•   Fumble. Fall. The Adventurer falls to their death. A          down into the cliff. As the god stomped, the ground was
    good moment to spend a Hero Point.                            compressed and the cliff rose up. The middle of the temple
                                                                  was cut in half. Half was pulverised, the other half was
Spot Rules. An adventurer who has already made it to the          twisted upwards by the rising ground. Now the Adventurers
ledge can coach the climber and add their critical score in       must climb down a twisted, zig-zagging corridor that dives
Athletics to the climber’s skill. Only one Adventurer can do      at around 45 degrees. Providing they are careful this can be
this at a time. Using a rope that has been tied to a rock at      done without need for skill rolls.
the surface adds 20% to the climb skill. A tied climber who
falls and is tied to a rock will suffer the equivalent of a 1D6   The corridor is composed of what was once some sort of
metre fall. If not tied to a rock one or more of the              grand, blue-veined marble. Huge columns have broken off
Adventurers may be holding the rope. If the climber falls,        and careened down the slope. Various rooms and other
these Adventurer’s need to make a group Brawn test.               corridors run off it but have been crushed in the
Compare the total STR to the SIZ of the climber. If their         catastrophe. Just this one corridor, once the spine of the
STR is within 5 points of the climber’s SIZ it is a routine       building remains. If the characters press their ears to the
Brawn test. If STR is lower than this then the Brawn test is      walls they can hear water running through it, as if the
at -20% for each 10 (or fraction) points lower. If it is higher   marble is somehow stone and water at the same time. And
than this the test is at +20%. A success means that the           if they think to look properly, the random veins of blue
falling character simply slips a small distance and then          slowly move and shift, forming barely discernible images
recovers. Finally the Adventurers may decide to climb             and what could be writing.
down roped together. In this case ascertain the order. If one
person falls, the one above must make a Brawn roll that is        Larry is an awe of this. He could spend a life time studying
also under their Athletics skill (with the same STR vs SIZ        these patterns if only he had much of one left.
comparison) to hold on. If they fail then they start to fall
too, adding to the total SIZ of falling characters.               At the end of the corridor, a guardian awaits. A giant figure,
                                                                  shining and reflective. In his right hand a trident, in his left
There are of course many other possible ways the PCs              a net of hooks. He is standing on the floor, seemingly
attempt to climb down. Including, possibly, flight.               unaffected by the steep slope. He speaks in words like the
                                                                  crashing of the sea but only Larry is likely to understand.
Once on the ledge, after a brief period of searching, a crack     Should an adventurer approach into the room he will move
can be seen behind the waterfall. Getting in will be              to attack and he will fight to the death. He is an avatar of
awkward and damp but there is no need for further skill           Wachaza, the water tribe’s god of war and he will let none
tests.                                                            past.

The water really doesn’t want to fall into this valley. As the    It is likely that this fight is unwinnable. The avatar is
Adventurers approach they will see that the water is              composed of living water that quickly regenerates any
hanging on to the cliff side. It is almost as if is falling in    damage and is immune to any sort of magic with the Resist
slow motion. Even worse, the Adventurers see gorp.                (Persistence) trait. No fire can be summoned in this holy
Scores, hundreds of them, slowly climbing up the cliff,           sanctum. Finally the guardian can dismiss magic of any
trying to migrate out of the valley. Sometimes the water lets     magnitude as a Combat Action by spending 1 Magic Point
go of its hold and crashes into a cluster of gorp, smashing       per point of magnitude of the spell. The avatar can also use
A River Runs Up It                                                                                                           9
this action defensively like a counterspell to prevent a spell    being carried in the waters. Their HeroQuest has ended in
from taking effect.                                               failure.

Combat spot rules. Player Characters will need to balance         Finally it is possible that the Player Characters are able to
precariously on broken columns and so on if they wish to          defeat the Guardian. The nature of the interacting myths is
stay on their feet. This prevents them from using Evade to        such that a lot of flux is possible so they are rewarded for
avoid an attack without falling. Any successful Bash or           their success rather than punished. If defeated or destroyed
Trip manoeuvres will result in a fall of 1D6 metres.              in some manner the Guardian dissolves, unleashing a
Alternately they can hold onto various items but this will        raging torrent of pure water that washes them deep into the
reduce their normal CAs by 1 and still prevents the use of        mouth of the dragon. As the water takes them they see that
Evade. It will also prevent the use of dual wield combat          Larry is untouched. His last words to them are “I must
styles.                                                           defend the temple. My quest passes on to you.” The last
                                                                  thing they see is Larry being transformed, reaching for the
As the avatar fights, tears roll down its cheeks. It weeps for    Guardian’s trident. In his final moments as an elf, he has
the death of the world and the gods who have died trying to       legs.
save it. It weeps because it must stay behind and fight.
                                                                  Encounter 8 – Waters Fall
Should Larry see this he gradually realises what he must
do. After 1D3+2 Combat Rounds he makes a decision.
Drawing on the mythic resonance of this place he steps            However they get there the PCs arrive in a spectacular
forward. He is able somehow to stand, almost as if                location. They have been deposited in a hemispherical
swimming in the air. He takes his lancet and throws it at the     room some 100 metres in diameter, the peak of the dome
guardian. The guardian responds instantly, throwing his           being 50 metres above them. The doom is constructed of
trident and impaling Larry, killing him instantly.                some manner of translucent marble. The floor consists of a
                                                                  3 metre wide strip of the same sort of marble running
                                                                  around the outer circumference. The central area is some
As Larry falls he drops the key (someone needs to make a
                                                                  sort of metal that is almost as slippery as ice and as shiny as
quick-witted Athletics roll) and the myth of the crying
                                                                  a mirror; attempting to move in a hurry will require a
guardian repeats itself. Water starts to flood down the walls
                                                                  Difficult (-20%) Athletics test or routine Acrobatics test.
as if the marble itself is reverting to water. The guardian
                                                                  Around the outside of the room are 8 archways. The Player
turns black, its eyes burning the red of the hells of doomed
                                                                  Characters have just been washed into the room down one
souls and it howls as if dammed. Larry manages a few
                                                                  and the water has drained away through the other arches. If
heroic last words “The way is open. And I go back to mud.
                                                                  they explore the arches they find that they can push their
Save the river for me.”
                                                                  hands through four of them but not the other four. They
                                                                  seem to be one-way passages; some are entrances to the
The Player Characters can see a hole opening like a               room, some exits.
dragon’s mouth in the room behind the guardian. The
guardian itself is dissolving. Really their only choice now is
                                                                  Any Player Characters who visited Ernan’s Bread & Brews
whether to try and resist the flow of water or to go
                                                                  in Encounter will find they have a piece of Splendorbread.
willingly. If they try to resist they fail and take 1D6 damage
                                                                  Eating it now restores all fatigue lost and restores all hit
to 1D3 random locations due to being tossed around.
                                                                  points to one injured location.
Armour doesn’t protect. If they try to go with the water’s
flow then a successful Athletics (or Acrobatics at +20%)
test means they suffer no damage, otherwise they take             If the Player Characters look closely at the walls they can
damage as if they resisted.                                       begin to determine patterns of light and dark moving
                                                                  somewhere through the walls. Should one press their face
                                                                  to the wall there is a sudden crash as if something huge just
Larry took a major wound to a vital location and failed his
                                                                  flung itself against the wall from the other side; the player
Resilience roll, killing him instantly. The last words were
                                                                  character is uncomfortably aware of something with too
simply flavour; if the players are the types who take events
                                                                  many teeth and too many tentacles that would devour him
literally then Larry has no time to speak at all.
                                                                  in an instant.
The player characters may be able to resist being drawn
                                                                  After a short period to explore, the player characters
into the mouth of the dragon; a Brawn test at -40% should
                                                                  become aware of a sense of movement in the floor. If they
enable that to happen. If all the Player Characters manage
                                                                  look down they can see lines in the floor snaking towards
to stay out they watch as the hallway seems to collapse into
                                                                  the centre where a small hole has opened. The floor is
the entrance, filling it. Now the only way is back up. They
                                                                  beginning to look like an iris. Providing they act promptly
will be able to get back onto the cliff ledge just in time to
                                                                  and without panic they can make it back to the edge of the
see half the cliff fall into the river and will spot the Marlin
                                                                  room without alarm. Anyone dithering or wanting to stay in
A River Runs Up It                                                                                                            10
the middle of the room will need to run across the room         extract from this single drop could power a whole fleet of
(see above) in order to get to the safety of the ledge as the   Marlins and with the mythic insight crystal they could
floor opens beneath him.                                        break into deep, submerged myths to summon monsters
                                                                capable of swallowing whole countries.
At any point they wish to, the player characters can exit
through one of the four one-way arches that leaves the          Encounter events
room. Doing so sends them to the bottom of the cliff
through a twisting tunnel with nothing more than some           It takes the Marlin 1 Combat Round to right itself and for
bumps and bruises. They are out of the rest of the scenario     the God Learners to emerge properly. The four God
and have left the HeroQuest.                                    Learner NPCs move onto the upper deck of the M34A. One
                                                                mercenary is directing the ship and any other mercenaries
The Player Characters can see that there is a drop of some      remaining from the first encounter are holding onto the
20m from the ledge down to the surface of intensely black       Marlin’s railings. Ishkari’s aim is simple. Get the drop and
water below. The ledge probably feels worryingly slippery       leave. She is surprised to see anyone here. Still every villain
and it becomes clear that the ledge slopes slightly down        loves an appreciative audience.
towards the water. Should anyone fall then a difficult (-
20%) Athletics roll or routine Acrobatics roll lets them dive   If possible, give her a chance to monologue. She has been
without taking damage, a failure is the equivalent of a 3m      following this elf for a year now and he has finally lead
fall, a fumble is the equivalent of 10m fall.                   them right here. The drop will be hers and soon the power
                                                                of primal water will be the God Learners to command.
As they ponder this, the water in the middle starts to shine    Mwah ha ha! Milk it for as much as you can get away
and emerging from the middle, radiating a soft turquoise        with. Some Player Characters will insist on trying to attack
light a single drop of pure water floats into the air on a      her while she talks. In this case remind the players that they
column of light. It is the purest essence of water. Light       are caught in a myth and the normal laws of physics are
ripples across the room, there is a sound that is something     being stretched. Somehow it is as if no time passes while
like a laughing mountain brook or the gentle lap of the         she talks. As soon as she starts to act, the myth continues.
water on a river’s bank in summer or maybe the first rains      The Player Characters may attempt to attack immediately
after the heat of summer. As Storm Tribe members this is        or may wait to see what the God Learners do.
alien to the Player Characters yet its beauty is undeniable.
Several myths are entangled here. They are in the belly of      Set up. The Player Characters can be anywhere around the
the dragon as if Orlanth has been swallowed by Aroka; at        edge of the room that they like. The Marlin-34A is
the same time they are in some sort of literal underworld       hovering roughly 20m above the water making it roughly
like Orlanth summoned on the Lightbringers’ Quest; and as       eye-level with the Player Characters.
well there is the myth that Larry took them on, possibly
they are at the very heart of the world while monsters rage
around them. Give the players enough time to try to piece       The most likely sequence of events is as follows:
some of this together.
                                                                Combat Round 1. The Marlin moves to the Drop. Ishkari
The key bearer can feel the key throb; should he think to       positions herself with Barrag in attendance to reach for the
look the hole in the handle would be just the right size for    drop.
the water drop. If only he can find a way to the drop.
                                                                Combat Round 2. Ishkari takes the drop in both hands and
At this point there is a colder, more ominous glow from the     holds it in the air.
water below. Anyone looking down sees two baleful eyes
staring up, sees the water churning and then, surfacing once    Combat Round 3. She continues to hold it, transfixed in
again, the Marlin is back. It bursts free from the water;       awe.
there is one final blast of sorcery that destroys a tentacle
wrapping around it and then it is airborne. Guided by the       Combat Round 4. Things start to go black. She is now
crystal it has found its way through the underwater             transfixed in fear.
passageways marked on Larry’s map. Several mercenaries
still wearing their air matrices are clambering out of the      Combat Round 5. The guardian forms and combat starts
hatches while the battered, rent machine labours up to the      between it and Barrag. The others will act to protect Ishkari
hovering water drop.                                            and the drop though Reckworth’s main priority is the
                                                                Marlin. Ishkari is distracted by the beauty of the drop and
The God Learners plan is simple, they want the water in         takes no actions.
order to bind it. Their hold on the seas is weakening,
Zistorwal has been sunk and there are rumours of an
impenetrable mist in the west. The energy they could
A River Runs Up It                                                                                                          11
Combat Round 6. The first cracks are heard. Barrag is            At this point the characters should remember the myth of
likely to be engaging guardian while Ishkari is dragged          Orlanth & Aroka and should realise that they can invoke it.
onto Marlin.                                                     The tear can be thought of as Heler. They are deep inside
                                                                 Aroka. By making a Lore (Orlanth) roll or spending 1 Hero
Combat Rounds 7 and 8. Ishkari comes to her senses and           Point they can become Orlanth. In practical terms, as soon
all God Learners get back into the hatches.                      as someone in the party spend s the Hero Point then the
                                                                 whole party are no longer bound to the ground and can
                                                                 walk on air as if it were solid earth. They can also perform
Combat Round 9 onwards, the room is starting to flood.
                                                                 the heroic actions listed below. Each can only be performed
                                                                 once by the party as a whole.
Once Ishkari gets her hands on the drop it is magnificent.
She holds it in the air. It gleams. It seems as big as the
ocean as pure as diamond. It sparkles and fizzes. The room       •   Use of Brawn for a superhuman feat of strength: “Then
is bathed in intense light. Then it starts to go horribly            Orlanth strode into its mouth and seized the upper jaw
wrong. She’s a villain after all and she has no respect for          with his hands, and placed his foot against its lower
the blessed item. As is always the case, the God Learners            jaw, and with a shout of victory tore the dragon
know everything but understand nothing.                              asunder.” This could enable them to tear a hatch off the
                                                                     Marlin for example.
                                                                 •   Use the bag of winds from the troll tomb (if they have
Everything goes black. The temperature drops to zero
                                                                     it) to automatically neutralise one spell with no roll
instantly. There is a timeless moment of disorientation and
                                                                     needed. “Aroka roared out its fatal breath, but Orlanth
then the lights change. Now the room is lit with a
                                                                     captured it inside the magical Sack of Winds and threw
sulphurous, underwater volcanic glow and the weeping
                                                                     it away.”
guardian is on the Marlin’s foredeck as if he has been there
                                                                 •   Drink the widebrew (if they entered the tavern in
all along. And, as they say, he’s pissed.
                                                                     Miskos). The character’s attack rolls are increased by
                                                                     half again (as if Fanatic), they get one additional
What happens next?                                                   Combat Action per Combat Round and plus 6 to their
                                                                     SR until the myth ends.
The guardian will attack Ishkari and she will be defended
by Barrag. If the PCs brandish the key they find they can        This should be an epic fight; encourage the players to take
direct the guardian. The key bearer should make the              great risks. They are at the heart of three myths and they are
guardian’s rolls for him and can have it act in the most         representing Orlanth at his most heroic. The more they act
efficient way to get the drop back. The guardian is,             like Orlanth, the more reckless they are, the truer to the
however, weakened by whatever the PCs did to it earlier.         myth they are being. Crazy stunts should be rewarded, not
                                                                 penalised.
The rest of the God Learners try and get Ishkari back to the
34A. The PCs can and should intervene. If they don’t, then       As soon as it is obvious the fight is going against them, the
Ishkari gets back to the 34A in 1D3+1 Rounds. 2 Rounds           God Learners will try to flee. Reckworth will save the
later it escapes followed by the guardian. Regardless, at the    Marlin rather than any of his companions. Jezry will scuttle
end of the round after the guardian intervenes there is a        off like a rat. Only Barrag will fight to the death and Ishkari
loud crack and water starts to run down the inside of the        can not bear to live the drop behind so she will expend
hemisphere. There are increasingly more cracks each              every last effort to keep it or retrieve it if she loses it.
round. The room will collapse in 1D4+4 Combat Rounds
after the first crack.
                                                                 Eventually though the dome will collapse. The easiest way
                                                                 to escape from the room as it collapses is to spend a Hero
So the PCs need to stop the God Learners, retrieve the drop      Point. Those Player Characters are swept away down one of
and get out of the room before they all drown. Easy. Oh and      the exit tunnels and come falling out of waterfall into the
all the action’s happening some 20m up in the air.               Print. Each character who chooses not to spend a Hero
                                                                 Point needs to make an Athletics test and a Resilience test.
If Ishkari takes a serious wound she automatically drops the     Failing the Athletics test counts as a fall of 1D4+4 metres.
tear; it is mythically slippery and it is repelled by her. Any   Failing the Resilience test causes 2D6 damage to the chest
Player Character holding the key feels an over-powering          ignoring all armour from almost drowning. If the Darwkind
urge to rescue the tear and will have to pit their Persistence   hasn’t been used the whole party can use it now to escape
against a Resonance of 75% if they try to avoid taking           with nothing more than cuts and bruises as it fills the
action. Should the keybearer get the tear they will find that    monster’s lair and carries them safely down a tunnel.
it instantly shrinks and flows into the gap in the handle
where it settles.


