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RuneQuest - 4E - The Smoking Ruin & Other Stories

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Published by G4, 2023-04-17 16:06:56

RuneQuest - 4E - The Smoking Ruin & Other Stories

RuneQuest - 4E - The Smoking Ruin & Other Stories

RuneQuest 150 limited supply of magic points, so the adventurers should be doing everything they can to keep him alive. Ideally, this turns into a cat-and-mouse game throughout the village, with the adventurers and Wardens running interference for the sorcerer and getting innocent people out of their houses, out of the hall, and into the surrounding countryside where they are not hostage to immediate reprisal from the Company. The Mouse that Roars Spurred by Urvantan’s sudden return, the urging of the Wardens, and the example of the adventurers, the villagers seek out weapons and begin to rally against the invaders that have kept them prisoner these past few days. Thrown stones, pieces of furniture, household tools, or some weapons stashed when the mercenaries went door-to-door apprehending village folk are all brought to bear against the Company of the Manticore. The gamemaster is encouraged to find ways the adventurers can assist this surge and help keep the villagers alive, perhaps inspiring them with Passions or Orate, leading them using Battle, or any other suitable means available. As the Company fights back, more and more villagers enter the fray, and it has all the potential to be a massacre if the sorcerer falls or the adventurers are unable to turn the tide. If desired, rather than delve into a round-by-round battle where every single combatant is tracked, the gamemaster is encouraged to make this fray more visceral than specific, using narrative description where possible to keep the pressure and intensity driving, and breaking combat into short, brief and brutal encounters. The villagers are both desperate and afraid, and much of the battle is a confusing clamor of rushing bodies, quick charges in darkened streets, and arrows thudding into unsuspecting combatants. Comes a Horse Man As the conflict escalates, a loud staccato thunder of hoofbeats echoes throughout the town, signaling the arrival of Korof, son of Ironhoof, his centaur band, and the remaining cavalry, fresh from the siege of Wolf Heads Fort, alerted by the treachery of Elder Maroftoor, who is draped undignifiedly over Korof’s back. They ride through the town, attacking any Wardens and villagers resisting their number, using cavalry tactics of rapid attacks and movement, barely stopping until they arrive at the center of the town and the great hall. They’ve been told to look for the sorcerer, and he’s an obvious target, clad in bright red and surrounded by fire and the dying. On Korof’s back, Maroftoor, hands bound, whimpers and pleads as he sees the people of his village attacked by the members of the newly arrived cavalry. Though craven screeching and thrashing as it tries to beat the flames from its massive, muscled body. To any who know what is happening—and the adventurers should have a good idea at this point—Urvantan is moving in and out of the Hero World, returning to the threshold chamber every time he is slain, subject to the force of God Time versus normal time. In the God Time, everything is simultaneous and happens eternally, all at once. Thus, he can appear again and again as if never slain, caught in a self-created time loop in which he is temporarily unkillable, as he merely re-sets himself before he set off. The blurred after-images that appear in his wake as he moves are simply mortal time trying to establish its hold upon him and failing. The sorcerer is fueling this action with his ample supply of magic crystals and is emptying them all. He has cast protective spells upon himself such as Neutralize Spirit Magic, Neutralize Magic, and Spirit Warding to maintain his relative safety against magical attacks and tries to avoid a direct physical confrontation due to his zzaburi caste restriction (engage in no physical combat). As he is slain, he reappears instantly in another place, clutching a different power crystal and blasting forth as much sorcerous might as he is able. Spells Urvantan uses are the aforementioned Fingers of Fire, the summoned fire elemental, and others such as Hallucinate, Wall of Flames, and Conflagration, though he takes care not to cause any collateral damage by burning the village down, and does everything he can to draw the mercenaries of the Company away from the villagers and the great hall. Each combat round, the teleportation/rebirth cycle costs him 6 magic points, and he spends 6+1D6 magic points per round on the various spells he employs (or the gamemaster can be more specific, if desired). If slain, he disappears and reappears anew at the beginning of the turn, on strike rank 1. Otherwise he remains. The gamemaster should pay attention to Urvantan’s magic point total, starting with his initial 116 (self and crystals) plus any the adventurers may have loaned him. If he runs out, he cannot repeat the teleport/return cycle and is dead, dead, dead. Despite this raw show of power, Urvantan is not a god, and he is extremely limited in what he can do in any given round of combat. It is up to the adventurers to carry the day, through helping the Wardens get the villagers out of the great hall and out of harm’s way, and through confronting the Company mercenaries directly, keeping the sorcerer alive for more than a few moments. He is highly vulnerable and a concerted effort on behalf of the hardened warriors in the Company will bring him down repeatedly and burn off his


Urvantan's Tower are fully white now, and his eyes are duller, less vital. The backlash from trying to be in the Mundane World while invoking the God Time was more than any mortal could handle, and he has lost 1 permanent point of POW and CON per round he enacted the ritual. If this exceeds his current CON 12, he is dead. Otherwise, he is unconscious until his body recovers, at the rate of 1 characteristic point per week of POW and CON. Aftermath If Korof, son of Ironhoof, is defeated—whether slain or merely beaten—the Company’s morale plummets. Though they do not lay down their weapons, they are clearly done fighting and make it known. Their second-in-command (one of the other centaurs) says they are finished. Orders are sent to Wolf Heads Fort and the Company makes a rapid withdrawal from the village of True Ford and from Long Home entirely. The dead are pillaged, the wounded taken with them, any spoils greater than those they can carry on their persons left behind. The camp followers and their wagons follow in their wake. News from the fort indicates that the Company had little luck there, their siege only starting when the events in the village occurred. The militia within was able to hold their own against the initial assault, no mean feat given their lack of preparedness and experience. In the space of a quarter of a day, the Company withdraws entirely and is gone from Long Home, promising to trouble it no more, though they imply that the Lunar Empire may have its own ideas about the lost valley’s fate. Where they go from there is up for the gamemaster to determine: they might trouble other towns or villages in the region, or be available for hire by Queen Leika herself, now that they have failed the Lunar Empire. and overconfident of his rightness, he’s no monster, and this sort of carnage is not at all what he intended. If adventurers choose to intervene, Korof tries to get past them to Urvantan, though any notably impressive adventurers gain his attention immediately. He shrugs Maroftoor off his back, and the Elder thuds to the ground beside him with a painful groan. The centaur rises to his full height, rearing upward, and then comes at any challenging adventurer in a charge. If there’s more than one adventurer, he goes for any who are mounted first. This quickly turns into a duel, assuming there is a survivor of this initial charge, and he fights with every bit of his warcraft and cunning, using magic and mobility where possible. As this confrontation occurs, many of the surrounding fights trail off while they watch this epic throwdown. Korof is no fool, however, and he values his own life too much to throw it away if the day seems lost. The centaur commander was dispirited when he arrived and this whole experience has been a dismal experience, nowhere near as lucrative as he might have hoped. If he is bested or seems to be nearly so, he throws down his weapon and offers his surrender as well as that of the rest of the Company of the Manticore. At that, all his mercenaries cease their fighting. The Reckoning Urvantan continues to fight alongside the adventurers, Wardens, and people of True Ford so long as he has magic points to burn, until he reaches 0. If he is still alive, he falls to the ground unconscious and defenseless, that weird strobing after-effect from his movement ceasing as all his blurred selves merge into his body and he takes on the form of a normal, if sleeping, old man in a red robe. Examining him indicates something has changed in his demeanor. The strands of dark hair from his beard and hair


RuneQuest 152 that heretofore had been part of the Empire in name only. This way, he was rid of a loose catapult and at the same time, Prince Kallyr Starbrow, or Argrath, the other claimant, could not tap the valley for supply and reinforcements. Koros, Son of Ironhoof Koros is an unusually large centaur whose claim to his appellation is both significant and not as important as it might be supposed. Virtually the entire centaur population of Beast Valley in Dragon Pass can claim to be the progeny of Ironhoof, since centaurs follow the usual conventions of horse herds and the lead stallion claims all the mares for his own. Koros’ claim to have descended from the great hero is solid, but so are the claims of many others. Unable to find distinction amongst all these claimants, he led his herd out of the valley just in time to run into Lunar recruiters looking for good cavalry. Recruiting minotaurs and even a few manticores to assist, appealing to the vanity of the manticores by naming the company in their honor, he presented a very useful irregular company to assist the Lunars in their conquest of Sartar. Koros is an experienced leader who has attained the status of Rune Lord of the Ironhoof Beast Cult. He has iron armor that covers his foreparts. At one time, he had a complete set of iron plate, but a struggle with a gorp destroyed all his aft iron armor and probably would have destroyed him except for the toughness of the Rune metal armor. Now, his hindquarters and rear legs are just covered by bronze scale and cuirboilli. Some of his personal guard have trained to cover his rear and sides, but if they go down, he is in trouble. Another casualty of war was Koros’ allied spirit, possessing a hawk. A lucky arrow killed the bird just weeks ago and Koros is still in mourning. Koros STR 22 CON 16 SIZ 32 DEX 19 INT 13 POW 16 CHA 16 Hit Points: 21 Move: 12 DEX SR: 1 SIZ SR: 0 Runes: Air 60%, Beast 75%, Fertility 75%, Movement 75%. Rune Points: 10 (Arachne Solara) Rune Spells: All common knowledge Rune spells plus Fearless (2 pt.), Shield 2. Spirit Magic: Bladesharp 2, Demoralize (2 pt.), Heal 4, Slow 2, Speedart 3. Magic Points: 28 (16 + 12 in POW storing crystal) The Company of the Manticore The company started out as three different companies: a mercenary band of Beast Men under Koros’ command, a mercenary band of Esrolian archers and skirmishers, and a mixed troop of Lunar Tarshite light and heavy cavalry. Over four years of fighting the three companies operated together several times and as they accumulated irreplaceable losses, started refreshing their ranks by incorporating assorted small units of heavy infantry, also from Tarsh. Eventually, the remnants of the three companies decided to recombine under one banner, the Company of the Manticore. As the only original commander left alive, Koros was selected as the Company’s captain. He proved tactically sound but erratic strategically and diplomatically. The de facto Lunar satrap of Dragon Pass, King Pharandos, is unable to depend on him as part of the main army. Pharandos hit upon rewarding the Company with suzerainty over this valley


Urvantan's Tower 153 Members of the Company of the Manticore The Company of the Manticore is primarily ruled by the Beast Men, though they are outnumbered by humans at a ratio of four to one at this point. They have been campaigning on behalf of the Lunar Empire and serving under Koros for many years They are war-weary and spent, with low morale and greatly in need of time to recuperate and a place to do so. The Lost Valley of Long Home is, to them, just such a place. Though it serves little strategic value they recognize it as a potential base for operations and thus are willing for fight for it. In all, the Company consists of ninety-seven individuals, broken down like so: . Koros, son of Ironhoof, the Company Commander . Five centaurs . Four manticores . Seven minotaurs .Three satyrs (one shaman and two apprentices) . 30 human heavy infantry .40 human skirmishers (minus any killed in the first encounter) .17 human light cavalry Twenty-five members of the Company (two minotaurs, a manticore, the satyr shaman, six heavy infantry, ten skirmishers, and four cavalry) are patrolling the village in one band, with another dozen deployed in smaller parties. Another fifty are at Wolf Heads Fort, preparing for or taking part in the siege. This leaves twenty-two in True Ford, a mix of heavy infantry, skirmishers, a few minotaurs, one satyr apprentice, and two cavalry, minus any skirmishers killed in the encounter on pages 128‒129). Other Centaurs The other centaurs of the Company are Koros’ herd and consist, after the attrition of war, of three mares and two subservient males. Their attributes and abilities are essentially identical. They are better armored and have better combat skills than the average centaur but are not otherwise distinctive. Centaur STR 18 CON 12 SIZ 26 INT 11 DEX 14 POW 14 CHA 10 Hit Points: 15 Move: 12 DEX SR: 2 SIZ SR: 0 Runes: Beast 75%, Fertility 75 Passions: Devotion (Arachne Solara) 75%, Love (kin) 80%, Loyalty (Company of the Manticore) 90%, Loyalty (Ironhoof) 60%, Loyalty (Lunar Empire) 60%. Reputation: 32% Armor: Equine body (1 pt.); human upper body Rune Iron cuirass and forequarters armor, vambraces, foreleg greaves, and helm (9 pts.); hindquarters heavy scale (5 pts.); rear legs cuirboilli (3 pts.). (Armor modifies Move Quietly by –65%.) Skills: Animal Lore 35%, Battle 75%, Centaur Lore 85%, Customs (Lunar Tarshite) 40%, Dodge 35%, Fast Talk 50%, Hide 05%, Move Quietly 05%, First Aid 45%, Orate 50%, Plant Lore 15%, Play Stringed Instrument 60%, Scan 75%, Sing 65%, Spirit Combat 65%, Swim 65%, Track 35%. Languages: Speak Beastspeech 70%, Speak Heortling 35%, Speak Tarshite 50%, Speak Tradetalk 50%, Read/ Write Theyalan 35%. Magic Items: Enchanted Rune iron armor (see above); enchanted iron broadsword (see below) with matrices for Countermagic 4, Dispel 3, Disruption, and a POW storage ruby crystal on the sword pommel (12-pt. capacity); horseshoes with Mobility matrix; enchanted Rune iron medium shield (see below). Bound Spirit: (in plume on helmet) POW 13, INT 10, used primarily for extra magic points, knows Fanaticism, Shimmer 3. Ransom: 2,000 L Koros’ Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 4/6 Left Hind Leg 03–04 4/6 Hindquarters 05–06 6/9 Forequarters 07–08 10/9 Right Foreleg 09–10 10/6 Left Foreleg 11–12 10/6 Chest 13–14 9/9 Right Arm 15–16 9/6 Left Arm 17–18 9/6 Head 19–20 9/7 Weapon % Damage SR Pts Composite Bow 85 1D8+1 S/MR 7 Lance 95 1D10+1+2D6 1 10 Broadsword 95 1D8+1+2D6 3 18 Medium Shield 95 1D4+2D6 4 18 Hoof* 95 1D8+2D6 4 — * Can kick with hoof at the same time as striking with a broadsword.


RuneQuest 154 Manticore STR 30 CON 13 SIZ 30 DEX 10 INT 7 POW 12 CHA 7 Hit Points: 17 Move: 9 Base SR: 3 Runes: Beast 75%, Disorder 50%. Magic Points: 11 Armor: 4-point skin and fur, plus light scale mail on torso (4 pts.) and an open helm (4 pt.). (Armor modifies Move Quietly by –20%.) Skills: Climb 80%, Dodge 30%, Scan 50%. Language: Speak Beast Speech 30%. Ransom: None. Manticore Hit Locations Location D20 Armor/HP Tail 01–02 4/7 Right Hind Leg 03–04 4/7 Left Hind Leg 05–06 4/7 Hindquarters 07–09 8/9 Forequarters 10–12 8/7 Right Foreleg 13–14 4/7 Left Foreleg 15–16 4/7 Head 17–20 8/7 Weapon % Damage SR Claw* 55 1D6+2D6 7 Sting* 55 1D6+2D6 7 * A manticore uses both attacks at once, at one or two opponents. The sting has a system poison POT equal to its CON 13. Minotaurs Minotaurs are descended from offspring of Storm Bull and Eiritha. They are carnivorous and sometimes eat people. The rest of the Company knows better than to object to this practice if the meal consists of enemy bodies. Minotaurs often go berserk in combat, striking at halfagain normal attack ability, but ignoring parrying. This blind rage has cost the Company more than half of their original complement of minotaurs. Seven have survived, partially thanks to the armor supplied by the Lunars to their auxiliaries. They normally disdain magic, except for Healing or Fertility spells. Spirit Magic: Bladesharp 2, Countermagic 2, Heal 2, Mobility, Slow, Speedart 2. Magic Points: 14 Passions: Love (kin) 60%, Loyalty (Ironhoof) 60%. Armor: Equine body (1 pt.); human upper body plate cuirass (6 pts.), light scale sleeves (4 pts.), horse body light scale skirt (4 pts.), open helm (4 pts.). (Armor modifies Move Quietly by –45%.) Skills: Battle 20%, Animal Lore 35%, Centaur Lore 55%, Dodge 45%, First Aid 45%, Hide 35%, Listen 40%, Plant Lore 45%, Play Stringed Instrument 60%, Sing 55%, Move Quietly 25%, Scan 45%, Spirit Combat 50%, Swim 45%. Languages: Speak Beastspeech 55%, Speak Tarshite 35%, Speak Tradetalk 20%. Ransom: 750 L Centaur Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 3/6 Left Hind Leg 03–04 3/6 Hindquarters 05–06 5/9 Forequarters 07–08 5/9 Right Foreleg 09–10 3/6 Left Foreleg 11–12 3/6 Chest 13–14 6/9 Right Arm 15–16 4/6 Left Arm 17–18 4/6 Head 19–20 4/7 Weapon % Damage SR Pts Composite Bow 55 1D8+1 S/MR 7 Lance 65 1D10+1+2D6 1 10 Kopis 55 1D8+1+2D6 3 12 Medium Shield 50 1D4+2D6 4 12 Hoof* 60 1D8+2D6 4 — * Can kick with hoof at the same time as striking with a broadsword. Manticores Manticores are lion-bodied with scorpion tails, topped off with human-like heads. They are a surly, arrogant lot, having little to do with their fellow beasts. They rarely use magic, preferring strength. Manticores in combat form a pack and ignore their orders, frequently chasing after fleeing opponents. There are only four manticores left in the Company. The others died in combat, abandoning their comrades and getting ambushed. These four have learned from that hard lesson.


Urvantan's Tower 155 Satyrs Satyrs have the upper torsos and heads of large gnarled men, and the lower parts of either horses or goats. They have long curled horns like either a goat or a ram. All satyrs are male and are famed for their lechery. Although they resemble broo, most satyr are most emphatically not tainted by Chaos and do not force themselves on the unwilling. Satyrs often serve as the magicians of the Beast People. They rarely leave their groves in Beast Valley, but several ambitious shamans and their apprentices followed Koros out of Beast Valley and onto the military campaign trail. Now they are down to one shaman and two followers. The vicissitudes of war have coarsened many of their finer impulses. The satyr shaman Senginnius is mostly identical to the followers, but with POW 21, CHA 14, 16 hit points, 42 magic points, and +20% to each Rune value. Satyr STR 21 CON 13 SIZ 14 DEX 16 INT 13 POW 16/21 CHA 10/14 Hit Points: 15/16 Move: 9 DEX SR: 1 SIZ SR: 2 Runes: Disorder 60%, Earth 60%, Fertility 75% Minotaur STR 25 CON 13 SIZ 25 DEX 12 INT 6 POW 12 CHA 7 Hit Points: 16 Move: 10 Base SR: 3 Runes: Beast 80%. Spirit Magic: Heal 2. Magic Points: 12 Armor: Tough skin (3 pts.), light scale cuirass and skirt (4 pts.), open helm (4 pts.). (Armor modifies Move Quietly by –25%.) Skills: Dodge 35%, Listen 35%, Move Quietly 35%, Scan 40%, Scent 35%, Track 50%. Languages: Speak Beastspeech 30%. Ransom: 600 L Minotaur Hit Locations Location D20 Armor/HP Right Leg 01–04 7/6 Left Leg 05–08 7/6 Abdomen 09–11 7/6 Chest 12 7/7 Right Arm 13–15 7/5 Left Arm 16–18 7/5 Head 19–20 7/6 Weapon % Damage SR Pts Great Axe 50 3D6+2D6 5 10 Head Butt 55 1D6+2D6 7 —