A River Runs Up It                                                                                                           12
Encounter 9 – River’s End                                         REWARDS &
                                                                  ADVANCEMENT
Amazingly you are still alive. As you pick yourselves up and
look around you discover that you have been washed out to
the bottom of the cliff deep in Foul Blood Forest. You have       A standard award of 2 Hero Points and 3 Improvement
no time to worry about that now though because the cliff is       Rolls should be given with the following suggested
collapsing and it seems like a whole ocean is flooding out        modifications. After modifications no character should
of it, bringing the rocks crashing down to the valley floor.      receive more than 4 Hero Points or 5 Improvement Rolls
                                                                  (not including their Improvement Roll Modifier.)
Scrabbling to higher ground you see the torrent cascading
through the foul lands, washing the filth away.                   +1 Hero Point: taking a significant risk or spending 1 Hero
                                                                  Point to rescue another PC, Larry or the tear.

If the Player Characters retrieved the tear it ought to be in
                                                                  -1 Hero Point to each character if a Player Character died
the key and they can throw it into the river. If they do, they
                                                                  who could have been saved.
see it arc through the air and suddenly it’s raining. The rain
is like the promise of spring and fertility, the first truly
clean air to fall here since time began.                          +1 Hero Point per character for returning the tear to the
                                                                  water.
If the Player Characters didn’t retrieve the tear but
prevented the God Learners from making off with it, they          -1 Hero Point for selling the tear.
can feel its presence in the river. There’s a mixed feeling of
relief and resignation as the river rushes again to heal the      -1 Hero Point for leaving the HeroQuest early.
wound at the heart of the Forest.
                                                                  +1 Improvement Roll to be spent on a relevant skill for
If the God Learners gained the tear, the Player Characters        piecing together the different myths.
see the Marlin caught in the river, hurtling down stream to
the hole in existence. Whether they will be devoured by it        +1 Improvement Roll to be spend on Swimming for the
or will resurface with blasphemous insights and powers,           keybearer, if there was one.
only time will tell.
                                                                  All Player Characters may additionally gain the Advanced
Naturally if they have the Tear they can choose to keep it.       skill of Boating if they don’t already have it or gain an
The Lankor Mhy sages will pay well for it.                        Improvement Roll in it.

Finally any Player Character who carried Larry finds              If one of the Player Characters was the initiation candidate
something looking like a bud. They may decide to throw it         then he is now an initiate of Orlanth Dragon Breaker.
into the river or wait until they find a suitable lake. Or sell
it to a collector depending on their personal morality.           Depending on the events, the Player Characters may be able
                                                                  to scavenge some of the God Learners’ possessions. The
For now their job here is done. The Syphon is not cleansed        most notable possibilities are, Barrag’s mace, Reckworth’s
yet but depending on their actions now it has a chance to         repeating crossbow, the abjure air masks, the water key, the
begin to heal. It’is a process that may take centuries but to a   bag of wind. Certificates for the first four are provided. The
river that is nothing.                                            water key has no knowable powers but is immensely
                                                                  valuable. The bag of wind has lost its aura with the end of
If they have prevented the God Learners from gaining the          the HeroQuest so is nothing but a leather bag.
Tear, their initiation quest is also done and the initiate is
rescued. If one of the Player Characters was the initiate         Blessed by the River: any character who threw the key into
they feel the world come back into proper focus. As he            the river gains the River Blessing.
looks around he feels his new, deeper connection to his
god. If the initiate was a NPC, the Player Characters have a      Larry’s boon. If someone threw Larry’s bud into the river,
last glimpse of the hero plane and see him striding home,         they gain its boon.
spear in hand, ready to fight dragons. The last of the
numinal aura drains away and the Player Characters are
finally fully back in the mundane world. They have aches
and pains, are soaked to the skin and weary and have a long
climb up a cliff to escape from the horde OF SCORPION
MEN THAT ARE CHARGING THEM. Cue end credits….
A River Runs Up It                                                                                                           13
BLESSINGS, CURSES AND                                          The River Blessing
PLUNDER                                                        While on or near the River Syphon the player can trade in
                                                               this blessing to the Games Master instead of spending 1
Enchanted Mace                                                 Hero Point.


•   Heavy Mace: Size: L, Reach L, Damage (1H: 1D8+1),          “Larry’s” Boon
    (2H: 1d10+1), AP 6, HP 10.
•   Damage Enhancement Matrix: Wizards of Zistor 70%,          The Player Character gets +10% on all social skill tests
    Duration POWx5 minutes, Magnitude 3, Range touch.          when interacting with freshwater aldryami. The player can
•   Notes: The matrix takes 1D6 hours to recharge after        trade in this blessing to the Games Master instead of
    the duration ends. The spell in the matrix can only be     spending 1 Hero Point.
    cast on the mace. No casting roll or Magic Points are
    needed to cast the spell. Casting time is 1 CA.
                                                               The Troll Curse
Value: 1,000 silver pieces.
                                                               Troll characters gain +10% to all attacks and hostile spells
                                                               targeted at this curse’s victim. If the Games Master
Zistorite Repeating Crossbow                                   consents, the player can trade in this certificate to the
                                                               Games Master instead of gaining 2 Hero Points at the
•   Repeating Heavy Crossbow (H/-, 1D10, 0*/150m)              conclusion of a scenario featuring Trolls.
•   This carries a magazine of 6 quarrels that automatically
    reload after firing without requiring a CA. Once empty,    Krjalki Nature (non-transferrable)
    it takes 1D3+1 Combat Rounds to change magazines.
•   Notes: This only includes one magazine. It requires
    specially constructed crossbow bolts costing 1 SP each.    The holder is an outlaw in Orlanthi society and is
    It takes 10 minutes and a successful Mechanisms roll       considered krjalki. Urox cultists will consider him chaotic.
    to re-stock a magazine.                                    He will register as an enemy to Orlanthi magic. If the
•   Value 900 silvers.                                         Games Master consents, the player can trade in this curse to
                                                               the Games Master instead of gaining 2 Hero Points at the
                                                               conclusion of a scenario in which he undertook some act of
Abjure Air Matrix (6 copies)                                   redemption.

•   Bronze face mask covering nose and mouth holding           HeroQuest Backlash
    Abjure Air Sorcery Spell Matrix
•   Abjure Air Matrix: Wizards of Zistor 60%, Duration
                                                               The holder has suffered a HeroQuest Backlash. Whenever
    POWx6 minutes, Magnitude 1, Range touch.
                                                               the character attempts to spend a Hero Point he must roll
•   Notes: The matrix takes 1D6 hours to recharge after        1D6. On a 1, the Hero Point is spent but has no effect. The
    the duration ends. The spell in the matrix can only be     character may immediately try to spend another Hero Point
    cast on the mask’s wearer. No casting roll or Magic        for the same purpose if he wishes but must roll again. If the
    Points are needed to cast the spell. Casting time is 1     Games Master consents, the player can trade in this curse to
    CA.                                                        the Games Master instead of gaining 2 Hero Points at the
•   Value: 750 silver pieces.                                  conclusion of a scenario in which he successfully
                                                               completed an Orlanthi HeroQuest.
The Water Key
                                                               Crystal Memories of the
•   An aluminium key with a setting for a drop of
    elemental water.
                                                               Cleansed One
•   This key is worth 150 silver pieces without the drop of
    water but around 6,000 silver pieces with the elemental    Mythic Insight Crystal: This power crystal consists of
    water.                                                     several different fragments embedded within a large piece
                                                               of coral weighing 5kg. Removing any fragments from the
                                                               coral will kill that piece of crystal. The crystal contains
                                                               several elements from the Myth of the Cleansed One at a
                                                               Resonance of 80%. The crystal can be used to access the

A River Runs Up It                                                                                                        14
myth on the hero plane. It contains the following                  In this scenario the elf’s quest has done just that and
behaviours and lessons.                                            entangled the Player Characters. So they perceive the river
                                                                   more dramatically than if they were simply travelling along
•   Chaos must be cleansed;                                        it. Places such as the inn or the troll’s tomb will not be
•   Pilgrimage is holy;                                            findable if they go back and the river itself will seem more
•   Inaction in the face of evil is evil;                          mundane or at least as mundane as a cursed river running
                                                                   uphill can be. This effect is magnified because of the
•   Everyone deserves a second chance.
                                                                   interaction between the two myths and, naturally, the
                                                                   presence of the God Learners.
Should any of these behaviours seem mandated the attuned
holder of the crystal must pit their Persistence vs the
                                                                   There are two main quests entangled. The elf is following
crystal’s Resonance of 80% in order to choose not to act
                                                                   the fragments of a story known as the Myth of the Cleansed
according to the myth.
                                                                   One. This requires him to journey to the headwaters of the
                                                                   river and undergo a ritual of purification. He has been
The Cleansed One quest potentially offers the following            involved in this for over 3 years now and has almost failed
rewards: become Rune Touched by water; to be able to               several times. Each time he would have failed, however, he
transform into a piscoid (i.e. part fish); to cleanse another of   has been able to raise the stakes and journey deeper into the
a chaos taint.                                                     myth. It has become a life quest for him and he knows that
                                                                   succeed or fail that his life ends when the quest ends. As
Value: (1D3+3)x1000 silvers.                                       one of his raisings of the stakes, he recklessly joined two
                                                                   myths together: the myth of the Cursed One and the myth
It is highly unlikely that the Player Characters will gain the     of the Crying Guardian. When he did this he drew the
crystal and become attuned during this adventure but for           attention of the God Learners. A team of Otherworld
more information about the Cleansed One HeroQuest see              Explorers have been searching water myths since the fall of
http://www.soltakss.com/hquest03.html.                             the Clanking City. They have almost caught him twice
                                                                   before and the scenario starts with their third attempt.