RuneQuest 156 • Snake: INT 11, POW 15, CHA 8; Spirit Combat 75%, damage 1D6; Bite, Spirit Magic; knows Befuddle (1 pt.), Demoralize (2 pts.), Detect Enemies (1 pt.), Shimmer 2, Silence (1 pt.), Spirit Screen 1. Ransom: 600 L (Seginnius) or 350 L (apprentices). Satyr Hit Locations Location D20 Armor/HP Right Leg 01–04 6/5 Left Leg 05–08 6/5 Abdomen 09–11 6/5 Chest 12 6/6 Right Arm 13–15 2/4 Left Arm 16–18 2/4 Head 19–20 2/5 Weapon % Damage SR Pts Club 65 1D8+2+1D6 7 4 Head Butt* 50 1D6+1+6 8 — * The head butt may be made simultaneously with other attacks. Heavy Infantry The Company of the Manticore has about thirty heavy infantry warriors remaining. Each is schooled in shield and spear, shield and javelin, or shield and broadsword. They are very familiar with formation fighting. To a person they are tall, broad-shouldered, and hard-bitten. Their number used to be much greater but as the cornerstone of any battle, they take the most casualties and their losses have not been replenished. Many are missing items of armor or replaced them with mended or less protective items. Some have fewer hit points in a limb, or even head or torso, due to a wound that was never properly healed. Roll POW×5 for each soldier encountered. Failure means armor points are reduced by 1D4 in a random hit location and soldier suffers a lingering, prior injury in that same location, 1D4‒1 for how many hit points are currently suffered. A fumble means roll twice to determine armor and hit points lost. Heavy Infantry STR 14 CON 13 SIZ 13 DEX 12 INT 10 POW 13 CHA 10 Hit Points: 14 Move: 6 DEX SR: 3 SIZ SR: 2 Runes: Air 40%, Fire 60%. Spirit Magic: Bladesharp 1, Heal 1, Ignite (1 pt.), Repair 2, Shimmer 2, Speedart 1. Magic Points: 13 Passions: Hate (Sartarites) 60%, Loyalty (Company of the Manticore) 60%, Loyalty (Lunar Empire) 60%. Spirit Magic: Satyrs play their pipes to cast Demoralize, Fanaticism, and Sleep. They have two special spirit magic spells: • Dance (2 pts.): All listeners must resist in with their POW vs. the satyr’s POW or dance for as long as the satyr dances. • Madness (4 pts.): Victims must resist the satyr’s magic points or be happily insane, singing merrily or screaming in fear, but do not react to any outside stimuli. These spells cost magic points, just as the regular spirit magic spells. The main difference is that the spell lasts as long as the pipes play and that the satyr does not need to overcome the victim’s POW for Demoralize, Fanaticism, Sleep, or Dance. The two apprentices have also learned how to play their pipes to cast Disruption (1 pt.) and Heal 4. Magic Points: 26 (apprentices, 16 + 10 from necklaces) or 42 (Senginnius, 21 + 21 from crystals). Armor: 2-point skin, with light scale robes (4 pts.). (Armor modifies Move Quietly by –50%.) Skills: Dance 75%, Dodge 60%, Hide 50%, Move Quietly 65%, Play Woodwind (Pipes) 75%, Scan 50%, Sing 60%, Sneak 75%. Spirit Combat 65%. Language: Speak Beastspeech 65%, Speak Tarshite 20%, Speak Tradetalk 20%. Magic Items (Seginnius): Two POW storage crystals (11- and 10-point capacity); bronze necklace, bronze circlet, bronze arm band, bronze septum ring, bronze earring, each containing one bound spirit (see above) and worth 20+1D20 L apiece. Bound Spirits (Apprentices): Each apprentice has a bronze necklace containing a bound spirit of POW 10, CHA 12, used primarily to supply magic points for spells. Bound Spirits (Seginnius): The satyr shaman has a fetch (POW 6) and five bound spirits bound into various pieces of jewelry. He has named them according to the animals they appear as, when manifest: • Vulture: POW 13, CHA 6; Spirit Combat 65%, damage 1D6; Healing. • Rat: POW 19, CHA 10; Spirit Combat 95%, damage 1D6+1; Disease. • Hyena: POW 22, CHA 11; Spirit Combat 110%, damage 1D6+3; Affect Environment. • Raccoon: INT 8, POW 8, CHA 11; Spirit Combat 40%, damage 1D6; Search, Spirit Magic; knows Coordination (2 pts.), Countermagic 1, Detect Trap (2 pts.), Distraction (1 pt.), Mobility (1 pt.), Repair 1, Spirit Screen 1, Vigor (2 pts.).


Urvantan's Tower 157 Armor: Long heavy scale coat (5 pts.), closed helm (5 pts.). (Armor reduces Move Quietly by –50%.) Skills: Climb 20%, Dodge 45%, Move Quietly Scan 25%, Search 25%. Languages: Speak Tarshite 50%, Speak Tradetalk 30%. Ransom: 350 L Heavy Infantry Hit Locations Location D20 Armor/HP Right Leg 01–04 5/4 Left Leg 05–08 5/4 Abdomen 09–11 5/4 Chest 12 5/5 Right Arm 13–15 5/3 Left Arm 16–18 5/3 Head 19–20 5/4 Weapon* % Damage SR Pts Broadsword 50 1D8+1+1D4 7 12 Short Spear, Held 55 1D6+1+1D4 7 10 Short Spear, Thrown 55 1D6+1+1D2 1/MR 10 Javelin, Held 50 1D6+1D4 7 8 Javelin, Thrown (×3) 50 1D10+1D2 S/MR 8 Large Shield 50 1D6+1D4 8 16 * Each has a large shield. Roll 1D6 to determine primary weapon: 1–2 broadsword, 3–4 short spear, 5–6 javelin(s). Skirmishers There are about 40 skirmishers attached to the Company of the Manticore, minus any the adventurers dealt with during first encounter (pages 128‒129). Any that escaped are back in the unit and have warned the others of the adventurers. As with the other mercenary types, there used to be more, but attrition has outstripped replacement. They get along well with most other units and their main function is to whittle down attacking foes before they hit the heavy infantry. They are also supposed to be the scouts of the Company, which they have a fair competency in. They have not, ‘til now, gotten much practice in scouting and independent patrolling. Cavalry The cavalry contingent of the Company has been ravaged more than any other group because they keep trying to keep up with the centaurs and are often the recipients of attacks meant for the centaurs, who have already shot and gone. There are seventeen cavalry soldiers, men and women, left in the Company. They are mounted on cavalry horses (see below) and have lost almost all their remounts. They intend to replenish that lack in the Valley. The usual distinctions between heavy and light cavalry do not apply because these troops have acted as either and can switch at a moment’s command. Since the centaurs often forget about giving their cavalry any order more complex than “Get them!” these warriors have learned to keep an eye on Koros and his tribe and follow their lead as best they can. Cavalry STR 13 CON 13 SIZ 12 DEX 14 INT 10 POW 13 CHA 11 Hit Points: 13 Move: 8 DEX SR: 2 SIZ SR: 2 Runes: Air 60%. Spirit Magic: Bladesharp 1, Demoralize, Heal 2, Mobility, Shimmer 2, Speedart 1. Magic Points: 13 Passions: Hate (Sartarites) 40%, Loyalty (Company of the Manticore) 55%. Armor: Light scale hauberk and sleeves (4 pts.), open helm (4 pts.), cuirboilli greaves (3 pts.). (Armor modifies Move Quietly by –35%.) Skills: Battle 35%, Conceal 30%, Dodge 45%, Listen 35%, Move Quietly 35%, Ride 75%, Scan 45%, Search 40%, Track 40%. Languages: Speak Tarshite 50%, Speak Tradetalk 35%. Cavalry Hit Locations Location D20 Armor/HP Right Leg 01–04 4/5 Left Leg 05–08 4/5 Abdomen 09–11 4/5 Chest 12 4/6 Right Arm 13–15 4/4 Left Arm 16–18 4/4 Head 19–20 4/5 Weapon % Damage SR Pts Lance 55 1D10+1+3D6* 3 10 Medium Shield 55 1D4+1D4 8 12 Composite Bow 55 1D10+1 S/MR 7 Kopis 45 1D8+1+1D4 6 12 * Damage bonus when charging, otherwise +1D4. Cavalry Horses The Company of the Manticore’s cavalry soldiers are trained to stay calm in battle but are not trained to fight on their own as warhorses. These mounts are from a variety of breeds, none of them purebred. These horses are especially calm in battle, perhaps accustomed to fighting alongside centaurs. None are armored.


RuneQuest 158 When in combat upon these horses, the rider must make a Ride roll and can do nothing else if the horse is, for some reason, fighting on its own, such as in defense against something attacking it. For more on cavalry horses, see the Glorantha Bestiary, page 146. Cavalry Horse STR 28 CON 14 SIZ 25 DEX 13 POW 13 Hit Points: 18 Move: 12 Base SR: 2 Magic Points: 13 Armor: 1-point hide. Skills: Climb 30%, Dodge 25%, Jump 75%, Listen 40%, Scan 30%, Smell Intruder 30%, Swim 50%. Cavalry Horse Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 1/6 Left Hind Leg 03–04 1/6 Hindquarter 05–07 1/8 Forequarter 08–10 1/8 Right Foreleg 11–13 1/6 Left Foreleg 14–16 1/6 Head 17–20 1/7 Weapon % Damage SR Bite 25 1D8 6 Kick 25 1D6+2D6 6 Rear & Plunge 25 2D6+2D6 6 Trample 25 4D6 to downed foe 6 Note: A cavalry horse may attack once in a melee round. It normally makes no attacks on behalf of its rider, but may attack something threatening it directly, such as a serpent. Camp Followers Besides those described above, the Company also has an entourage of camp followers, as just about any unit does. Some of the older children are training to be members of the Company and some of the others—slaves, camp followers, family members, survivors—have had to learn to fight to survive. Perhaps a dozen are beginning warriors of the light infantry or skirmishers, as needed by the gamemaster. Due to the lack of extra horses, there are no trainee cavalrymen. There are no Beast Men among the camp followers, other than those described. Rewards and Consequences After the dust has settled, it is time for an accounting. Marooftor the Elder is finished in the village and is sent into exile. Urvantan, should he have survived, returns to his tower and his studies. Meddling with the God Time has taken its toll on him, and he must spend a considerable amount of time recovering from that setback. Rescuing Urvantan and helping free the village from occupation by the Company of the Manticore earns the adventurers a considerable debt of gratitude from them, which they are happy to repay in whatever fashion they can. Should they participate in these events, they are offered the following rewards: . Free room and board in True Ford, whenever they wish it, for as long as they would like. The village, however, has little in the way of guest accommodations, so they’re likely to be sleeping in the village’s hall or staying with Elders in their homes. Adequate food and drink are provided as tribute. . If they choose to remain in Long Home, they are each given a household from among those emptied by the Company’s brutal occupation of the village. . Each adventurer is granted a hide of land within Long Home, though they must make their own arrangements about how it should be tended. The farmers and villagers have lost many of their own, so there is ample land to spare and too few hands to work it. .+1D6% Reputation for their part in the salvation of True Ford. . Honorary membership among the Elders if they choose to remain. Alternately, acting membership in the Wardens if they wish it. . If Urvantan was rescued, they have his gratitude and a promise of aid in the future, should they ask it. This is no small matter, though the sorcerer implies that he has little interest in leaving Long Home for any extended period or distance. If the adventurers came to Long Home on behalf of Queen Leika, upon their return to Clearwine she awards them each with an additional 100 L in gifts suitable for heroes, which might take the form of trade goods, loot, or jewelry and clothing suitable for their station. They have advanced in her estimation, which is no small thing.


Green Rock The Grove of nce, the elves had many sacred trees and groves on the earth. Most were destroyed in the Gods War, many others ruined by the wars of the Elder Races in the First Age, while the few pitiful survivors clung to life in the Second Age against the encroaching humans. The last were destroyed in the Third Age, but the Aldryami have begun a slow process of recovery. Sometimes they plant magical gardens, like the legendary gardens of Pavis and Karresh; some have even been tended by humans proud to be called elf-friends. Others were replantings of magical seeds to raise new Trees to serve as focuses for the elf religion. These are Shanassee Trees, and when matured, they bring forth many kinds of seeds from their branches. These trees are often the only places where rare seeds can be found, such as the bushes which grow copper-headed arrows or the missile bushes which guard paths through the elf forests. Many people believe that the local elves are expanding their forests, or at least preparing to do so. They have begun planting sacred rings of trees in various locations. The elves prefer to perform these rites in secret, but at times they need outside assistance to protect them during the most sensitive periods of ritual. At these times the most powerful elves and dryads all disappear, leaving a few guards to oversee the mercenaries left to guard them. The elves are attempting to plant a new Shanassee Tree in Dragon Pass where they were once powerful, a land alive with magical energies is helpful to such a process. As may be expected, there were many who attempted to halt the process, others who were sympathetic toward it. Other attempts are being made throughout the regions of Maniria, Peloria, and Ralios at roughly the same time. An Elf Is Hiring! It is the beginning of Sea Season. Penacyr Heartwood, a green elf, enters the community the adventurers are presently in (unless determined prior, assume either Clearwine Fort or Apple Lane) to hire mercenaries. He is an officer of the Yelmalio cult and accoutered with several golden tools and weapons but wearing the usual enchanted copper armor of warrior elves. He is accompanied by several green elf warriors. After asking around, he finds the adventurers wherever they might be, whether in a town square, a hall, inn, wine-house, or whatever location is appropriate.


RuneQuest 160 Penacyr says that he wishes to hire adventurers to guard a sacred elf site for a week. He seems to know the most famous and infamous adventurers and makes a show of avoiding troll-friends and dwarf-friends. He makes a bigger fuss over known elf-friends, knows them by name, and knows some of their exploits when they proved themselves for the elves. He explains that the job is five or six days away but does not disclose the precise location. The most probable foes are trolls or dwarfs. If by any chance an adventurer is an Aldryami, Penacyr pulls them aside and is much more forthcoming, explaining the purpose of the job and the stakes (see above). Throughout the journey, no matter who is identified as the adventurers’ leader, Penacyr tries to deal with the elf adventurer as the point of contact. Penacyr Heartwood Initiate of Aldrya and Light Son of Yelmalio. Male green elf, age 48. STR 16 CON 12 SIZ 12 DEX 15 INT 21 POW 12 CHA 11 Hit Points: 12 Move: 8 DEX SR: 2 SIZ SR: 2 Runes: Earth 60%, Fire/Sky 95%, Plant 60%, Truth 90%. Rune Points: 3 (Aldrya), 5 (Yelmalio). Rune Spells: All common knowledge Rune spells, plus Absorption (1 pt.), Arrow Trance (1 pt.), Catseye (1 pt.), Heal Body (3 pts.), Sunbright (2 pts.). Arrow Trance is described on page 27 of the Glorantha Bestiary. It doubles the subject’s bow skill chance but disallows any actions or spellcasting unrelated to archery. Doing either ends the spell. Spirit Magic: Befuddle (2 pts.), Countermagic 1, Farsee 2, Heal 1, Light (1 pt.), Mobility (1 pt.), Multimissile 1, Shimmer 1, Speedart (1 pt.), Vigor (2 pts.). Magic Points: 17 (12 + 5 in elf bow) Gifts: Gift of Languages. Geases: Never seek shelter from a storm, speak only truth to everyone. Passions: Devotion (Aldrya) 60%, Devotion (Yelmalio) 60%, Hate (dwarfs) 60%, Hate (trolls) 85%, Honor 90%, Loyalty (forest) 70%, Loyalty (temple) 75%. Reputation: 26% Armor: Enchanted copper plate armor (5 pts., all locations). (–50% to Move Quietly) Skills: Battle 75%, Beast Valley Lore 50%, Climb 80%, Conceal 45%, Cult Lore (Yelmalio) 55%, Dodge 70%, Elfsense 65%, Fast Talk 50%, Hide 70%, Insight (Aldryami) 60%, Insight (humans) 30%, Jump 60%, Listen 95%, Meditate 50%, Move Quietly 70%, Plant Lore 70%, Scan 95%, Search 45%, Spirit Combat 55%, Track 45%, Worship (Yelmalio) 50%. Languages: Speak Aldryami 90%, Speak Beastspeech 50%, Speak Earthspeech 50%, Speak Pure Horse Tongue 50%, Speak Sartarite 50%, Speak Tradetalk 50%. Magic Items: Elf bow stores 5 magic points. Treasure: Carries a gem worth 50 L and a ring worth 25 L. Ransom: 500 L Penacyr’s Hit Locations Location D20 Armor/HP Right Leg 01–04 5/4 Left Leg 05–08 5/4 Abdomen 09–11 5/4 Chest 12 5/5 Right Arm 13–15 5/3 Left Arm 16–18 5/3 Head 19–20 5/4 Weapon % Damage SR Pts Golden Spear 90 1D6+1+1D4 2 10 Elf bow* 95 1D8+1 S/MR 6 * With several gold-headed arrows. Typical Green Elf Warrior Initiate of Aldrya. Green elf, age 30+. STR 12 CON 11 SIZ 10 DEX 18 INT 17 POW 13 CHA 10 Hit Points: 11 Move: 8 DEX SR: 1 SIZ SR: 2 Runes: Earth 65%, Movement 75%, Plant 80%. Spirit Magic: Heal 1, Speedart (1 pt.). Magic Points: 13 Passions: Loyalty (forest) 65%, Hate (Mostali) 65%, Hate (Uz) 65%. Armor: Bark armor (2 pts., all locations). Skills: Climb 80%, Dodge 75%, Elfsense 55%, Hide 65%, Homeland Lore (Beast Valley) 40%, Jump 70%, Listen 55%, Move Quietly 65%, Plant Lore 60%, Scan 55%, Spirit Combat 55%. Languages: Speak Aldryami 55%, Speak Tradetalk 15%. Magic Items: None. Treasure: Carries 3D20 L in coins. Ransom: 250 L


The Grove of Green Rock Green Elf Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 2/4 Left Leg 05–08 2/4 Abdomen 09–11 2/4 Chest 12 2/5 Right Arm 13–15 2/3 Left Arm 16–18 2/3 Head 19–20 2/4 Weapon % Damage SR Pts Short Spear, Held 65 1D6+1 2 10 Short Spear, Thrown 65 1D6+1 1/MR 10 Shortsword 40 1D6+1 3 12 Elf bow 80 1D8+1 S/MR 6 Small Shield 65 1D3 3 8 Mercenary Rates Penacyr offers high mercenary rights for what he says is one week of employment, plus travel time. He offers each mercenary a base rate of 20 L apiece, and an extra 100 L for their apparent leader. Though travel time is not covered (as is usual for mercenary employment) this fee is far greater than the required fighting time, which is probably going to be a single day and night. Penacyr states that everyone is also be required to take an oath to keep the site secret. He offers a bonus of 10 L per person to take the oath. The elf promises that the guards will receive some magic for free at the site. Also, the defenders can keep all plunder they take during the employment. No trolls or dwarfs or creatures of Chaos are hired, under any conditions, or anyone with strong and obvious inclinations in that direction. Other Mercenaries The elf wishes to hire up to 20 mercenaries, all properly led and outfitted. To flesh this roster out beyond the adventurers, Penacyr recruits three other mercenary groups. Each group consists of a leader and enough followers (roughly the same number apiece) so that when the adventurers are added into the total, Penacyr has his 20 mercenaries. The other leaders are: . Vargast Vargast’s Son: This up-and-coming warrior from the Varmandi leads a group of Orlanthi militia from his clan. Vargast has ambitions of becoming a Wind Lord and looks for every opportunity to quarrel with Elmalandti. He is deferential toward Mariya. . Elmalandti Blue-eyes: This Sun Dome Templar leads a group of Yelmalion militia from the Sun Dome Temple. He seeks to emulate his god in all ways. Elmalandti views Vargast’s group as little more than a bandit gang and fears Mariya’s group. . Mariya the Dancer: This priestess of Maran Gor leads a group of Babeester Gor Initiates from the Shaker Temple. She is distrustful of the other two leaders and attempts to bond with any female leader in the group of adventurers, if there is one. If there isn’t, she asks why. These fellow mercenaries are potentially interested in the adventurers and are introduced to one another by the elf so that they might know who they’re fighting alongside. The gamemaster should determine how the leaders relate to