APPENDIX                                                           Realising that his quest is at risk he raises the stakes one
                                                                   more time. He has long believed that surface dwellers hold
HeroQuesting                                                       the key to his success and is a member of the elf equivalent
                                                                   of a healer’s cult. In desperation he finds a bunch of
                                                                   Orlanthi and performs the Lightbringers’ Summons.
HeroQuests take two main forms. In an otherworld quest,            Although he was drawn to the spot precisely because it is
the adventurers are bodily transported to the other side.          an active entrance to the Hero Plane and is on the edge of a
When the HeroQuest ends they are returned to the real              river he didn’t know they were in the middle of following
world exactly where they entered the HeroQuest (see Cults          the myth of Orlanth and Aroka. Now three myths are
of Glorantha). In a This World Quest, the quest takes place        interacting dangerously, bits of each echoing in the other.
in the real world. Rather than the HeroQuesters journeying
to the other side, the other side is brought to the real world     Thus the Player Characters keep encountering elements of
and suffuses the HeroQuester’s actions. In this scenario an        the Orlanth and Aroka myth but in unpredictable ways.
Otherworld HeroQuest, the initiation ceremony, has                 They must somehow string enough elements together to
become entangled with a This World Quest, the elf’s quest.         succeed at their quest. The key to this is the God Learners:
                                                                   by surfacing in the otherworld when Aroka should have, the
A This World Quest is marked by several features. Firstly          submersible has taken on Aroka’s role. Defeating it will
the world itself becomes hyper real. Colours are richer,           substitute for defeating Aroka. Essentially the Player
emotions are more intense, actions more dramatic, in               Characters have just been caught in a raising of the stakes.
general everything is scaled up in some way. Secondly, the         Initially they were involved in a ‘safe’ replay of the myth.
world can appear full of omens and metaphors and to the            Now they are sent deeper, restarting and with their lives at
participants time itself can seem slippery almost as if they       risk.
are in a waking dream. Thirdly, the beings they encounter
are drawn from the real world to partake in the myth               That said, this scenario is not a primer in applied
without necessarily knowing this. A quest may require an           mythology and the players are unlikely to be able to piece
encounter with a lion shaman who has travelled for 3 years.        this together in its entirety. Furthermore the links are not
The power of a HeroQuest is such that the encounter will           exact; as the myths bleed into each other, something new
happen in some form even though the HeroQuest may have             and unusual is formed. Finally, it should be remembered
only just started. Of course this means that it is more than       that although the rulebook presents HeroQuests as simple
possible that Player Characters may get drawn into This            progressions of stations in reality every HeroQuest ends up
World HeroQuests initiated by NPCs.                                differing from the plan somehow or other.
A River Runs Up It                                                                                                           15
A River Runs up it
A River Runs up it
A River Runs up it
A River Runs up it
A River Runs up it
A River Runs up it

More Related Content

What's hot

shakespeare famous (King lear) tragedy crux
shakespeare famous  (King lear) tragedy crux shakespeare famous  (King lear) tragedy crux
shakespeare famous (King lear) tragedy crux sheikhnim
 
The frog and the nightinagle
The frog and the nightinagleThe frog and the nightinagle
The frog and the nightinagleLokesh Markale
 
King Lear Quotes AO2, AO3 & AO4- A2 EXAM
King Lear Quotes AO2, AO3 & AO4- A2 EXAMKing Lear Quotes AO2, AO3 & AO4- A2 EXAM
King Lear Quotes AO2, AO3 & AO4- A2 EXAMkhederla
 
The frog and the nightingale
The frog and the nightingaleThe frog and the nightingale
The frog and the nightingalenehasehgal19
 
The frog and the night ingale
The frog and the night ingaleThe frog and the night ingale
The frog and the night ingaleAayush Sharma
 
My respect to a Legend, his Brilliance and his Creative Words....
My respect to a Legend, his Brilliance and his Creative Words....  My respect to a Legend, his Brilliance and his Creative Words....
My respect to a Legend, his Brilliance and his Creative Words.... Rituparna-Shehanaz
 
The frog and the nightingale by Vikram Seth
The frog and the nightingale by Vikram SethThe frog and the nightingale by Vikram Seth
The frog and the nightingale by Vikram SethTheAmazingSlideman
 
The Elven Heritage Legacy 1.2: Off to See the Wizard
The Elven Heritage Legacy 1.2: Off to See the WizardThe Elven Heritage Legacy 1.2: Off to See the Wizard
The Elven Heritage Legacy 1.2: Off to See the WizardScribalGoddess
 
Lord of-the-flies structure plot summary
Lord of-the-flies structure plot summaryLord of-the-flies structure plot summary
Lord of-the-flies structure plot summaryAbubakar Naimatkhel
 
Power point presentation on the frog and the nigthingale
Power point presentation on the frog and the nigthingalePower point presentation on the frog and the nigthingale
Power point presentation on the frog and the nigthingaleSoumya Polei
 
Oma mkeyquotations
Oma mkeyquotationsOma mkeyquotations
Oma mkeyquotationsthemerch78
 
The frog and the nightingale
The frog and the nightingaleThe frog and the nightingale
The frog and the nightingaleKedhar Guhan
 
A Concert - The Magic Nuts - Mocomi.com
A Concert - The Magic Nuts - Mocomi.comA Concert - The Magic Nuts - Mocomi.com
A Concert - The Magic Nuts - Mocomi.comMocomi Kids
 
22januaryaudioproforma1 190121134551 (1)
22januaryaudioproforma1 190121134551 (1)22januaryaudioproforma1 190121134551 (1)
22januaryaudioproforma1 190121134551 (1)MaxJones48
 
Family relationships in lear
Family relationships in learFamily relationships in lear
Family relationships in learSamantha Peplow
 

What's hot (18)

shakespeare famous (King lear) tragedy crux
shakespeare famous  (King lear) tragedy crux shakespeare famous  (King lear) tragedy crux
shakespeare famous (King lear) tragedy crux
 
The frog and the nightinagle
The frog and the nightinagleThe frog and the nightinagle
The frog and the nightinagle
 
Illustrated Book of Poetry
Illustrated Book of PoetryIllustrated Book of Poetry
Illustrated Book of Poetry
 
Thefrogandthenightingale
ThefrogandthenightingaleThefrogandthenightingale
Thefrogandthenightingale
 
Ewrt 30 class 9
Ewrt 30 class 9Ewrt 30 class 9
Ewrt 30 class 9
 
King Lear Quotes AO2, AO3 & AO4- A2 EXAM
King Lear Quotes AO2, AO3 & AO4- A2 EXAMKing Lear Quotes AO2, AO3 & AO4- A2 EXAM
King Lear Quotes AO2, AO3 & AO4- A2 EXAM
 
The frog and the nightingale
The frog and the nightingaleThe frog and the nightingale
The frog and the nightingale
 
The frog and the night ingale
The frog and the night ingaleThe frog and the night ingale
The frog and the night ingale
 
My respect to a Legend, his Brilliance and his Creative Words....
My respect to a Legend, his Brilliance and his Creative Words....  My respect to a Legend, his Brilliance and his Creative Words....
My respect to a Legend, his Brilliance and his Creative Words....
 
The frog and the nightingale by Vikram Seth
The frog and the nightingale by Vikram SethThe frog and the nightingale by Vikram Seth
The frog and the nightingale by Vikram Seth
 
The Elven Heritage Legacy 1.2: Off to See the Wizard
The Elven Heritage Legacy 1.2: Off to See the WizardThe Elven Heritage Legacy 1.2: Off to See the Wizard
The Elven Heritage Legacy 1.2: Off to See the Wizard
 
Lord of-the-flies structure plot summary
Lord of-the-flies structure plot summaryLord of-the-flies structure plot summary
Lord of-the-flies structure plot summary
 
Power point presentation on the frog and the nigthingale
Power point presentation on the frog and the nigthingalePower point presentation on the frog and the nigthingale
Power point presentation on the frog and the nigthingale
 
Oma mkeyquotations
Oma mkeyquotationsOma mkeyquotations
Oma mkeyquotations
 
The frog and the nightingale
The frog and the nightingaleThe frog and the nightingale
The frog and the nightingale
 
A Concert - The Magic Nuts - Mocomi.com
A Concert - The Magic Nuts - Mocomi.comA Concert - The Magic Nuts - Mocomi.com
A Concert - The Magic Nuts - Mocomi.com
 
22januaryaudioproforma1 190121134551 (1)
22januaryaudioproforma1 190121134551 (1)22januaryaudioproforma1 190121134551 (1)
22januaryaudioproforma1 190121134551 (1)
 
Family relationships in lear
Family relationships in learFamily relationships in lear
Family relationships in lear
 

Viewers also liked

Viewers also liked (7)

Build sales from the inside out
Build sales from the inside outBuild sales from the inside out
Build sales from the inside out
 
Dark Eon Assassin
Dark Eon AssassinDark Eon Assassin
Dark Eon Assassin
 
Market analysis
Market analysisMarket analysis
Market analysis
 
Dark Eon Assassin
Dark Eon AssassinDark Eon Assassin
Dark Eon Assassin
 
Signs and Portents 80
Signs and Portents 80Signs and Portents 80
Signs and Portents 80
 
Dead Roots Kickstarter preview
Dead Roots Kickstarter previewDead Roots Kickstarter preview
Dead Roots Kickstarter preview
 
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
 

Similar to A River Runs up it

The island of the blue dolphins by scott o’dell
The island of the blue dolphins by scott o’dellThe island of the blue dolphins by scott o’dell
The island of the blue dolphins by scott o’dellMaria BREEN
 
The Dolphins of the River Amazon
The Dolphins of the River AmazonThe Dolphins of the River Amazon
The Dolphins of the River AmazonHelen Pugh
 
Otherworld Collages Serie I
Otherworld Collages Serie IOtherworld Collages Serie I
Otherworld Collages Serie IMax van Eck
 
Informal Learning Cultural Folktales
Informal Learning Cultural FolktalesInformal Learning Cultural Folktales
Informal Learning Cultural Folktalesvsimpelo
 
Elves Subculture Presentation
Elves Subculture PresentationElves Subculture Presentation
Elves Subculture Presentationdinibeanie
 
Irish mythology
Irish mythologyIrish mythology
Irish mythologyUreyn
 
Subcultures Elves
Subcultures   ElvesSubcultures   Elves
Subcultures Elvesdinibeanie
 
MMORG Warlords.ru
MMORG Warlords.ruMMORG Warlords.ru
MMORG Warlords.ruguest40a563
 
Corporate Ark - Chapter Noah
Corporate Ark  - Chapter NoahCorporate Ark  - Chapter Noah
Corporate Ark - Chapter NoahNaseha Sameen
 
Vagabond Presentation
Vagabond PresentationVagabond Presentation
Vagabond PresentationChrisNaylor
 
El 117-contemporary-popular-literature prelim2
El 117-contemporary-popular-literature prelim2El 117-contemporary-popular-literature prelim2
El 117-contemporary-popular-literature prelim2RojelJanOcampoGalzot
 

Similar to A River Runs up it (17)

The island of the blue dolphins by scott o’dell
The island of the blue dolphins by scott o’dellThe island of the blue dolphins by scott o’dell
The island of the blue dolphins by scott o’dell
 
Demonstra preview 2012
Demonstra preview 2012Demonstra preview 2012
Demonstra preview 2012
 
The Dolphins of the River Amazon
The Dolphins of the River AmazonThe Dolphins of the River Amazon
The Dolphins of the River Amazon
 
Otherworld Collages Serie I
Otherworld Collages Serie IOtherworld Collages Serie I
Otherworld Collages Serie I
 
Farren
FarrenFarren
Farren
 
Symbols 2
Symbols 2Symbols 2
Symbols 2
 
Up over the body final
Up over the body finalUp over the body final
Up over the body final
 
Informal Learning Cultural Folktales
Informal Learning Cultural FolktalesInformal Learning Cultural Folktales
Informal Learning Cultural Folktales
 
Symbols 1
Symbols 1Symbols 1
Symbols 1
 
Elves Subculture Presentation
Elves Subculture PresentationElves Subculture Presentation
Elves Subculture Presentation
 
Covered in blue
Covered in blueCovered in blue
Covered in blue
 
Irish mythology
Irish mythologyIrish mythology
Irish mythology
 
Subcultures Elves
Subcultures   ElvesSubcultures   Elves
Subcultures Elves
 
MMORG Warlords.ru
MMORG Warlords.ruMMORG Warlords.ru
MMORG Warlords.ru
 
Corporate Ark - Chapter Noah
Corporate Ark  - Chapter NoahCorporate Ark  - Chapter Noah
Corporate Ark - Chapter Noah
 
Vagabond Presentation
Vagabond PresentationVagabond Presentation
Vagabond Presentation
 
El 117-contemporary-popular-literature prelim2
El 117-contemporary-popular-literature prelim2El 117-contemporary-popular-literature prelim2
El 117-contemporary-popular-literature prelim2
 

More from GeekNative

William Nordhaus: The Cost of Light
William Nordhaus: The Cost of LightWilliam Nordhaus: The Cost of Light
William Nordhaus: The Cost of LightGeekNative
 
From Dark Lady’s Chosen by Gail Z. Martin
From Dark Lady’s Chosen by Gail Z. Martin From Dark Lady’s Chosen by Gail Z. Martin
From Dark Lady’s Chosen by Gail Z. Martin GeekNative
 
Reign of Discordia preview
Reign of Discordia previewReign of Discordia preview
Reign of Discordia previewGeekNative
 
Dr Who Silurian mask
Dr Who Silurian maskDr Who Silurian mask
Dr Who Silurian maskGeekNative
 
Vistas Special
Vistas SpecialVistas Special
Vistas SpecialGeekNative
 
Legends of Chaos
Legends of ChaosLegends of Chaos
Legends of ChaosGeekNative
 
Character Customization
Character CustomizationCharacter Customization
Character CustomizationGeekNative
 
Road Warrior & Scav
Road Warrior & ScavRoad Warrior & Scav
Road Warrior & ScavGeekNative
 
Traveller HIgh Guard Errata
Traveller HIgh Guard ErrataTraveller HIgh Guard Errata
Traveller HIgh Guard ErrataGeekNative
 
Games Workshop complaint
Games Workshop complaintGames Workshop complaint
Games Workshop complaintGeekNative
 