RuneQuest 162 Typical Varmandi Militia Initiate of Orlanth Thunderous. Age 25+. Varamandi clan, Colymar Tribe. STR 14 CON 14SIZ 14 DEX 11 INT 13 POW 12CHA 12 Hit Points: 15 Move: 8 Runes: Air 75%, Movement 70%. Rune Points: 3 (Orlanth Thunderous) Rune Spells: All common knowledge Rune spells plus Cloud Call (1 pt.), Cloud Clear (1 pt.), Wind Warp (1 pt.). Spirit Magic: Bladesharp 2, Heal 3, Protection 2, Strength 2. Magic Points: 12 Passions: Honor 60%, Love (family) 60%, Loyalty (Varmandi clan) 60%. Armor: Quilted linen hauberk (3 pts.), cuirboilli greaves and vambraces (3 pts.), open helm (4 pts.). (–5% to Move Quietly) Skills: Battle 30%, Climb 50%, Farm 60%, First Aid 40%, Herding 65%, Hide 45%, Jump 50%, Listen 50%, Ride 25%, Scan 40%, Spirit Combat 50%. Languages: Speak Heortling 65%, Speak Tradetalk 25%. Ransom: 500 L Varamandi Militia Hit Locations Location D20 Armor/HP Right Leg 01–04 3/5 Left Leg 05–08 3/5 Abdomen 09–11 3/5 Chest 12 3/6 Right Arm 13–15 3/4 Left Arm 16–18 3/4 Head 19–20 4/5 Weapon % Damage SR Pts Broadsword 60 1D8+1+1D4 8 12 Javelin, Held 50 1D8+1+1D4 7 10 Javelin, Thrown 50 1D8+1D2 3 10 Medium Shield 55 1D4+1D4 9 12 Elmalandti Blue-Eyes Initiate of Yelmalio. Male, age 25. Native of New Pavis. STR 14 CON 14 SIZ 15 INT 15 DEX 14 POW 14 CHA 14 Hit Points: 15 Move: 8 DEX SR: 2 SIZ SR: 1 Runes: Fire/Sky 65%, Man 60%, Truth 75%. the adventurers, and what rivalries and potential alliances or friendships might spring up, keeping in mind their clan and cult identities. Vargast Vargast’s Son Initiate of Orlanth Adventurous. Male, age 25. Varmandi clan, Colymar Tribe. STR 15 CON 14 SIZ 15 DEX 12 INT 13 POW 14 CHA 15 Hit Points: 15 Move: 8 DEX SR: 3 SIZ SR: 1 Runes: Air 85%, Man 50%, Movement 75%. Rune Points: 3 (Orlanth Adventurous) Rune Spells: All common knowledge Rune spells plus Leap (1 pt.), Lighting (1 pt.), Shield 1. Spirit Magic: Bladesharp 3, Heal 3, Protection 2, Strength 2. Magic Points: 14 Passions: Loyalty (Varmandi clan) 70%, Loyalty (Local Orlanth temple) 60%, Honor 60%. Armor: Quilted linen hauberk (3 pts.), cuir-bouilli greaves and vambraces (3 pts.), open helm (4 pts.). (–5% to Move Quietly) Skills: Battle 40%, Climb 60%, Dodge 35%, First Aid 50%, Herd 60%, Hide 45%, Jump 60%, Listen 50%, Move Quietly 35%, Ride 25%, Scan 60%, Search 50%. Languages: Speak Heortling 65%, Speak Tradetalk 25%. Magic Items: None. Treasure: 25 L in loose coins. Ransom: 500 L Vargast’s Hit Locations Location D20 Armor/HP Right Leg 01–04 3/5 Left Leg 05–08 3/5 Abdomen 09–11 3/5 Chest 12 3/6 Right Arm 13–15 3/4 Left Arm 16–18 3/4 Head 19–20 4/5 Weapon % Damage SR Pts Broadsword 75 1D8+1+1D4 2 12 Javelin, Held 50 1D6+1+1D4 2 10 Javelin, Thrown 60 1D10+1D2 1/MR 8 Medium Shield 60 1D4+1D4 3 12


The Grove of Green Rock 163 Spirit Magic: Bladesharp 1, Countermagic 2, Heal 2, Mobility (1 pt.), Speedart (1 pt.). Magic Points: 11 Passions: Devotion (Yelmalio) 60%, Fear (Chaos) 65%, Hate (Chaos) 65%, Loyalty (Sun Dome) 65%. Armor: Linen armor (all locations, 3 pts.), composite helm (3 pts.). (–0% to Move Quietly) Skills: Climb 40%, Dodge 35%, Listen 40%, Scan 40%, Search 30%. Languages: Speak Firespeech 40%, Speak Pavic 50%, Speak Tradetalk 10%. Magic Items: None. Treasure: Carries 1D10 L. Ransom: 250 L Sun Dome Militia Hit Locations Location D20 Armor/HP Right Leg 01–04 3/4 Left Leg 05–08 3/4 Abdomen 09–11 3/4 Chest 12 3/5 Right Arm 13–15 3/3 Left Arm 16–18 3/3 Head 19–20 3/4 Weapon % Damage SR Pts 2H Pike 45 2D6+1 0 12 Medium Shield 60 1D4 3 12 Mariya the Dancer Priestess of Maran Gor. Female, age 32. Esrolian of the Hulta clan. STR 15 CON 14 SIZ 14 INT 14 DEX 17 POW 18 CHA 16 Hit Points: 16 Move: 8 DEX SR: 1 SIZ SR: 2 Runes: Beast 65%, Death 90%, Disorder 80%, Earth 70%. Rune Points: 5 (Maran Gor) Rune Spells: All common knowledge plus Axe Trance (1 pt.), Create Fissure (1 pt.), Shake Earth (1 pt.), Summon Earth Elemental (small/medium) (1–2 pts.). Spirit Magic: Befuddle (1 pt.), Demoralize (2 pts.), Ironhand 3, Repair 2, Spirit Binding (1 pt.), Strength (2 pts.), Vigor (2 pts.). Magic Points: 29 (18 + 11 from allied spirit) Passions: Devotion (Maran Gor) 80%, Fear (Moon) 70%, Loyalty (temple) 85%. Rune Points: 4 (Yelmalio) Rune Spells: All common knowledge plus Catseye (1 pt.), Create Wildfire (1 pt.), Sunbright (2 pts.). Gifts: Cult weapon skills raised to 90%. Geases: Celibacy during Fire season; never eat the meat of birds; never love any but Earth cult worshipers. Spirit Magic: Befuddle (2 pts.), Bladesharp 2, Disruption (1 pt.), Farsee 1, Heal 2, Lantern (1 pt.), Light (1 pt.), Mobility (1 pt.), Protection 2, Speedart (1 pt.). Magic Points: 14 Passions: Devotion (Yelmalio) 70%, Fear (Chaos) 65%, Honor 75%, Loyalty (Sun Dome) 70%. Armor: Full plate (6 pts., all locations), closed helm (5 pts.). (–75% to Move Quietly) Skills: Battle 35%, Climb 60%, Cult Lore (Yelmalio) 35%, Dodge 50%, Listen 75%, Move Quietly 35%, Scan 75%, Search 65%, Spirit Combat 35%, Worship (Yelmalio) 40%. Languages: Speak Firespeech 50%, Speak Pavic 55%, Speak Tradetalk 15%, Read/Write Firespeech 15%. Magic Items: None. Treasure: Carries 60 W (Wheels). Ransom: 500 L Elmalandti’s Hit Locations Location D20 Armor/HP Right Leg 01–04 6/5 Left Leg 05–08 6/5 Abdomen 09–11 6/5 Chest 12 6/6 Right Arm 13–15 6/4 Left Arm 16–18 6/4 Head 19–20 5/5 Weapon % Damage SR Pts 2H Pike 90 2D6+1+1D4 0 12 Medium Shield 90 1D4+1D4 3 12 Typical Sun Dome Militia Initiate of Yelmalio. Age 21+. Native of New Pavis. STR 11 CON 11 SIZ 13 INT 13 DEX 11 POW 11 CHA 11 Hit Points: 12 Move: 8 DEX SR: 3 SIZ SR: 2 Runes: Fire/Sky 75%, Man 60%, Truth 70%. Rune Points: 3 (Yelmalio) Rune Spells: All common knowledge plus Catseye (1 pt.), Cloud Clear (1 pt.), Create Wildfire (1 pt.).


RuneQuest 164 Armor: Quilted linen hauberk (3 pts), cuirboilli greaves and vambraces (3 pts), open helm (4 pts). (–5% to Move Quietly) Skills: Climb 40%, Dodge 40%, Jump 40%, Intimidate 25%, Listen 40%, Scan 40%, Search 30%. Languages: Speak Earthtongue 40%, Speak Heortling 50%, Speak Tradetalk 10%. Magic Items: None. Treasure: 2D8 L. Ransom: 100 L Babeester Gor Initiate Hit Locations Location D20 Armor/HP Right Leg 01–04 3/4 Left Leg 05–08 3/4 Abdomen 09–11 3/4 Chest 12 3/5 Right Arm 13–15 3/3 Left Arm 16–18 3/3 Head 19–20 4/4 Weapon % Damage SR Pts Great Axe 75 2D6+2 2 10 Travel to the Site The mercenaries travel together. The hired humans must go under the guidance of the elves, who travel sometimes during the daytime and sometimes at night. The elves take all responsibility for scouting and leading the group. Only a couple of them at a time are present with the humans. Their guides occasionally double back, or otherwise take difficult routes, apparently to confuse their employees. Any attempt at Track. Survival, or Area Lore (if appropriate) are at a –40% chance due to this intentional obfuscation. Traveling through human lands, the elves are arrogant and dismissive of most humans they encounter. However, they stop at several Earth-dedicated shrines where they make generous and sincere offerings to the Earth goddess worshipped there. Any adventurers who share this worship are welcome to take part in these ritual offerings. The adventurers may notice that the elves do not sleep; instead, they sit or even stand motionlessly with their eyes open for several hours at a time, after which they ‘awaken’ clearheaded and well-rested. A successful roll of Elder Race Lore (Aldryami) reveals that this is perfectly normal for Aldryami. The elves are polite but for the most part uncommunicative. They do not wish to make friends or create strong bonds with any of their hired hands, for fear it complicates the grim work to be done. Armor: Heavy scale hauberk (5 pts.), plate greaves and vambraces (6 pts.), closed helm (5 pts.). (–50% to Move Quietly) Skills: Climb 60%, Cult Lore (Babeester Gor) 35%, Dance 80%, Dodge 65%, Insight (human) 50%, Jump 75%, Intimidate 40%, Homeland Lore 55%, Insight 50%, Listen 50%, Scan 45%, Search 50%, Sing 55%, Worship (Babeester Gor) 40%. Languages: Speak Earthtongue 45%, Speak Heortling 75%, Speak Tradetalk 50%, Read/Write Heortling 40%, Read/Write Tradetalk 30%. Magic Items: Mariya’s throwing axe returns to her hand, available for next round, if she loudly says “It’s mine!” Treasure: 60 L. Allied Spirit: (Badger) POW 11, CHA 12; knows Bladesharp 4, Disruption, Dullblade 3, Heal 4. Ransom: 500 L Mariya’s Hit Locations Location D20 Armor/HP Right Leg 01–04 6/6 Left Leg 05–08 6/6 Abdomen 09–11 5/6 Chest 12 5/7 Right Arm 13–15 6/5 Left Arm 16–18 6/5 Head 19–20 5/6 Weapon % Damage SR Pts 1H Axe, Held 70 1D8+2+1D4 3 8 Axe, Throwing 65 1D6 S/MR 6 Medium Shield 55 1D4+1D4 3 12 Typical Babeester Gor Initiate STR 11 CON 11 SIZ 12 INT 13 DEX 12 POW 11 CHA 11 Hit Points: 11 Move: 8 DEX SR: 3 SIZ SR: 2 Runes: Death 70%, Earth 75%, Man 55%. Rune Points: 3 (Babeester Gor) Rune Spells: All common knowledge plus Axe Trance (1 pt.), Create Fissure (1 pt.), Shake Earth (1 pt.). Spirit Magic: Bladesharp 1, Demoralize, Detect Enemies, Heal 2, Strength, Vigor. Magic Points: 11 Passions: Devotion (Babeester Gor) 65%, Hate (oathbreakers) 65%, Loyalty (temple) 65%.


The Grove of Green Rock 165 Penacyr tells everyone to repeat the oath after him. “I do swear, upon my weapons and my heart, upon my loins and my grandmothers, upon my brothers and my gods, to obey the commands of Penacyr Heartwood for the duration of this employment. May all these things, my weapons and heart, my loins and my grandmothers, my brothers and my gods, turn upon me and destroy me if I disobey his orders or reveal the location of this place we go to. I swear this without secrecy or deceit.” This done, Penacyr gives everyone 10 L in silver coin and sends them back to the rest of the group. When all the mercenaries have so sworn the groups again travel onward, this time more directly without obfuscation. If anyone refuses to take the oath Penacyr gets angry and immediately dismisses them. If the dismissed person further protests, then Penacyr orders the other humans present to disarm and bind the protester. If they disobey, Penacyr jumps down, out of sight, behind the rock and barks out a command. The other elves reveal themselves from hiding behind trees and loose several volleys of arrows blessed with either Multimissile or Speedart at the protester(s). The intent is to disable or kill the treacherous humans. If the humans try to reach Penacyr, they cannot find him behind the rock, and if they track him, they find him among the humans who have already sworn loyalty, ordering them to attack the lying traitors who refused the oath and betrayed him. The other mercenaries do their best to accomplish this command. Since the adventurers are badly outnumbered and probably outclassed, they had best flee if possible. Fleeing humans may be rescued by whichever one of the war parties the gamemaster had planned to use to attack the grove later in the scenario (see pages 175–187). These elf-foes assume that the humans also dislike the elves and offer to hire them to attack the elf ritual, for similar terms but not requiring any stupid oath. The Site After the oath has been taken, the mercenaries travel another ten kilometers into the Ten-Ridge Hills. These rugged hills have sporadic stands of pine and oak. Penacyr leads the group into a clearing, in the center of which is a double ring of trees, approximately 120 meters (131 yards) in diameter. Several elves stand guard around the central tree. Other elves and an occasional dryad can be seen performing their business there, ignoring the humans as much as possible. As for the humans… the gamemaster is encouraged to either expand this section of the journey and explore opportunities for roleplaying—whether re-introducing old friends, creating new allies, rivalries, fast friendships, casual dalliances, or bitter enemies—as desired and appropriate for the group. Perhaps one of the other groups has a distant relative among its ranks? Perhaps an old companion from a campaign fought alongside? Alternately, the gamemaster can abbreviate this portion of the adventure and get the adventurers to their destination quickly and free of fuss. When the group gets near the Wild Temple, the elves call the hirelings together, group by group, to take the promised oath. One of the non-player character groups is called to take their oaths before the adventurers, unless they demand to go first. This group goes and returns without incident. It is no secret what they are doing. The mercenaries that return do not feel it is a trick or a trap of any sort. Once pulled aside, the elves lead the adventurers to a quiet grove among walnut trees. There, Penacyr takes a position upon a tall rock and explains that the time has come to swear the oath of secrecy. He insists that everyone must take the oath, without exception. Presumably everyone agrees. If necessary, the gamemaster should emphasize that disagreeing here is not to be taken lightly and means that adventurer’s exit from the adventure. See below for that potential outcome. The Route Taken The mercenaries take the Sartar Road past Duck Point. The elves completely ignore the ducks as if they are not there. They set up camp after fording the Stream. From there, the mercenaries take two days to cross Beast Valley. When they first enter Beast Valley, a band of centaurs approach the mercenaries. Penacyr speaks to the centaurs directly (in Beastspeech) and presents them with bag of herbs. The centaurs immediately become friendly toward the mercenaries and offer to guide them through their lands. Penacyr agrees. If desired, use Dappled Light and her band from The Smoking Ruin adventure on page 66. If the adventurers have played that adventure, they may remember her. She remembers the adventurers she has met before and reacts appropriately, including asking about the fate of any who are not with them. Beast Valley is a broad valley some 40 kilometers (25 miles) wide. It is obviously fertile but thoroughly wild—no ploughed land or enclosures here. Here and there the adventurers pass the ruins of ancient civilizations. Animal life is plentiful and thoroughly unafraid of humans. However, the elves and the centaurs forbid the humans from hunting here. The mercenaries cross the Creek-Stream River at Centaur Ford. From there the route takes them to the Wild Temple.


RuneQuest 166 Rune Points: 12 (Elder Sister) Rune Spells: All common knowledge Rune magic plus Accelerate Growth (1 pt.), Animate War Tree (1 pt.), Bear Fruit (1 pt.), Command Earth Elemental (any) 3, Create War Tree (1 pt.), Dismiss Earth Elemental (any) 3, Plant Spy (1 pt.), Tanglethicket (1 pt.). Many of her spells are described in the Glorantha Bestiary on pages 27–28. Spirit Magic: Befuddle (1 pt.), Countermagic 1, Detect Life (1 pt.), Extinguish 2, Glamour 2, Heal 2, Light (1 pt.), Mobility (1 pt.), Multimissile 1, Repair 1, Second Sight (3 pts.), Shimmer 1, Silence (1 pt.), Spirit Binding (1 pt.), Spirit Screen 1, Vigor (2 pts.). Magic Points: 43 (22 + 21 from allied spirit) Passions: Devotion (Aldrya) 100%, Hate (Chaos) 70%, Loyalty (grove) 80%. Armor: None. Skills: Climb 120%, Conceal 65%, Cult Lore (Elder Sister) 80%, Dance 110%, Dodge 120%, Elf Lore 55%, Elfsense 75%, First Aid 115%, Hide 110%, Homeland Lore (grove) 80%, Intimidate 55%, Jump 100%, Listen 75%, Move Quietly 110%, Orate 50%, Plant Lore 115%, Scan 55%, Search 55%, Sing 120%, Spirit Combat 125%, Spirit Dance 95%, Spirit Lore 100%, Spirit Travel 110%, Track 55%. Languages: Speak Aldryami 130%, Speak Spiritspeech 80%, Speak Tradetalk 60%. Magic Items: 1D4 healing poultices that heal 1D6 damage after 1D6 hours on the wound. Treasure: Carries a deep green gem (see below) worth 150 L to humans and much more to Aldryami: should anyone wear, show, or try to sell Illyssia’s gem in the presence of Aldryami, they’d be at least challenged, but more probably hunted down by the Aldryami, who would recognize the gem as having been taken from one of their kin. Allied Spirit: (bound in a gem carried in Illyssia’s bark pouch) POW 21, CHA 12; knows Detect Enemies, Detect Magic, Detect Spirit, Dispel Magic 3, Heal 6. Illyssia’s Hit Locations Location D20 Armor/HP Right Leg 01–04 0/6 Left Leg 05–08 0/6 Abdomen 09–11 0/6 Chest 12 0/7 Right Arm 13–15 0/5 Left Arm 16–18 0/5 Head 19–20 0/6 This is a sacred site designed to be the center of a new elf forest. The elves have a temple, well-manned, beneath the roots of the central tree, though they keep this secret from outsiders for as long as possible. The trees and other vegetation grow unnaturally fast here so that it is noticeably different every year that it is visited by the adventurers. The trees of the outer ring are saplings, no more than one to two meters tall. They are of several types, mostly pines. The inner ring is of seven oak trees, all fully leafed even though most of the forest is still growing leaves in this season (Sea Season). Magically scrutinizing the trees reveals several life forms hidden therein. These are ordinary runners (see page 24 of the Glorantha Bestiary), about a dozen per tree. One of the ‘oak trees’ of the grove is a prehistoric stone plinth. It has been called ‘the Green Rock’ for ages, though no one remembered why anymore. The elves knew its secret—as part of their rites, the Green Rock was able to grow into a fully-grown Stone Tree. The Stone Tree grew slowly, but faster than normal trees. The other trees in the grove also grew unnaturally fast, thanks to the magical aid of the elves present. At the center of the grove is a tree of a type not known to the player characters no matter what their Plant Lore might be. It has silver bark and bright green buds, but no other distinguishing features. This is the Shanassee Tree, though the elves do not identify it as such. A successful roll of Elf Lore might reveal this to a curious adventurer. Penacyr orders the humans not to go close to the inner ring, and to never try to enter the center ring upon danger of their lives. He tells them that this is the place they have been hired to defend. The Elves The dryad Illyssia is the leader here. She is not a great or old dryad, but such a one is too rooted to her place of birth to be useful in a ritual like this. Illyssia is smart and clever, and well educated in Aldryami ways, and she has a deep streak of mystical power which is appropriate to the task. She chose a group of Aldryami followers to aid her, and together they set off to begin their difficult task. Illyssia The Dryad Gardener and Elder Sister shaman. Dryad, age 400+. STR 7 CON 15 SIZ 10 DEX 21 INT 22 POW 22 CHA 21 Hit Points: 16 Move: 8 DEX SR: 1 SIZ SR: 2 Runes: Earth 100%, Fertility 100%, Plant 100%.