Unbidden Preview
Unbidden PreviewUnbidden Preview
Unbidden PreviewGeekNative
 
Dresden Files teaser
Dresden Files teaserDresden Files teaser
Dresden Files teaserGeekNative
 
Victoriana preview 3
Victoriana preview 3Victoriana preview 3
Victoriana preview 3GeekNative
 
HELLAS: Princes of the Universe
HELLAS: Princes of the Universe HELLAS: Princes of the Universe
HELLAS: Princes of the Universe GeekNative
 
TimeWatch RPG preview
TimeWatch RPG previewTimeWatch RPG preview
TimeWatch RPG previewGeekNative
 
The Sixth Gun: The One-Hand Gang
The Sixth Gun: The One-Hand GangThe Sixth Gun: The One-Hand Gang
The Sixth Gun: The One-Hand GangGeekNative
 
Night Post preview
Night Post previewNight Post preview
Night Post previewGeekNative
 

More from GeekNative (20)

William Nordhaus: The Cost of Light
William Nordhaus: The Cost of LightWilliam Nordhaus: The Cost of Light
William Nordhaus: The Cost of Light
 
From Dark Lady’s Chosen by Gail Z. Martin
From Dark Lady’s Chosen by Gail Z. Martin From Dark Lady’s Chosen by Gail Z. Martin
From Dark Lady’s Chosen by Gail Z. Martin
 
Reign of Discordia preview
Reign of Discordia previewReign of Discordia preview
Reign of Discordia preview
 
Dr Who Silurian mask
Dr Who Silurian maskDr Who Silurian mask
Dr Who Silurian mask
 
Vistas Special
Vistas SpecialVistas Special
Vistas Special
 
Legends of Chaos
Legends of ChaosLegends of Chaos
Legends of Chaos
 
Character Customization
Character CustomizationCharacter Customization
Character Customization
 
Road Warrior & Scav
Road Warrior & ScavRoad Warrior & Scav
Road Warrior & Scav
 
Traveller HIgh Guard Errata
Traveller HIgh Guard ErrataTraveller HIgh Guard Errata
Traveller HIgh Guard Errata
 
Games Workshop complaint
Games Workshop complaintGames Workshop complaint
Games Workshop complaint
 
Philolich
PhilolichPhilolich
Philolich
 
AOTA sample
AOTA sampleAOTA sample
AOTA sample
 
Unbidden Preview
Unbidden PreviewUnbidden Preview
Unbidden Preview
 
Dresden Files teaser
Dresden Files teaserDresden Files teaser
Dresden Files teaser
 
Victoriana preview 3
Victoriana preview 3Victoriana preview 3
Victoriana preview 3
 
HELLAS: Princes of the Universe
HELLAS: Princes of the Universe HELLAS: Princes of the Universe
HELLAS: Princes of the Universe
 
TimeWatch RPG preview
TimeWatch RPG previewTimeWatch RPG preview
TimeWatch RPG preview
 
Sharp Ends
Sharp EndsSharp Ends
Sharp Ends
 
The Sixth Gun: The One-Hand Gang
The Sixth Gun: The One-Hand GangThe Sixth Gun: The One-Hand Gang
The Sixth Gun: The One-Hand Gang
 
Night Post preview
Night Post previewNight Post preview
Night Post preview
 

Recently uploaded

👙 Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service
👙  Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service👙  Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service
👙 Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Serviceanamikaraghav4
 
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service Asansol
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service AsansolVIP Call Girls Asansol Ananya 8250192130 Independent Escort Service Asansol
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service AsansolRiya Pathan
 
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...anamikaraghav4
 
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escorts
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur EscortsVIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escorts
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escortsranjana rawat
 
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...Riya Pathan
 
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...noor ahmed
 
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...Neha Kaur
 
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICE
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICEGV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICE
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICEApsara Of India
 
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...Apsara Of India
 
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...perfect solution
 
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...srsj9000
 
1681275559_haunting-adeline and hunting.pdf
1681275559_haunting-adeline and hunting.pdf1681275559_haunting-adeline and hunting.pdf
1681275559_haunting-adeline and hunting.pdfTanjirokamado769606
 
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...noor ahmed
 
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...ranjana rawat
 
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur Escorts
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur EscortsCall Girl Nagpur Roshni Call 7001035870 Meet With Nagpur Escorts
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur High Profile
 
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...noor ahmed
 
Call Girls In Goa 9316020077 Goa Call Girl By Indian Call Girls Goa
Call Girls In Goa  9316020077 Goa  Call Girl By Indian Call Girls GoaCall Girls In Goa  9316020077 Goa  Call Girl By Indian Call Girls Goa
Call Girls In Goa 9316020077 Goa Call Girl By Indian Call Girls Goasexy call girls service in goa
 
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...Riya Pathan
 
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7Riya Pathan
 
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...ranjana rawat
 

Recently uploaded (20)

👙 Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service
👙  Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service👙  Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service
👙 Kolkata Call Girls Shyam Bazar 💫💫7001035870 Model escorts Service
 
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service Asansol
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service AsansolVIP Call Girls Asansol Ananya 8250192130 Independent Escort Service Asansol
VIP Call Girls Asansol Ananya 8250192130 Independent Escort Service Asansol
 
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...
Russian Call Girl South End Park - Call 8250192130 Rs-3500 with A/C Room Cash...
 
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escorts
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur EscortsVIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escorts
VIP Call Girls Nagpur Megha Call 7001035870 Meet With Nagpur Escorts
 
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...
(Dipika) Call Girls in Bangur ! 8250192130 ₹2999 Only and Free Hotel Delivery...
 
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...
↑Top Model (Kolkata) Call Girls Howrah ⟟ 8250192130 ⟟ High Class Call Girl In...
 
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...
VIP Call Girls Darjeeling Aaradhya 8250192130 Independent Escort Service Darj...
 
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICE
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICEGV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICE
GV'S 24 CLUB & BAR CONTACT 09602870969 CALL GIRLS IN UDAIPUR ESCORT SERVICE
 
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...
Contact:- 8860008073 Call Girls in Karnal Escort Service Available at Afforda...
 
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...
College Call Girl in Rajiv Chowk Delhi 9634446618 Short 1500 Night 6000 Best ...
 
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
Hifi Laxmi Nagar Call Girls Service WhatsApp -> 9999965857 Available 24x7 ^ D...
 
1681275559_haunting-adeline and hunting.pdf
1681275559_haunting-adeline and hunting.pdf1681275559_haunting-adeline and hunting.pdf
1681275559_haunting-adeline and hunting.pdf
 
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...
Independent Joka Escorts ✔ 8250192130 ✔ Full Night With Room Online Booking 2...
 
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...
(KRITI) Pimpri Chinchwad Call Girls Just Call 7001035870 [ Cash on Delivery ]...
 
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur Escorts
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur EscortsCall Girl Nagpur Roshni Call 7001035870 Meet With Nagpur Escorts
Call Girl Nagpur Roshni Call 7001035870 Meet With Nagpur Escorts
 
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...
↑Top Model (Kolkata) Call Girls Sonagachi ⟟ 8250192130 ⟟ High Class Call Girl...
 
Call Girls In Goa 9316020077 Goa Call Girl By Indian Call Girls Goa
Call Girls In Goa  9316020077 Goa  Call Girl By Indian Call Girls GoaCall Girls In Goa  9316020077 Goa  Call Girl By Indian Call Girls Goa
Call Girls In Goa 9316020077 Goa Call Girl By Indian Call Girls Goa
 
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...
Housewife Call Girls Sonagachi - 8250192130 Booking and charges genuine rate ...
 
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7
Kolkata Call Girl Howrah 👉 8250192130 ❣️💯 Available With Room 24×7
 
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(DIVYA) Dhanori Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
 