The Grove of Green Rock 167 . The Room of Life: The decorations of this room tell the story of how the Fertility Rune came to be and how Earth formed out of Chaos. Carefully studying the decorations for at least a day gives an automatic +1D6% increase to the reader’s Fertility Rune and +1D6% to any Earth Cult Lore (player choice). This bonus can only be earned once. . The Passage of Birth: This room is part of Aldryami initiation rituals. . Room of Waters: This room has a small stream running through a channel. In rituals the stream becomes the Endless Waters of the Underworld. . Golden Room: This room is a shrine to High King Elf and Yelmalio. . Earth Mother Shrine: This room is dedicated to the Goddess of Life, Earth, and Harmony. . Inner Sanctum: This room is intermingled with the roots of the Shanasee Tree directly above. It is the shrine to Aldrya and is where Illyssia normally resides when she is not merged with her Shanassee Tree. Coiled around a huge copper spike in the room is a massive python, which hosts the temple guardian wyter (INT 16, POW 27, CHA 18). The python has 12-point armor (copper scales). Illyssia is assisted by six lesser dryads (see page 18 of the Glorantha Bestiary) and several dozen green elves of the High King Elf subcult (use the ones from page 160 or from pages 20–21 of the Glorantha Bestiary). There are around a hundred runners and scores of pixies within her domain ready to assist her. The dryads, elves, and runners avoid interacting with the humans, but the pixies cannot help but try to play frivolous pranks on the mercenaries if they are encountered. If needed, pixies are described in the Glorantha Bestiary on pages 23–24. Penacyr has responsibility for the human mercenaries. The other elves expect the humans to follow the Light Son’s orders. The other Aldryami inhabitants of the area have been told to stay clear of the humans when possible. The Underground Temple Beneath the Stone Tree is an underground temple to Aldrya. Normal worship ceremonies are held in the grove itself. The underground temple is used for initiation rituals and for special rituals of power. Entry into the underground is forbidden to non-initiates. . The Stone Tree: This is the entrance to the shrine, protected by a spirit guardian (INT 8, POW 16, Spirit Combat 80%).


RuneQuest 168 Pick Up Sticks Penacyr provides each of the humans with an elaborately carved stick. He explains that it contains an Extinguish spell (2 pts.). If any of the trees are ignited, the mercenaries must extinguish it as soon as possible. Penacyr also gives each of the groups’ leaders another carved, Y-shaped stick. This, he explains, contains three single-use 6-pt. Heal spells to use at will. All that is required is to touch the stick to a wounded person and use up 1 magic point to heal the target for 6 points. After that the stick is emptied. Finally, the elf provides to the leader of each group something he calls a ‘shatter-stick’. It is a meter-long, carved, and decorated with several colorful feathers. Penacyr explains that this contains a very powerful magic which must not be used unless a foe enters the inner ring of trees. Then it must be pointed at the foe and a few simple words recited, whereupon it looses its magic at the foe. He does not know anything more about it. Penacyr does not know anything about the stick or how it works, as he has never seen it used or heard its effects described. In fact, this stick contains a powerful Multispelled Disruption matrix of 6 points. When used, it automatically Orders The mercenaries are divided into four groups, each of which is ordered to camp in one of the compass directions. The player characters form one of the groups. They may erect whatever defensive constructs they wish in the few hours allowed them but are discouraged from anything that despoils the land (fire, excessive cutting of saplings, etc.). Digging trenches (perhaps with an Earth elemental’s help) is perfectly acceptable. The elves and their kind are preparing for the ritual and do not assist. .West: The adventurers’ group. . North: Vargast’s group. . East: Elmalandti’s group. . South: Mariya’s group. Penacyr instructs the groups that their duty is to stand guard outside of the inner ring and to protect it at all costs from the expected attack. He explains that most of the elves are absent, performing an important ritual. Their defense is dependent upon the humans. The anticipated foes are either dwarfs, trolls, or mercenaries hired by dwarves or trolls.


The Grove of Green Rock 169 or critical gives the sound of armor clanking dully and a strange rasping, with branches high up being brushed aside. A successful Scan roll sees a group of small and hulking forms in the darkness, something large and squat, accompanied and ridden by humanoid figures. A special or critical success indicates the nature of the incoming foe: a giant beetle ridden by an oddly shaped dark troll, accompanied by more beetles, more dark trolls, and a pack of diminutive trollkin. This is a Rune Lord of the Gorakiki-Beetle cult (called an Imago) and his war party. The beetles seek to lay eggs on the central tree, destroying it for the elves. The other groups must contend with their own groups of Uz-kin attackers, seeing to their own defense of the Shanassee Tree. Remember that the fight is at night, with all the problems of visibility which that entails. A recommended penalty is –35% to all missile weapon chances and –15% to melee attack chances, thought his might be offset by any light sources the adventurers have brought with them. See pages 153–154 in the RuneQuest core rules for more information on that condition. The attack occurs around the entire perimeter simultaneously, but at unequal strengths. A primary attack targets the strongest foes with the greatest fire power, followed by a secondary attack, with two feints attempting to pin down the guards but not necessarily engage in melee. Every attack probably begins with missile volleys, magic attacks, and threats of melee. The adventurers, naturally, have drawn the unfortunate card of being targeted by the strongest group, the dark troll leader, the Imago and his personal retinue. Opening Salvo Initially, the group attacking the adventurers begins with a barrage of lead sling stones (bolgs) fired by the all the trollkin and dark trolls, shots whistling through the darkness. This initial salvo is targeted at the adventurers indirectly. Each adventurer should make a Luck roll. Success means that the adventurer is not in the line of fire, while failing means that they are in the path of a shot. The gamemaster should roll 1D2 per adventurer, with that many shots directed at them, up to the total number of slingers. Attacks are at –35% due to the darkness due to this modifier, though the dark trolls have cast Darksee on themselves and are at no penalty. The adventurers are welcome to perform their own attacks against the incoming assailants, at the same penalty. If the initial salvo is a success—one or more adventurers is injured and the troll side suffers no significant losses—the trolls repeat it, advancing as they do so. If it has little effect, takes 6 magic points from the spell caster. If the caster does not have 6 magic points, then it takes hit points to make up the difference. If the subtracted hit points would bring the caster to 0 or fewer points the stick does it and works anyway, much to the discomfort of the caster. The caster adds +15 to their POW when trying to overcome the victim’s POW in a resistance roll. If successful, the ‘shatter-stick’ does 6D3 damage with no armor protection to the victim in a random hit location, usually a crippling or fatal wound. Penacyr explains that all the sticks must be returned afterwards. The Ritual Begins As night falls, five groups consisting of a dryad accompanied by seven non-warrior elves enter the clearing, softly chanting a blessing song in Aldryami, each from a different direction. They ignore the humans and circle around the tree on a path in a decreasing spiral and, mysteriously, disappear through an invisible opening into the tiny tree. Night Fight The expected attack comes as warned. In the darkness, the only light is that from the stars and any sources the adventurers and other groups have brought—preferably not open flame such as from torches or oil lamps. An adventurer making a successful Listen roll first hears movement coming through the underbrush directly toward them. A special