A River Runs up it

  • 1. ARiver Runs Up It Bruce L. Mason Caught up in an elf’s quest, can the player characters reach a temple that holds the secret of purging chaos from the Syphon River and holds the key to rescuing them all from a collapsing myth? INFORMATION the initiation ceremony has become entangled with the elf’s quest and the candidate’s destiny is now linked to the elf. To save their friend and to possibly cure the river of its This was originally submitted as a Living Glorantha chaos taint, they must accompany the elf on a journey along scenario. It has been presented on Mongoose Publishing’s the river that runs backwards to the very edge of one of the Website from where it can be downloaded without charge. foulest chaos nests in Glorantha while a God Learner team Layout has been performed by the author, Bruce Mason, tries to get their first. therefore all mistakes are the author’s alone. There are no maps or artwork associated with this scenario. I wish to The scenario is set in the north west area of the Savage or thank Loz and Pete for their assistance and Jeff Richards Steal Woods, approximately three days travel from the for permitting me to use excerpts from the Stafford Library locale of Flowers in Her Hair. The recent expulsion of the collection. Thanks also to Mongoose Publishing for hosting EWF from Dara Happa (see Dara Happa Rises) has this. emboldened Orlanthi traditionalists, and missionaries from the Dragonbreaker cult founded by Alakoring INTRODUCTION Dragonbreaker have started to arrive, preaching revolt. The king of the Hendrikings, Androfin the Defiant, is feted by his people for his role in the destruction of the Clanking This is a scenario for 3-5 novice or seasoned level player City but is reluctant to engage in open warfare against the characters. The PCs are expected to be traditionalist EWF. So there is tension among the Hendrikiland Orlanthi. Orlanthi or sympathetic to their cause. This scenario can be Most follow their king but many wish to openly embrace run as a follow up to Flowers in Her Hair. Although there the Dragonbreaker cult. For this reason, initiation are no direct links in terms of recurring characters, players ceremonies such as the one that starts this scenario are might notice certain thematic similarities. Both scenarios relatively rare and usually held either in friendly steads or explore the relationship between myths and culture in in wilderness areas. Although initiates of Orlanth Glorantha. Both scenarios introduce agents of the two great Dragonbreaker are unlikely to be ostracised by their family empires of the Second Age – The EWF and the God or clan, they may well be seen as extremists by many. If the Learners – to the player characters. player characters took part in Flowers in Her Hair it is likely that they have a reputation as dragon killers. It is set around about the year 920 ST, after the fall of the Clanking City. It is possible to set the scenario earlier, in The scenario can be run in one of two modes. In the first which case the God Learners are agents from the Clanking mode, the initiation candidate is one of the Player City who are seeking water magic secrets in an attempt to Characters who wishes to join the Dragonbreaker cult. In find a weapon they can use against the besieging forces. the second mode, the initiate is a Non-Player Character who is known to at least one Player Character. Games Masters The scenario starts with the player characters taking part in should examine the Player Character Background events an initiation ceremony that is interrupted by an alim, a and family information for a good link in this case. freshwater elf. The elf summons the characters to a Lightbringers’ quest. Before they have time to gather their The events of the scenario take place along the Syphon wits, a God Learner band arrive on the scene, attack and River. More detailed information about the river is given in gravely injure the presiding Rune Priest and steal some the appendix at the end. The river is considered to be precious items belonging to the elf before departing. Once cursed. It runs uphill from the sea to the “Foot Print,” the dust has settled, the elf explains that he is on a life quest through Foul Blood Forest where it drains into a hole in to heal the chaotic Syphon River and has discovered the existence. Most Hendriki consider the river to be evil and whereabouts of a drop of “primal water” in an abandoned believe it was cursed when it failed to join the other river temple on the very edge of “The Footprint.” He needs the gods in trying to fill the gap left by the exploding World help of surface dwellers to get to the temple. Normally the Mountain, “The Spike,” during the Gods Time. Bringing player characters could choose to ignore this summons but the river to life is one of the key challenges of running this A River Runs Up It 1
  • 2. scenario. Imagine what it is like to see a river running You have been travelling for days now. Weary and footsore uphill, to see water laboriously climbing up rocks which you accompany the great god Orlanth on his quest to defeat would normally form rapids. Tributaries to the river snake the dragon. In front of you, his stern unbending figure off to the sides and sometimes it seems as if the land itself strides ahead, allowing no rest, no respite. shuns the water’s touch. The water is salty and brackish and what it touches it seems to foul rather than cleanse. The Sometimes it feels as though you can hardly remember only thing worse than the river is its destination: the lost your homes, your family, the clan folk. You feel stretched world of Foul Blood Forest where petrified trees and out somehow, as though you might break asunder with animals fight some unknowable war against armies of slime fatigue. The storm is blowing as Orlanth approaches the and pus. Despite all this, Orlanthi live near the river and it river yet for some strange reason you cannot feel the wind is the best trade route to the sea so they deal with the river on your face. Everything is still. as best they can. Something is horribly wrong. This will not be an easy scenario for most Player Characters and it is entirely possible that they may fail. They are likely to be somewhat outgunned but the antagonists are over- A Perception roll reveals the water in the river bubbling as confident and arrogant. Providing the Player Characters can if something is emerging. A Culture (Orlanthi) roll reminds determine when to act rather than attacking blindly, they them of the expected events of the myth of Orlanth’s should prevail. slaying of the dragon Aroka. However it feels wrong somehow. It will be worth giving the players copies of the Orlanth and Aroka myth handout and briefly reprising it. OUTLINE Right now, Orlanth has reached the dragon’s lair and the rest of them are there to act as Orlanth’s loyal thanes. This 1. PCs are at an initiation which is interrupted first by a is an initiation ceremony so it ought to be relatively safe. water elf performing the Lightbringers’ summons Orlanth starts to speak his ritual challenge but the water then by raiding God Learners. The presiding priest is erupts in front of him and then the sky cracks into two. gravely injured and the initiation ceremony has Lightning erupts around them. Characters who make a become entangled in a “This World” HeroQuest. The Persistence roll can stay on their feet and see what happens. PCs must accompany the elf on its mission to cleanse the Syphon River. Shockingly, what ought to be the head of the dragon 2. The PCs get outfitted and hear about the elf’s quest appears to be some sort of kelp-encrusted elf in the water. to a long abandoned temple. The elf raises up until it’s half out of the water and then 3. The PCs must raid a tomb to gain a key to the starts to speak. What it says in its stilted Theyalan (the local temple. language) is one of the oldest, most sacred passages in 4. The journey up river continues. Orlanthi culture. It is the Lightbringers’ Summons. 5. The edge of the “footprint.” The PCs must climb down a cliff to gain access to the temple. Chaos stalks my world. 6. Encounter with a guardian of living water. Broos have bruised me, the Hand has pawed me. 7. The heart of the temple. Can the PCs retrieve the I have taken up the impossible path, Tear before the God Learners? And seek those who must aid my task. 8. Epilogue. If the PCs have succeeded they must You are not the first of my friends. decide what to do with the Tear Others walked with me to Heal. The Devil took them, they died. ENCOUNTERS I failed to save them, chaos grows. Give the players a moment to take stock. Instead of facing a Encounter 1 – An initiation dragon they are being summoned on a Lightbringer’s quest by a water elf. This is extremely dangerous because the elf’s intervention is causing the HeroQuest to break down The scenario starts as the player characters are taking part around them, exposing them to the risk of a backlash. in a HeroQuest as part of an initiation ceremony. The quest Clearly they are in a tricky spot without a lot of answers. involves recreating Orlanth’s slaying of Aroka and is being presided over by Inthing Right Eye a Dragon Breaker Rune Priest from Ralios. The candidate for initiation who is A quick thinking player can have their character recite the playing the role of Orlanth is either one of the Player traditional response, “I hear and stand before you. What Characters or a Non-Player Character named Devlan The would you have of me?” If the player doesn’t know the Smile from the Howling Wolves clan and is related to at response then a successful Culture (Orlanthi), or Lore least one Player Character by ties of blood or friendship. (Orlanth) skill roll ensures that the character remembers. The hope here is that by accepting the summons they can A River Runs Up It 2
  • 3. defer the next stage of the myth by going deeper into it. by a mercenary’s crossbow skill) or Shield Parry roll. A This is dangerous because it intensifies the risks and successful missile weapon attack strikes one of the rewards of the final stage. mercenaries. If it does enough damage for a Serious Wound then the mercenary falls off the vehicle and can be Other options may include attempting to attack the elf. That questioned later. If the Parry or Evade roll fails, the Player is not a good idea. Before they take even a few steps the Character is hit by one quarrel with the Impale Combat ground shakes and water to starts to spray up from the river Manoeuvre chosen. If the Evade roll succeeds but does not as if it is being sucked into the sky. They may try and beat the mercenary’s roll, then the character is hit but no ignore the summons and hope it goes away in which case CM occurs. something starts to emerge from the river in order to devour the elf. Finally they may try and end the quest themselves, If the skirmish is to be run properly then the following at which point huge tears appear in the sky and they timeline occurs. There are 6 mercenaries on the main deck. themselves feel their bodies alternately squeezed and The other four God Learners cannot currently be seen. stretched. All of these wrong responses cost each Player Character who attempts them 1 Hero Point. Pre-combat. Each Player Character who failed their last Persistence roll cannot act for their next 1D4+1 Combat Regardless of their response, just a few seconds later the Actions. That includes reacting to attacks. Note that HeroQuest is rocked again when the river water bubbles although the Player Characters were armed in the myth, in and foams. Each Player Character who makes a Persistence reality (where they are now), they are wearing simple roll has time to cast one spell or ready one missile weapon. clothes. Most though will have weapons within a single Remember that Common Magic cannot be case while Combat Action of movement. HeroQuesting. Combat Round 1. Three of the mercenaries have crossbows The dragon is surfacing. Eyes glow like twin suns while its loaded and ready to fire. They will aim but not fire unless brood of demons cling to its back. A monstrous groaning threatened. One of the archers, the mercenary captain, accompanies its rise from the water and the spray covers demands that all natives surrender. Three mercenaries who you. As you prepare yourselves to sell your lives dearly have already fired jump from the Marlin onto the river bank there is a massive wrench in the ground. For a split-second and equip melee weapons to form a perimeter. Out of sight, it seems like you are in two places at once. You are here Jezry has located the flotation bags. facing the dragon while at the same time you are struggling to your feet in the real world as some sort of … machine … Combat Round 2. Jezry retrieves the flotation bags with a emerges from the river, regarding you balefully. grappling hook. If the Player Characters show signs of fight then the mercenaries engage. Ishkari and Barrag will watch Then the Marlin-34A Propitious emerges from the water. activities. Both of them have their abdomen and legs in The Glow spells on the front shine like two eyes. The squad cover. Barrag has a shield and will parry any missile attacks. Ishkari will be ready with Neutralise Magic and of mercenaries strapped in with their spell matrices covering their mouth and nose look like a troupe of aquatic may Smother anyone who shows signs of being a threat. demons on the back of a sea monster. They simultaneously appear in the myth and in the real world, collapsing the two Combat Round 3. Jezry confirms that the bags are what together. One of the mercenaries impales the Rune Priest they are after. The mercenaries continue to engage in a with a crossbow quarrel in the chest, causing a major fight if needs be. wound. The elf dives back below the surface of the river in terror and each Player Character must make one final Combat Round 4. Ishkari engages in some gloating. Persistence roll in order to avoid losing their next 1D4+1 Combat Actions due to the backlash from the collapsing Combat Round 5. The Marlin departs, flying over the trees. myth. If any mercenaries are still on the ground they are left behind. The elf resurfaces. The God Learners Strike! If anyone is being smothered, the spell ends when the The God Learners have no current interest in the Player Marlin leaves; Ishkari doesn’t want to risk leaving a sorcery Characters, they are simply following the myth echoes of spell in operation behind her as it’s always possible that it the elf’s actions. Their goal is to snatch the floatation bags can be used against her and anyway, it’s not as if the locals which the elf has left behind. The fight can be run in are a threat. summary form or as a full skirmish. Summary Form. Each Player Character can make one missile weapon attack and must make one Evade (opposed A River Runs Up It 3
  • 4. Wrap-up can deduce what is going on. The elf has interrupted a myth and the God Learners must have been watching. When the It is possible though extremely unlikely that the Player sorcerous device surfaced, it merged with the figure of Characters may manage to defeat the God Learners at this Aroka and, in myth terms has either killed or taken captive point. In which case the elf is delighted. It is much more the unsuspecting Orlanth while stealing his bag of wind. likely that the God Learners have escaped with the goods The initiate is now poised between two worlds and if the and the elf is now making a thin, high-pitched wailing Player Characters cannot find a way to find Aroka and sound. rescue Heler then the initiate will not be able to find a way back to the mundane world. In addition, Inthing is suffering from a major wound to the chest with an arrow impaled in him. Once the arrow is What was Larry up to? He has been following a This World removed. First Aid or Common Magic Healing can stabilise HeroQuest for many tides now. He is being guided by the him for a while. Divine magic or getting him to a healer fragments of a myth of the “Cleansed One” which may hold will heal him. The elf does know divine magic healing. If the secret of lifting the curse from the Syphon River. none of the Player Characters can save him and none of Recently however those sorcerers started tracking him. He them think to ask the elf then someone spending a Hero had narrowly escaped twice before and realised that he Point can invoke a plot twist to allow him to live. would need help. He was drawn here because he felt the echo of their HeroQuest in the river’s current. If one of the Player Characters is the initiate he realises that he is “feeling strange.” He feels as though he can see both What were the sorcerers after? Larry describes them as the mortal world and the Hero plane. In truth he is caught bags of wind. They are floatation bags keeping his most between myth and reality; he experiences everything in a precious possessions safe. He is reluctant to explain their heightened manner. Although he does not yet know it, his contents unless he thinks it will persuade the Player initiation myth has become entangled with the elf’s quest. If Characters to help him. One contained scrolls and the elf doesn’t succeed the Player Character will become papyruses detailing his research. The other contained lost on the Hero Plane as his body fails. If the initiate is a something he doesn’t know the words for in Trade Talk. It NPC then his body is nowhere to be found: he is lost on the is a drop of blood containing the myth fragments that have Hero Plane without a myth to follow. guided him on his quest. It’s a bit like a blood drop that holds magic. The players do not need to know that this is a Mythic Insight Crystal (see the appendix) though some will At this point the Player Characters should try to get some probably recognise it as that from the description. Larry answers. will explain more at a later date if needs be. Encounter 2 – Elf’s quest What’s going to happen to us? Larry doesn’t really know though he can venture that crashing out of a HeroQuest is usually painful. As nothing bad has happened yet then The elf can speak Trade Talk passably and Theyalan presumably they are still on the HeroQuest. Inthing has poorly. He is very nervous and also distraught about the more ideas. He tells them to look at their reflections in the loss of his bag. He will, however, answer questions. His river. When they do so they become aware that their name is Larraviri in Illvolurum (“Larry” for short from here reflections are subtly altered. There is a faint glow of “Hero on) and he is on a holy quest to cure the Syphon River of its Light” around them and their arms and armour look, curse. Thing is, he can’t do it by himself. He needs people somehow, grander. When they turn away they are aware with legs. He didn’t deliberately choose the Player that their reflections turn back to the Hero Plane. However, Characters but he was drawn by the power of their magic. if one of the Player Characters is the prospective initiate, he has no reflection: he is lost on the Hero Plane. Larry cannot leave the river and has to duck underwater every few minutes to breathe. If the Player Characters point Are we HeroQuesting or not? That’s the key question. The out that Inthing is dying, Larry seems profoundly characters have crashed out of their original HeroQuest but unbothered about the prospect of death. After all we all die. ‘landed’ in Larry’s This World Quest. They can no longer If pushed he will volunteer to look at the man if they bring follow their own myth but if they follow Larry’s myth then him to the river edge. If they do so he grabs the body and they ought to encounter fragments from their own myth. If drags it below the water. After a tense minute he returns they can spot these fragments and complete them properly, having cast Heal Wound. they may be able to reach the end of their own HeroQuest by following Larry’s. If he is asked where the missing initiate is then Larry claims not to know, however he ventures that the hero What if we just go home? Larry thinks that would be a bad plane has broken into reality here so, logically, that must idea as they would probably all die painfully. The Player have something to do with it. If Inthing is able to talk he Characters may realise that was supposed to be a threat A River Runs Up It 4
  • 5. however Larry isn’t very good at threats. Inthing can give plan. He has a bag full of shiny things that he knows leg- more details. If they don’t follow Larry’s HeroQuest then wearers like and he’ll share it with the Player Characters if they will be expelled from all the HeroQuests they are they ask. He retrieves a pouch made of some sort of weed. tangled up in and will have no way to succeed at the Anyone making Evaluate roll while sorting through the silt original HeroQuest. The initiate will probably never return and muck in it estimates that it contains gold nuggets to the from the HeroQuest or (if he is a PC) he will have “lost his value of over 7000 silvers. hero breath.” In practical terms this means he can never initiate into any Storm Tribe Cult and will be perceived as At this point the Player Characters are exposed to krjalki, “unnatural” by Storm Tribe members. Urox temptation. It is clear that Larry has absolutely no idea of worshippers will treat that as meaning chaotic with all that the value of this bag. They could simply take the bag and entails. leave. If they do they are 7000 silvers richer between them, the scenario is over and the outcome should be noted on So what happens next? Between Larry and Inthing, if he each character sheet. They could try to skim off some of the survived, the Player Characters should realise that the best excess or they could play it perfectly straight. Do not way to save the life of the initiate is to help Larry on his suggest any of these options to the players unless they quest and hope that this helps them fulfil their quest. broach the issue first. Assuming they ask him, Larry will explain what he plans. He has discovered that there used to be a temple near the Encounter 3 – Ready to go end of the Syphon that was built around a great treasure: a drop of primal water. This water is pure of all sin and all This encounter starts in Miskos. Larry will provide a boat taint. After the Syphon was cursed for failing to try to fill and the Player Characters may spend as much or little of the hole at the centre of the world the memory of the temple the 7000 silvers worth of gold on whatever equipment is was lost and it was thought to have been destroyed. available. However, Larry has been reading many scrolls about the Footprint and discovered intriguing comments about ruins Miskos itself is a busy trading town but unusually for a discovered at the edge of the Footprint where the river falls town on a river, most of the buildings are a long way from down it and he thinks they refer to the old temple. If that is the river and face away it. Houses are also elevated despite the case then maybe the droplet still exists. If it does, Larry the fact that the river is never known to have flooded. One is convinced that it can be gifted to the river and possibly building may attract the Player Characters’ attention if they cure the chaos taint. make a successful Culture (Orlanthi) or Lore (Orlanth) roll when a line from the myth of Orlanth and Aroka comes to The problem is that he doesn’t exactly know where the mind. It is Ernan’s Bread & Brews. Prominently displayed temple is but the scrolls make it plain that it is no longer is “Splendorbread” and jugs of “Widebrew.” It will cost 1 connected to the river. This means that Larry needs air silver to have a slap-up meal there. More importantly this breathers with legs to get to the temple, probably having to counts as undertaking part of the Orlanth and Aroka climb down some cliffs. What’s worse, the God Learners HeroQuest. The Player Characters will only ever find this have just stolen all his maps and his crystal. On the other inn once and no locals will recall it existing afterwards. hand, he does know the rough location of the tomb of a first age adventurer who apparently raided part of the Excerpt from Orlanth and Aroka temple and he believes that there is some sort of “key” buried with him. This information wasn’t in the maps the sorcerers stole. Even without the crystal, Larry believes he … ate of Ernalda's Splendorbread and drank crazy black can find an entrance to the temple. Widebrew. So all they have to do is to boat up a cursed, chaotic river, Once they are equipped, they head on the boat along the loot a tomb, find a key, climb down some cliffs into one of Syphon River. Larry stays outside the boat, occasionally the foulest chaos nests in all the world to break into a helping steer the boat if the Player Characters lack any ruined temple which undoubtedly has defences to recover a obvious boating skill. At this point, aside from the fact that droplet of primal water and do it all before the sorcerers get it runs uphill away from the sea the river seems perfectly there. What could possibly go wrong? normal. The current is quite gentle and the river placid. Larry thinks that it will take about a day to get to the tomb. Presuming the Player Characters go along with this, Larry suggests that he will meet them in Miskos on the Syphon The Player Characters may wish to talk with Larry. At this river in one day. He can provide a boat but they will need to stage he is still shocked by developments, nervous of the bring everything else needed to go tomb raiding. Larry Player Characters and fretful about what the God Learners doesn’t really understanding the notion of buying and may be doing so he spends a lot of time in his native selling but he has watched it in action and come up with a environment: underwater. He will answer questions but any A River Runs Up It 5
  • 6. type of pressure causes him to panic and duck back down If the Player Characters search in that area then make a into the water. All in all, he’s not that reliable right now. group Perception test. On a critical they find the entrance almost immediately. On a normal success it takes 1D6 Playing Larry hours. On a fail it takes until late in the afternoon (1D6+5 hours). On a fumble they will not find it today. If the players have forgotten, remind them that Hero Points can Treat everything as a threat and realise that the safest place be used to make re-rolls. If the Player Characters are still to be is 6 foot under the surface. looking by the afternoon, Larry starts to get very agitated. Obsess about legs. Legs are weird. Legs are strange. If he Assuming they find it, they find a large rock, overgrown was brave enough, Larry would touch a leg. In the with mosses. A group Brawn test with a combined STR of meantime he’ll just stare at them. But only when he thinks 40 is enough to move it in short order, otherwise they will no one is looking. need to spend 1D3 hours digging and using levers. Once opened, a foul stench rises up from the opening and they Have no emotion other than fear. Emotion is a distraction can see a tunnel going straight down. It’s time to get the from clear thought. ten-foot poles out. Fail to have no emotion. Larry’s quest has taken so long The Troll Tomb that has lost his sense of logic and detachment. 1. The opening to the complex is covered by a large rock. A Be fatalistic. You’re all probably going to die soon and it’s shaft about 2m in diameter leads straight down to a wooden probably going to be painful. That’s just the way it is. floor some 3m below. This is false floor made from thin wood. 7 SIZ or more collapses it leading to a fall of about Basically, s/he’s an elf with issues. 4m. Larry has spent his life on this quest. The other alim have 2 Burial chamber. This grand vault is falling into disrepair. all but exiled him. He is rootless and none of them will help A sarcophagus with an off-centre lid is placed in one corner him. All of his life he’s felt that the Syphon is unjustly of the room. If the sarcophagus is explored a large, cursed and can be saved. He has travelled up and down deformed skeleton can be found. It is gripping a huge two- every river that ends in Choralinthor Bay. Talked to sprites handed maul and has a lead circlet on its head. Balancing and demons, seen streams die and even seen the Solthi river on its chest is a mildewed leather bag marked with Air and burn. He has been to the edge of the footprint and been Darkness runes. A Perception roll clarifies that the statue is scarred by gorp. And now, when he finally seems to have of a troll and that both legs look broken. The first person to everything figured out, the sorcerers have turned up and touch the skeleton in any fashion must make a roll of their stolen his greatest treasures. Persistence versus a skill of 80% or receive a troll curse. Any Player Character can freely take the Maul but will receive the troll curse certificate. Mark this on the player Encounter 4 – Tomb raiding character sheet and give the player the appropriate certificate. A successful Sleight roll allows a Player Character to take the bag without touching the skeleton. A It’s early the next day and Larry thinks the tomb is successful Lore (Orlanth) roll brings a line from the myth somewhere on the eastern bank. The Syphon is heading into of Orlanth and Aroka to mind. “Orlanth was delayed on his the uplands so the east bank is quite steep and heavily voyage, first by Krakos, the troll avenger, who was angry overgrown. Larry claims to recognise the are by the colour because Orlanth broke his father's legs. Orlanth defeated of the reeds on the river bank. That is unlikely to help the him, and took his Darkwind.” Player Characters but Larry still doesn’t understand surface measurements. If the Player Characters try to press him for extra information he ducks down beneath the water again. 3. At the far end of he burial chamber a hole in the floor After a delay he resurfaces holding a lethal looking piece of about 1m in diameter opens into the ceiling of a large, bone the length of a shortspear, as thin as a needle and flooded cave. There is a short drop of about 1m to cold sharp as one too. He will point it in their direction. The water. The water contains two very hungry gorp. At its Player Characters have time to react. Assuming that they deepest the water is about 1m deep and flowing fast. don’t hit him with a barrage of spells and missiles and do Anyone wading through the water is reduced to 1 Combat get out of the way, he starts a sing-song in his native tongue Action per round, gets no Combat Action bonus for dual then throws the lancet. After a brief pause he indicates that wielding and has their Strike Rank halved (after any the tomb is somewhere near where the lancet landed. Oh Armour Penalties). and by the way, he would like his lancet back. A River Runs Up It 6
  • 7. 4. At the fair end of the cave (some 10m away from the underground river. Realising that the tomb is probably hole) a large room about 10m square has been hollowed out trapped she assumes that the barbarians will be easily of natural rock. Faded charcoal drawings on the walls show fooled. a heroic troll facing off against all sorts of foes and tells a story of how he tried to overcome the trollkin curse by hunting for a great secret of clean water. More importantly, Encounter 5 – The river’s song the room is occupied by the Broo Gorp. The player characters spend three days boating up river (or 5. A secret door conceals the entrance to a corridor some down river depending on how you look at it). The 15m long. The door is locked with a seized lock. It will take characters will be paddling the boat as Larry occasionally 1D3 minutes to break through it with a successful Brawn helps by pushing and guiding it. As they journey they have roll and suitable tools. Otherwise it takes 1D3 hours. a chance to speak with Larry and begin to observe the river’s ascent towards chaos. This is primarily a chance for 6. At the end of the corridor is a small room. In the middle exposition and for a pause before the action starts again. of the room there is a plinth with a lead rock about the size The player characters can use the chance to heal and ask of a bowling ball placed on it. This would appear to be the questions. key that Larry wants. It weighs about 30 kg and is unnaturally slippery: treat it as 30 ENC if held or 10 ENC if Speaking with Larry carried in a pack. If it is moved off the plinth there is a groaning sound. The plinth slowly retreats into the ground Unless the PCs have done something odd, Larry becomes and the walls start to collapse. The collapse starts at the far more friendly. Although most player characters have no end of the room then moves out through the tomb at around way of knowing this, he is distinctly unusual for an alim. 2m per combat round but stops at the entrance to the Most of his kind are ascetic, isolationist philosophers with a flooded cave (4). Simple athletics rolls allows the Player streak of fatalism. Larry though has always been fascinated Characters to keep ahead of the collapsing walls however by surface dwellers, by the leggies. This is the first time he the person carrying the lead ball will need to roll under both has ever dared spend long with them and he will be full of their Athletics and their Brawn. The plinth trap can be naive, inconsequential questions about what it feels like to overcome by placing something weighing about the same walk or to breathe. What does air taste like? What do they on the plinth while removing the ball at the same time. That do when they get dried out? Do legs feel like upside down will require a Difficult (-20%) Sleight roll. arms? Why can’t they grip things with their toes? He will veer between questions like that into topics such as “are On the way back “Larry” will appear in the water. He will you really afraid of death? What is the worst way to die? Is offer to take the “key” so they can get out in a hurry. The it true that you don’t have buds? As for sex, any mention of Player Characters ought to be suspicious and any amount of that and Larry is likely to pass out at the concept. checking ensure that it soon becomes obvious that this is a disguise. It is in fact Ishakri using a Phantom Sight There will be two notable incidents. Late afternoon of the illusion. If her disguise is rumbled she will let the illusion first day Larry will suddenly thrash and dive below the lapse and taunt the Player Characters about their surface. After a long time he will try to explain that there is uselessness before ducking back under water. Smart Player a God Learner in the myth. It’s hard for him to explain in Characters will have tied a rope to something so that they Trade Talk but what has happened is that Ishkari has can get back out of the water before the whole of area 4 successfully attuned the crystal. They are now both aware collapses. of each other. Normally this isn’t possible but the fact that are many fragments means that they have found different Assuming they survive they get a chance to look at the lead ways to attune the crystal. Larry will casually explain that ball. A lengthy inspection shows that it unscrews. Inside is this means he’s probably going to die. an antique key made out of some sort of shiny metal (aluminium) with prongs looking like a water rune. There is Later that evening they hear him making a wailing sound in a hole in the handle where a jewel may once have been set. his own language. If asked what’s going on he’ll escape beneath the water for about 15 minutes. Then having made What was Ishkari up to? The maps they stole from Larry a decision he’ll tell them it’s his favourite story, “The are less useful than she hoped and she has not yet been able Weeping Guardian.” He can’t tell it word for word in Trade to attune the crystal. Like Larry she believes there is an talk but he can explain it. abandoned water temple that is central to the myth of the sinking of the celestial tower. The maps indicate a possible entrance but she suspects there is more to be found. So her group are following the Player Characters to see where they lead. When they start looking for the tomb entrance she consults the map and finds a way to get into the A River Runs Up It 7
  • 8. The Myth of the Weeping Guardian generally shunning the player characters. Switched on (Resonance 70%) players might realise that the interaction of the myths is warping their characters’ perceptions. In reality the villagers are surly but not nascent river demons. As the Back before time, in the dark days when the devil fouled villagers watch the boat pass by they will recognise the the waters of the world the gods gathered in the celestial hero light enveloping it and sense the doom that follows it. home to make their last stand against chaos. The greatest of For this reason they attempt to ward off the evil. those gods was Magasta. Together with his purest son, Wachaza, they threw back the hordes of chaos over and over again. But even they couldn’t hold back betrayal and On the second day the river starts to climb into the uplands. chaos slipped in secretly under the roots of the mountain. Locals call this stretch “The Slows.” If the river were When the world mountain exploded, the Sea gods leaped normal it would be rushing down over rocky rapids. As it into the hole to sacrifice themselves before all the waters is, it is labouring up against the pull of the sea down below. drained away into unlife. The landscape has changed and the characters must boat through some steep canyons. Wachaza stood fast, holding off the devil while the gods poured in. He wept for each one that died and each tear he On the third day the water starts to get very choppy, wept doubled his strength. Until his lover, a goddess we no Whirlpools appear from nowhere and the current thrashes longer know readied herself for sacrifice. Wachaza tried to around making the boat hard to handle. Larry looks fight off the chaos demons while reasoning and pleading exhausted as he attempts to guide the boat. Eventually with her. He loved her beyond all else but she insisted that someone will think to look over the side and when they do she must join those gods dying in the attempt to save the they discover that the river is infested with gorp. It is as if world. At this point some say the devil touched Wachaza there is a war between the river and gorp. The gorp are and a boiling rage erupted in him. As she rushed past him trying to get to the sea, the river is trying to push them he tried to stop her yet he slipped and his bloody trident back. Larry has his hands full directing the boat and needs pierced her through the breast. His rage was such that he the characters to help with paddling. No rolls are needed killed not just her but all our memories of her. Tears ran but the characters will be exhausted at the end of the day. down his face like fire down an undersea volcano blinding As they camp on the last night before they get to the to him to all but anger and despair and freeing the monster Footprint and Foul Blood Forest they realise why they can’t nature that had long lurked deep within him. see any of these strange animals making the sounds. The sounds are coming from the river itself. Bits of it hang glistening on branches or crawl onto the bank in puddles. His anger boiled away all love and tenderness in him. As it struggles along the ground it howls and shrieks. It’s Henceforth he would kill and only kill. Every surface likely the player characters will get little sleep this night. dweller dreads him, every water dweller knows not to enrage him yet without his boundless, frenzied destruction of the chaos demons that attempted to tear the world in half GM note. The experience of the river has been intensified that day none of us would be here now. by the This World Quest. The Player Characters are seeing the essence of the river and the battle between water and chaos in a heightened metaphor. And so we call Wachaza the weeping guardian, the impure killer, the rage of the deeps who saved us all that day and who lost all that was good and pure. Encounter 6 – River’s edge Encounters along the river It’s the final morning and the Player Characters have reached Larnste’s Falls at the edge of the Foot Print. The As they travel upriver the vegetation becomes progressively Syphon plunges over cliffs into the valley bellow. Looking thicker and more verdant and the heat increases. PCs can at over the valley they see giant, stone ziggurats and things hear strange, unnatural sounds. Describe it to players as with too many wings circling in the air. If the wind is in the something like howler monkeys, the chatter of parrots, the wrong direction they can hear the trees screaming. There is whirring sounds of insects. All these things are new to the a petrified forest, the Stone woods weaving through the Orlanthi but none of them are ever actually seen except as a valley. There is also the Foul Blood Woods where the trees sudden movement out of the corner of the eye. are glistening with slime. As they watch they’ll see parts of Foul Blood Woods dissolve and then reform. Occasionally Towards the end of the first day they reach Backford. This there is a commotion and the sound of something being is a small, miserable stead where locals work in brine ponds butchered, very noisily. fed by the river to extract salt. To the player characters the locals will look malformed, their eyes bulging, a scent of Larry believes the entrance to the temple ought to be half- rotting fish about them. The locals will be way down the cliff just to the right of where the river incommunicative, making superstitious gestures and plunges down. He will need to be carried so he can take the A River Runs Up It 8
  • 9. key. First though he must perform a ritual to allow himself them back down the cliff. Sometimes the gorp slither past to breathe air for an extended period. Someone will need to and the river moans in agony. carry him. He is fairly light and could hang onto a character’s shoulders while resting in a pack for example. While he does that, the Player Characters can plan their Encounter 7 – the guardian climb. Looking down they can see a ledge about 40m down. The cliff is steep but not vertical and there are While inside the temple the Player Characters are affected handholds. To climb down to the ledge takes a single by the remnants of a powerful Consecrate spell. All Divine Athletics Climb test at -20%. Magic Spells that are not from a water god suffer a -50% casting penalty. Any other kind of magic that is associated • On a critical or normal success the climb is completed with one of the non-water elements also suffers from a - without incident. 50% penalty. Examples might be Fireblade, Wrack (Earth) • Failure. Slip! The Adventurer must immediately make and so on. Finally anyone Rune touched by an element another Athletics, Brawn (-20%), or Acrobatics other than water loses the benefit of being Rune touched by (+20%) test. If that is a success the adventurer it. recovers. They have not yet made much progress so must make a new Athletics test to climb the rest of the Once they have entered the crack, the Player Characters way with the same risks. find themselves in a crazily tilted hallway, diving deep • Fumble. Fall. The Adventurer falls to their death. A down into the cliff. As the god stomped, the ground was good moment to spend a Hero Point. compressed and the cliff rose up. The middle of the temple was cut in half. Half was pulverised, the other half was Spot Rules. An adventurer who has already made it to the twisted upwards by the rising ground. Now the Adventurers ledge can coach the climber and add their critical score in must climb down a twisted, zig-zagging corridor that dives Athletics to the climber’s skill. Only one Adventurer can do at around 45 degrees. Providing they are careful this can be this at a time. Using a rope that has been tied to a rock at done without need for skill rolls. the surface adds 20% to the climb skill. A tied climber who falls and is tied to a rock will suffer the equivalent of a 1D6 The corridor is composed of what was once some sort of metre fall. If not tied to a rock one or more of the grand, blue-veined marble. Huge columns have broken off Adventurers may be holding the rope. If the climber falls, and careened down the slope. Various rooms and other these Adventurer’s need to make a group Brawn test. corridors run off it but have been crushed in the Compare the total STR to the SIZ of the climber. If their catastrophe. Just this one corridor, once the spine of the STR is within 5 points of the climber’s SIZ it is a routine building remains. If the characters press their ears to the Brawn test. If STR is lower than this then the Brawn test is walls they can hear water running through it, as if the at -20% for each 10 (or fraction) points lower. If it is higher marble is somehow stone and water at the same time. And than this the test is at +20%. A success means that the if they think to look properly, the random veins of blue falling character simply slips a small distance and then slowly move and shift, forming barely discernible images recovers. Finally the Adventurers may decide to climb and what could be writing. down roped together. In this case ascertain the order. If one person falls, the one above must make a Brawn roll that is Larry is an awe of this. He could spend a life time studying also under their Athletics skill (with the same STR vs SIZ these patterns if only he had much of one left. comparison) to hold on. If they fail then they start to fall too, adding to the total SIZ of falling characters. At the end of the corridor, a guardian awaits. A giant figure, shining and reflective. In his right hand a trident, in his left There are of course many other possible ways the PCs a net of hooks. He is standing on the floor, seemingly attempt to climb down. Including, possibly, flight. unaffected by the steep slope. He speaks in words like the crashing of the sea but only Larry is likely to understand. Once on the ledge, after a brief period of searching, a crack Should an adventurer approach into the room he will move can be seen behind the waterfall. Getting in will be to attack and he will fight to the death. He is an avatar of awkward and damp but there is no need for further skill Wachaza, the water tribe’s god of war and he will let none tests. past. The water really doesn’t want to fall into this valley. As the It is likely that this fight is unwinnable. The avatar is Adventurers approach they will see that the water is composed of living water that quickly regenerates any hanging on to the cliff side. It is almost as if is falling in damage and is immune to any sort of magic with the Resist slow motion. Even worse, the Adventurers see gorp. (Persistence) trait. No fire can be summoned in this holy Scores, hundreds of them, slowly climbing up the cliff, sanctum. Finally the guardian can dismiss magic of any trying to migrate out of the valley. Sometimes the water lets magnitude as a Combat Action by spending 1 Magic Point go of its hold and crashes into a cluster of gorp, smashing per point of magnitude of the spell. The avatar can also use A River Runs Up It 9
  • 10. this action defensively like a counterspell to prevent a spell being carried in the waters. Their HeroQuest has ended in from taking effect. failure. Combat spot rules. Player Characters will need to balance Finally it is possible that the Player Characters are able to precariously on broken columns and so on if they wish to defeat the Guardian. The nature of the interacting myths is stay on their feet. This prevents them from using Evade to such that a lot of flux is possible so they are rewarded for avoid an attack without falling. Any successful Bash or their success rather than punished. If defeated or destroyed Trip manoeuvres will result in a fall of 1D6 metres. in some manner the Guardian dissolves, unleashing a Alternately they can hold onto various items but this will raging torrent of pure water that washes them deep into the reduce their normal CAs by 1 and still prevents the use of mouth of the dragon. As the water takes them they see that Evade. It will also prevent the use of dual wield combat Larry is untouched. His last words to them are “I must styles. defend the temple. My quest passes on to you.” The last thing they see is Larry being transformed, reaching for the As the avatar fights, tears roll down its cheeks. It weeps for Guardian’s trident. In his final moments as an elf, he has the death of the world and the gods who have died trying to legs. save it. It weeps because it must stay behind and fight. Encounter 8 – Waters Fall Should Larry see this he gradually realises what he must do. After 1D3+2 Combat Rounds he makes a decision. Drawing on the mythic resonance of this place he steps However they get there the PCs arrive in a spectacular forward. He is able somehow to stand, almost as if location. They have been deposited in a hemispherical swimming in the air. He takes his lancet and throws it at the room some 100 metres in diameter, the peak of the dome guardian. The guardian responds instantly, throwing his being 50 metres above them. The doom is constructed of trident and impaling Larry, killing him instantly. some manner of translucent marble. The floor consists of a 3 metre wide strip of the same sort of marble running around the outer circumference. The central area is some As Larry falls he drops the key (someone needs to make a sort of metal that is almost as slippery as ice and as shiny as quick-witted Athletics roll) and the myth of the crying a mirror; attempting to move in a hurry will require a guardian repeats itself. Water starts to flood down the walls Difficult (-20%) Athletics test or routine Acrobatics test. as if the marble itself is reverting to water. The guardian Around the outside of the room are 8 archways. The Player turns black, its eyes burning the red of the hells of doomed Characters have just been washed into the room down one souls and it howls as if dammed. Larry manages a few and the water has drained away through the other arches. If heroic last words “The way is open. And I go back to mud. they explore the arches they find that they can push their Save the river for me.” hands through four of them but not the other four. They seem to be one-way passages; some are entrances to the The Player Characters can see a hole opening like a room, some exits. dragon’s mouth in the room behind the guardian. The guardian itself is dissolving. Really their only choice now is Any Player Characters who visited Ernan’s Bread & Brews whether to try and resist the flow of water or to go in Encounter will find they have a piece of Splendorbread. willingly. If they try to resist they fail and take 1D6 damage Eating it now restores all fatigue lost and restores all hit to 1D3 random locations due to being tossed around. points to one injured location. Armour doesn’t protect. If they try to go with the water’s flow then a successful Athletics (or Acrobatics at +20%) test means they suffer no damage, otherwise they take If the Player Characters look closely at the walls they can damage as if they resisted. begin to determine patterns of light and dark moving somewhere through the walls. Should one press their face to the wall there is a sudden crash as if something huge just Larry took a major wound to a vital location and failed his flung itself against the wall from the other side; the player Resilience roll, killing him instantly. The last words were character is uncomfortably aware of something with too simply flavour; if the players are the types who take events many teeth and too many tentacles that would devour him literally then Larry has no time to speak at all. in an instant. The player characters may be able to resist being drawn After a short period to explore, the player characters into the mouth of the dragon; a Brawn test at -40% should become aware of a sense of movement in the floor. If they enable that to happen. If all the Player Characters manage look down they can see lines in the floor snaking towards to stay out they watch as the hallway seems to collapse into the centre where a small hole has opened. The floor is the entrance, filling it. Now the only way is back up. They beginning to look like an iris. Providing they act promptly will be able to get back onto the cliff ledge just in time to and without panic they can make it back to the edge of the see half the cliff fall into the river and will spot the Marlin room without alarm. Anyone dithering or wanting to stay in A River Runs Up It 10
  • 11. the middle of the room will need to run across the room extract from this single drop could power a whole fleet of (see above) in order to get to the safety of the ledge as the Marlins and with the mythic insight crystal they could floor opens beneath him. break into deep, submerged myths to summon monsters capable of swallowing whole countries. At any point they wish to, the player characters can exit through one of the four one-way arches that leaves the Encounter events room. Doing so sends them to the bottom of the cliff through a twisting tunnel with nothing more than some It takes the Marlin 1 Combat Round to right itself and for bumps and bruises. They are out of the rest of the scenario the God Learners to emerge properly. The four God and have left the HeroQuest. Learner NPCs move onto the upper deck of the M34A. One mercenary is directing the ship and any other mercenaries The Player Characters can see that there is a drop of some remaining from the first encounter are holding onto the 20m from the ledge down to the surface of intensely black Marlin’s railings. Ishkari’s aim is simple. Get the drop and water below. The ledge probably feels worryingly slippery leave. She is surprised to see anyone here. Still every villain and it becomes clear that the ledge slopes slightly down loves an appreciative audience. towards the water. Should anyone fall then a difficult (- 20%) Athletics roll or routine Acrobatics roll lets them dive If possible, give her a chance to monologue. She has been without taking damage, a failure is the equivalent of a 3m following this elf for a year now and he has finally lead fall, a fumble is the equivalent of 10m fall. them right here. The drop will be hers and soon the power of primal water will be the God Learners to command. As they ponder this, the water in the middle starts to shine Mwah ha ha! Milk it for as much as you can get away and emerging from the middle, radiating a soft turquoise with. Some Player Characters will insist on trying to attack light a single drop of pure water floats into the air on a her while she talks. In this case remind the players that they column of light. It is the purest essence of water. Light are caught in a myth and the normal laws of physics are ripples across the room, there is a sound that is something being stretched. Somehow it is as if no time passes while like a laughing mountain brook or the gentle lap of the she talks. As soon as she starts to act, the myth continues. water on a river’s bank in summer or maybe the first rains The Player Characters may attempt to attack immediately after the heat of summer. As Storm Tribe members this is or may wait to see what the God Learners do. alien to the Player Characters yet its beauty is undeniable. Several myths are entangled here. They are in the belly of Set up. The Player Characters can be anywhere around the the dragon as if Orlanth has been swallowed by Aroka; at edge of the room that they like. The Marlin-34A is the same time they are in some sort of literal underworld hovering roughly 20m above the water making it roughly like Orlanth summoned on the Lightbringers’ Quest; and as eye-level with the Player Characters. well there is the myth that Larry took them on, possibly they are at the very heart of the world while monsters rage around them. Give the players enough time to try to piece The most likely sequence of events is as follows: some of this together. Combat Round 1. The Marlin moves to the Drop. Ishkari The key bearer can feel the key throb; should he think to positions herself with Barrag in attendance to reach for the look the hole in the handle would be just the right size for drop. the water drop. If only he can find a way to the drop. Combat Round 2. Ishkari takes the drop in both hands and At this point there is a colder, more ominous glow from the holds it in the air. water below. Anyone looking down sees two baleful eyes staring up, sees the water churning and then, surfacing once Combat Round 3. She continues to hold it, transfixed in again, the Marlin is back. It bursts free from the water; awe. there is one final blast of sorcery that destroys a tentacle wrapping around it and then it is airborne. Guided by the Combat Round 4. Things start to go black. She is now crystal it has found its way through the underwater transfixed in fear. passageways marked on Larry’s map. Several mercenaries still wearing their air matrices are clambering out of the Combat Round 5. The guardian forms and combat starts hatches while the battered, rent machine labours up to the between it and Barrag. The others will act to protect Ishkari hovering water drop. and the drop though Reckworth’s main priority is the Marlin. Ishkari is distracted by the beauty of the drop and The God Learners plan is simple, they want the water in takes no actions. order to bind it. Their hold on the seas is weakening, Zistorwal has been sunk and there are rumours of an impenetrable mist in the west. The energy they could A River Runs Up It 11
  • 12. Combat Round 6. The first cracks are heard. Barrag is At this point the characters should remember the myth of likely to be engaging guardian while Ishkari is dragged Orlanth & Aroka and should realise that they can invoke it. onto Marlin. The tear can be thought of as Heler. They are deep inside Aroka. By making a Lore (Orlanth) roll or spending 1 Hero Combat Rounds 7 and 8. Ishkari comes to her senses and Point they can become Orlanth. In practical terms, as soon all God Learners get back into the hatches. as someone in the party spend s the Hero Point then the whole party are no longer bound to the ground and can walk on air as if it were solid earth. They can also perform Combat Round 9 onwards, the room is starting to flood. the heroic actions listed below. Each can only be performed once by the party as a whole. Once Ishkari gets her hands on the drop it is magnificent. She holds it in the air. It gleams. It seems as big as the ocean as pure as diamond. It sparkles and fizzes. The room • Use of Brawn for a superhuman feat of strength: “Then is bathed in intense light. Then it starts to go horribly Orlanth strode into its mouth and seized the upper jaw wrong. She’s a villain after all and she has no respect for with his hands, and placed his foot against its lower the blessed item. As is always the case, the God Learners jaw, and with a shout of victory tore the dragon know everything but understand nothing. asunder.” This could enable them to tear a hatch off the Marlin for example. • Use the bag of winds from the troll tomb (if they have Everything goes black. The temperature drops to zero it) to automatically neutralise one spell with no roll instantly. There is a timeless moment of disorientation and needed. “Aroka roared out its fatal breath, but Orlanth then the lights change. Now the room is lit with a captured it inside the magical Sack of Winds and threw sulphurous, underwater volcanic glow and the weeping it away.” guardian is on the Marlin’s foredeck as if he has been there • Drink the widebrew (if they entered the tavern in all along. And, as they say, he’s pissed. Miskos). The character’s attack rolls are increased by half again (as if Fanatic), they get one additional What happens next? Combat Action per Combat Round and plus 6 to their SR until the myth ends. The guardian will attack Ishkari and she will be defended by Barrag. If the PCs brandish the key they find they can This should be an epic fight; encourage the players to take direct the guardian. The key bearer should make the great risks. They are at the heart of three myths and they are guardian’s rolls for him and can have it act in the most representing Orlanth at his most heroic. The more they act efficient way to get the drop back. The guardian is, like Orlanth, the more reckless they are, the truer to the however, weakened by whatever the PCs did to it earlier. myth they are being. Crazy stunts should be rewarded, not penalised. The rest of the God Learners try and get Ishkari back to the 34A. The PCs can and should intervene. If they don’t, then As soon as it is obvious the fight is going against them, the Ishkari gets back to the 34A in 1D3+1 Rounds. 2 Rounds God Learners will try to flee. Reckworth will save the later it escapes followed by the guardian. Regardless, at the Marlin rather than any of his companions. Jezry will scuttle end of the round after the guardian intervenes there is a off like a rat. Only Barrag will fight to the death and Ishkari loud crack and water starts to run down the inside of the can not bear to live the drop behind so she will expend hemisphere. There are increasingly more cracks each every last effort to keep it or retrieve it if she loses it. round. The room will collapse in 1D4+4 Combat Rounds after the first crack. Eventually though the dome will collapse. The easiest way to escape from the room as it collapses is to spend a Hero So the PCs need to stop the God Learners, retrieve the drop Point. Those Player Characters are swept away down one of and get out of the room before they all drown. Easy. Oh and the exit tunnels and come falling out of waterfall into the all the action’s happening some 20m up in the air. Print. Each character who chooses not to spend a Hero Point needs to make an Athletics test and a Resilience test. If Ishkari takes a serious wound she automatically drops the Failing the Athletics test counts as a fall of 1D4+4 metres. tear; it is mythically slippery and it is repelled by her. Any Failing the Resilience test causes 2D6 damage to the chest Player Character holding the key feels an over-powering ignoring all armour from almost drowning. If the Darwkind urge to rescue the tear and will have to pit their Persistence hasn’t been used the whole party can use it now to escape against a Resonance of 75% if they try to avoid taking with nothing more than cuts and bruises as it fills the action. Should the keybearer get the tear they will find that monster’s lair and carries them safely down a tunnel. it instantly shrinks and flows into the gap in the handle where it settles. A River Runs Up It 12
  • 13. Encounter 9 – River’s End REWARDS & ADVANCEMENT Amazingly you are still alive. As you pick yourselves up and look around you discover that you have been washed out to the bottom of the cliff deep in Foul Blood Forest. You have A standard award of 2 Hero Points and 3 Improvement no time to worry about that now though because the cliff is Rolls should be given with the following suggested collapsing and it seems like a whole ocean is flooding out modifications. After modifications no character should of it, bringing the rocks crashing down to the valley floor. receive more than 4 Hero Points or 5 Improvement Rolls (not including their Improvement Roll Modifier.) Scrabbling to higher ground you see the torrent cascading through the foul lands, washing the filth away. +1 Hero Point: taking a significant risk or spending 1 Hero Point to rescue another PC, Larry or the tear. If the Player Characters retrieved the tear it ought to be in -1 Hero Point to each character if a Player Character died the key and they can throw it into the river. If they do, they who could have been saved. see it arc through the air and suddenly it’s raining. The rain is like the promise of spring and fertility, the first truly clean air to fall here since time began. +1 Hero Point per character for returning the tear to the water. If the Player Characters didn’t retrieve the tear but prevented the God Learners from making off with it, they -1 Hero Point for selling the tear. can feel its presence in the river. There’s a mixed feeling of relief and resignation as the river rushes again to heal the -1 Hero Point for leaving the HeroQuest early. wound at the heart of the Forest. +1 Improvement Roll to be spent on a relevant skill for If the God Learners gained the tear, the Player Characters piecing together the different myths. see the Marlin caught in the river, hurtling down stream to the hole in existence. Whether they will be devoured by it +1 Improvement Roll to be spend on Swimming for the or will resurface with blasphemous insights and powers, keybearer, if there was one. only time will tell. All Player Characters may additionally gain the Advanced Naturally if they have the Tear they can choose to keep it. skill of Boating if they don’t already have it or gain an The Lankor Mhy sages will pay well for it. Improvement Roll in it. Finally any Player Character who carried Larry finds If one of the Player Characters was the initiation candidate something looking like a bud. They may decide to throw it then he is now an initiate of Orlanth Dragon Breaker. into the river or wait until they find a suitable lake. Or sell it to a collector depending on their personal morality. Depending on the events, the Player Characters may be able to scavenge some of the God Learners’ possessions. The For now their job here is done. The Syphon is not cleansed most notable possibilities are, Barrag’s mace, Reckworth’s yet but depending on their actions now it has a chance to repeating crossbow, the abjure air masks, the water key, the begin to heal. It’is a process that may take centuries but to a bag of wind. Certificates for the first four are provided. The river that is nothing. water key has no knowable powers but is immensely valuable. The bag of wind has lost its aura with the end of If they have prevented the God Learners from gaining the the HeroQuest so is nothing but a leather bag. Tear, their initiation quest is also done and the initiate is rescued. If one of the Player Characters was the initiate Blessed by the River: any character who threw the key into they feel the world come back into proper focus. As he the river gains the River Blessing. looks around he feels his new, deeper connection to his god. If the initiate was a NPC, the Player Characters have a Larry’s boon. If someone threw Larry’s bud into the river, last glimpse of the hero plane and see him striding home, they gain its boon. spear in hand, ready to fight dragons. The last of the numinal aura drains away and the Player Characters are finally fully back in the mundane world. They have aches and pains, are soaked to the skin and weary and have a long climb up a cliff to escape from the horde OF SCORPION MEN THAT ARE CHARGING THEM. Cue end credits…. A River Runs Up It 13
  • 14. BLESSINGS, CURSES AND The River Blessing PLUNDER While on or near the River Syphon the player can trade in this blessing to the Games Master instead of spending 1 Enchanted Mace Hero Point. • Heavy Mace: Size: L, Reach L, Damage (1H: 1D8+1), “Larry’s” Boon (2H: 1d10+1), AP 6, HP 10. • Damage Enhancement Matrix: Wizards of Zistor 70%, The Player Character gets +10% on all social skill tests Duration POWx5 minutes, Magnitude 3, Range touch. when interacting with freshwater aldryami. The player can • Notes: The matrix takes 1D6 hours to recharge after trade in this blessing to the Games Master instead of the duration ends. The spell in the matrix can only be spending 1 Hero Point. cast on the mace. No casting roll or Magic Points are needed to cast the spell. Casting time is 1 CA. The Troll Curse Value: 1,000 silver pieces. Troll characters gain +10% to all attacks and hostile spells targeted at this curse’s victim. If the Games Master Zistorite Repeating Crossbow consents, the player can trade in this certificate to the Games Master instead of gaining 2 Hero Points at the • Repeating Heavy Crossbow (H/-, 1D10, 0*/150m) conclusion of a scenario featuring Trolls. • This carries a magazine of 6 quarrels that automatically reload after firing without requiring a CA. Once empty, Krjalki Nature (non-transferrable) it takes 1D3+1 Combat Rounds to change magazines. • Notes: This only includes one magazine. It requires specially constructed crossbow bolts costing 1 SP each. The holder is an outlaw in Orlanthi society and is It takes 10 minutes and a successful Mechanisms roll considered krjalki. Urox cultists will consider him chaotic. to re-stock a magazine. He will register as an enemy to Orlanthi magic. If the • Value 900 silvers. Games Master consents, the player can trade in this curse to the Games Master instead of gaining 2 Hero Points at the conclusion of a scenario in which he undertook some act of Abjure Air Matrix (6 copies) redemption. • Bronze face mask covering nose and mouth holding HeroQuest Backlash Abjure Air Sorcery Spell Matrix • Abjure Air Matrix: Wizards of Zistor 60%, Duration The holder has suffered a HeroQuest Backlash. Whenever POWx6 minutes, Magnitude 1, Range touch. the character attempts to spend a Hero Point he must roll • Notes: The matrix takes 1D6 hours to recharge after 1D6. On a 1, the Hero Point is spent but has no effect. The the duration ends. The spell in the matrix can only be character may immediately try to spend another Hero Point cast on the mask’s wearer. No casting roll or Magic for the same purpose if he wishes but must roll again. If the Points are needed to cast the spell. Casting time is 1 Games Master consents, the player can trade in this curse to CA. the Games Master instead of gaining 2 Hero Points at the • Value: 750 silver pieces. conclusion of a scenario in which he successfully completed an Orlanthi HeroQuest. The Water Key Crystal Memories of the • An aluminium key with a setting for a drop of elemental water. Cleansed One • This key is worth 150 silver pieces without the drop of water but around 6,000 silver pieces with the elemental Mythic Insight Crystal: This power crystal consists of water. several different fragments embedded within a large piece of coral weighing 5kg. Removing any fragments from the coral will kill that piece of crystal. The crystal contains several elements from the Myth of the Cleansed One at a Resonance of 80%. The crystal can be used to access the A River Runs Up It 14
  • 15. myth on the hero plane. It contains the following In this scenario the elf’s quest has done just that and behaviours and lessons. entangled the Player Characters. So they perceive the river more dramatically than if they were simply travelling along • Chaos must be cleansed; it. Places such as the inn or the troll’s tomb will not be • Pilgrimage is holy; findable if they go back and the river itself will seem more • Inaction in the face of evil is evil; mundane or at least as mundane as a cursed river running uphill can be. This effect is magnified because of the • Everyone deserves a second chance. interaction between the two myths and, naturally, the presence of the God Learners. Should any of these behaviours seem mandated the attuned holder of the crystal must pit their Persistence vs the There are two main quests entangled. The elf is following crystal’s Resonance of 80% in order to choose not to act the fragments of a story known as the Myth of the Cleansed according to the myth. One. This requires him to journey to the headwaters of the river and undergo a ritual of purification. He has been The Cleansed One quest potentially offers the following involved in this for over 3 years now and has almost failed rewards: become Rune Touched by water; to be able to several times. Each time he would have failed, however, he transform into a piscoid (i.e. part fish); to cleanse another of has been able to raise the stakes and journey deeper into the a chaos taint. myth. It has become a life quest for him and he knows that succeed or fail that his life ends when the quest ends. As Value: (1D3+3)x1000 silvers. one of his raisings of the stakes, he recklessly joined two myths together: the myth of the Cursed One and the myth It is highly unlikely that the Player Characters will gain the of the Crying Guardian. When he did this he drew the crystal and become attuned during this adventure but for attention of the God Learners. A team of Otherworld more information about the Cleansed One HeroQuest see Explorers have been searching water myths since the fall of http://www.soltakss.com/hquest03.html. the Clanking City. They have almost caught him twice before and the scenario starts with their third attempt. APPENDIX Realising that his quest is at risk he raises the stakes one more time. He has long believed that surface dwellers hold HeroQuesting the key to his success and is a member of the elf equivalent of a healer’s cult. In desperation he finds a bunch of Orlanthi and performs the Lightbringers’ Summons. HeroQuests take two main forms. In an otherworld quest, Although he was drawn to the spot precisely because it is the adventurers are bodily transported to the other side. an active entrance to the Hero Plane and is on the edge of a When the HeroQuest ends they are returned to the real river he didn’t know they were in the middle of following world exactly where they entered the HeroQuest (see Cults the myth of Orlanth and Aroka. Now three myths are of Glorantha). In a This World Quest, the quest takes place interacting dangerously, bits of each echoing in the other. in the real world. Rather than the HeroQuesters journeying to the other side, the other side is brought to the real world Thus the Player Characters keep encountering elements of and suffuses the HeroQuester’s actions. In this scenario an the Orlanth and Aroka myth but in unpredictable ways. Otherworld HeroQuest, the initiation ceremony, has They must somehow string enough elements together to become entangled with a This World Quest, the elf’s quest. succeed at their quest. The key to this is the God Learners: by surfacing in the otherworld when Aroka should have, the A This World Quest is marked by several features. Firstly submersible has taken on Aroka’s role. Defeating it will the world itself becomes hyper real. Colours are richer, substitute for defeating Aroka. Essentially the Player emotions are more intense, actions more dramatic, in Characters have just been caught in a raising of the stakes. general everything is scaled up in some way. Secondly, the Initially they were involved in a ‘safe’ replay of the myth. world can appear full of omens and metaphors and to the Now they are sent deeper, restarting and with their lives at participants time itself can seem slippery almost as if they risk. are in a waking dream. Thirdly, the beings they encounter are drawn from the real world to partake in the myth That said, this scenario is not a primer in applied without necessarily knowing this. A quest may require an mythology and the players are unlikely to be able to piece encounter with a lion shaman who has travelled for 3 years. this together in its entirety. Furthermore the links are not The power of a HeroQuest is such that the encounter will exact; as the myths bleed into each other, something new happen in some form even though the HeroQuest may have and unusual is formed. Finally, it should be remembered only just started. Of course this means that it is more than that although the rulebook presents HeroQuests as simple possible that Player Characters may get drawn into This progressions of stations in reality every HeroQuest ends up World HeroQuests initiated by NPCs. differing from the plan somehow or other. A River Runs Up It 15