RuneQuest 170 Trollkin Leader Lay member of Kyger Litor and Zorak Zoran. Male, age 20. Slave. STR 11 CON 12 SIZ 10 DEX 14 INT 12 POW 8 CHA 8 Hit Points: 12 Move: 6 DEX SR: 2 SIZ SR: 2 Runes: Darkness 40%, Death 20%, Earth 20%. Spirit Magic: Disruption (1 pt.), Heal (2 pts.), Speedart (1 pt.). Magic Points: 8 Passions: Devotion (Kyger Litor) 30%, Devotion (Zorak Zoran) 20%, Love (Matriarch) 60%, Loyalty (master) 60%. Armor: Tough skin (1 pt.), heavy leather hauberk (2 pts.), cuirboilli vambraces (3 pts.), leather greaves (1 pt.), composite helm (3 pts.). Skills: Battle 30%, Darksense Scan 20%, Darksense Search 50%, Dodge 35%, Hide 35%, Intimidate 10%, Listen 35%, Move Quietly 25%, Scan 25%, Search 25%, Worship (Kyger Litor) 30%, Worship (Zorak Zoran) 20%. Languages: Speak Darktongue 50%. Magic Items: Tattoo of a spear on left arm acts as a Disruption focus. Tattoo of a sling on right palm acts as a Speedart focus. Tattoo of a dark troll head on chest acts as a Heal focus. Treasure: Carries 2D10 bolgs. Ransom: 50 L Trollkin Leader Hit Locations Location D20 Armor/HP Right Leg 01–04 2/4 Left Leg 05–08 2/4 Abdomen 09–11 3/4 Chest 12 3/5 Right Arm 13–15 4/3 Left Arm 16–18 4/3 Head 19–20 4/4 Weapon % Damage SR Pts Short Spear, Held 45 1D6+1 6 10 Light Mace 30 1D6+2 7 6 Sling 35 1D8 2 - Small Shield 45 1D3 7 8 they switch to magic and to charging, trying to close the gap as rapidly as possible so they are not subject to too many missile weapon attacks. This takes an entire round, at which point it degenerates into a melee. The Ongoing Battle The gamemaster should be aware of the other three quarters of the tree being attacked and work it up to be an exciting background narrative. Sounds of battle echo throughout the forest and blasts of magical energy flash in the darkness. Bronze bangs against bronze. The living scream in anger and pain. The ground shakes as Earth magic is unleashed, and the unearthly groans of summoned elementals are unmistakable. Runes are evoked and gods of all aspects are called upon. Arrows and sling stones pepper the air from all directions, landing haphazardly, having wildly missed their intended target. Perhaps the adventurers are engaged only by skirmishers, but the group on their flank is assaulted by overwhelming numbers. Do the adventurers go to help or hold their quarter? The gamemaster should present the adventurers tactical problems of various types to challenge them mentally as well as in melee, perhaps asking for Battle rolls to let them understand what’s happening, what the enemy intends, and to maneuver to a place where they can act more effectively. Whatever occurs, the gamemaster must be sure to describe activities that do not include the player characters, but not to get bogged down into unnecessary narration. It is always a good idea to avoid instances where the gamemaster is essentially taking the role of player and gamemaster, forcing the players to act as passive observers. If there’s a desired outcome, the gamemaster should describe it, otherwise leave the dice rolling to players and actions against them. Trollkin Warriors The trollkin are used as skirmishers. They attack with their slings from the darkness, making return fire difficult. They retreat rather than engage in melee if possible but are expected to fight if challenged, commanded by a veteran leader. Trollkin Warrior Leader This experienced trollkin warrior has miraculously managed to survive several battles and keeps his distance, whirling his swing in readiness.


The Grove of Green Rock 171 Rune Spells: Absorption (1 pt.), Blinding (1 pt.), Darksee (1 pt.). The latter spells are described in the Glorantha Bestiary on pages 81–82. Spirit Magic: Bludgeon 2, Darkwall (1 pt.), Disruption (1 pt.), Fanaticism (1 pt.), Heal 2. Magic Points: 12 Passions: Hate (roll D100: 01–30 Aldryami; 31–70 Chaos; 71–00 Mostali) 60%, Love (family) 60%, Loyalty (matriarch) 60%. Armor: Tough skin (1 pt.), bronze hauberk (6 pts.), bronze greaves and vambraces (6 pts.), thick cloth underarmor (1 pt.), full helm (6 pts.). (–75% to Move Quietly) Skills: Climb 40%, Darksense Scan 50%, Darksense Search 30%, Dodge 30%, Hide 35%, Jump 40%, Move Quietly 20%, Spirit Combat 30%, Listen 50%. Languages: Speak Darktongue 65%, Speak Tradetalk 15%. Magic Items: None. Treasure: Carries 1D100 bolgs, 1D100 clacks, 1D20 L. Ransom: 2D100 L Dark Troll Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 8/5 Left Leg 05–08 8/5 Abdomen 09–11 8/5 Chest 12 8/6 Right Arm 13–15 8/4 Left Arm 16–18 8/4 Head 19–20 7/5 Weapon % Damage SR Pts Mace 75 1D8+2+1D6 3 10 Maul 70 2D8+1D6 1 12 Sling 40 1D8 S/MR — Large Shield 70 1D6+1D6 3 16 Gorakiki Rune Lord This monstrous Beetle Lord is the leader of this war party. He waits until the opportunity seems right, and then charges into melee, accompanied by the dark troll warriors and his giant beetles. Ricruz Xenxen Rune Lord of Gorakiki-Beetle and initiate of Kyger Litor. Male dark troll, 34 years old. STR 18 CON 15 SIZ 19 DEX 12 INT 17 POW 16 CHA 14 Hit Points: 17 Move: 8 DEX SR: 3 SIZ SR: 1 Typical Trollkin Warriors STR 10 CON 11 SIZ 10 DEX 13 INT 10 POW 7 CHA 7 Hit Points: 11 Move: 6 DEX SR: 2 SIZ SR: 2 Runes: Darkness 40%, Disorder 40%, Man 55%. Spirit Magic: Roll D100: 01–35 Disruption (1 pt.) and Speedart (1 pt.); 36–00 Heal 2. Magic Points: 11 Passions: Loyalty (master) 60%. Armor: 1-pt. skin, quilted linen hauberk (3 pts), cuirboilli greaves and vambraces (3 pts), open helm (4 pts). Skills: Climb 45%, Darksense Scan 45%, Darksense Search 25%, Dodge 40%, Hide 45%, Jump 50%, Listen 55%, Move Quietly 45%, Spirit Combat 25%. Languages: Speak Darktongue 45%. Magic Items: None. Treasure: 2D10 bolgs. Ransom: None. Trollkin Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 4/4 Left Leg 05–08 4/4 Abdomen 09–11 4/4 Chest 12 4/5 Right Arm 13–15 4/3 Left Arm 16–18 4/3 Head 19–20 5/4 Weapon % Damage SR Pts Sling 30 1D8 S/MR — Short Spear 50 1D6+1 2 10 Small Shield 50 1D3 3 8 Dark Troll Warriors The dark trolls initially attack with their slings from the darkness. They then charge into melee with their maces and shields, once their Rune Lord leads the assault. Typical Dark Troll Warrior Initiate of Kyger Litor. Dark troll, age 25+. STR 18 CON 12 SIZ 17 DEX 11 INT 13 POW 12 CHA 11 Hit Points: 14 Move: 8 DEX SR: 3 SIZ SR: 1 Runes: Darkness 75%, Man 55%, Movement 65%. Rune Points: 3 (Kyger Litor)


RuneQuest Treasure: Carries 100 L. Allied and Bound Spirits: (bound in longhorn beetle) POW 13, CHA 11; knows Dispel Magic 7, Disruption (1 pt.), Farsee 3. (in 8-point crystal) POW 14, CHA 9; knows Extinguish 2, Ironhand 3, Strength (2 pts.). (in 10-point crystal) POW 10, CHA 8; knows Bludgeon 4, Darkwall (2 pts.), Demoralize (2 pts.). Ransom: 2,300 L Ricruz’s Hit Locations Location D20 Armor/HP Right Leg 01-03 8/6 Left Leg 04-06 8/6 Abdomen 07-09 15/6 Chest 10 15/7 Additional Right Arm 11-12 1/5 Additional Left Arm 13-14 1/5 Right Arm 15-16 8/5 Left Arm 17-18 8/5 Head 19-20 7/6 Weapons* % Damage SR Pts Beetle head bite 75 2D6+1D6 9 — Mace 90 1D8+2+1D6 3 10 Maul 55 2D8+1D6 1 12 Sling 35 1D8 S/MR — Medium Shield 90 1D4+1D6 3 12 * Ricruz has cast Carapace, Sprout Arms, and Transform Head, attacking with two maces and two shields. Runes: Darkness 80%, Beast 70%, Spirit 65%. Rune Points: 12 (currently 9) (Gorakiki), 3 (Kyger Litor) Rune Spells: All common knowledge plus Absorption (1 pt.), Blinding (1 pt.), Darksee (1 pt.). He also knows Carapace, Sprout Arms, and Transform Head: the effects of these have been figured into his attributes. Spirit Magic: Countermagic 3, Heal 6, Mobility (1 pt.), Shimmer 1, Silence (1 pt.), Slow (1 pt.), Spirit Binding (1 pt.). Magic Points: 71 (16 + 55 in spirits and crystals) Passions: Devotion (Gorakiki) 85%, Devotion (Kyger Litor) 60%, Hate (Chaos) 65%, Loyalty (matriarch) 75%. Reputation: 18% Armor: Tough skin (1 pt.), bronze hauberk (6 pts.), bronze greaves and vambraces (6 pts.), thick cloth underarmor (1 pt.), full helm (6 pts.). (–75% to Move Quietly) Skills: Climb 45%, Darksense Scan 40%, Darksense Search 50%, Dodge 40%, Hide 25%, Insect Care 90%, Insect Lore 55%, Insight (Troll) 60%, Intimidate 60%, Jump 45%, Listen 60%, Ride 45%, Spirit Combat 45%, Troll Lore 50%. Languages: Speak Darktongue 90%, Speak Tradetalk 25%, Read/Write Darktongue 90%. Magic Items: An 8-point POW storage crystal and a 10-point POW storage crystal, each containing a bound spirit.


The Grove of Green Rock 173 Sample War Tree STR 26 SIZ 41 INT 6 POW 11 DEX 11 Hit Points: Special Move: 9 Base SR: 3 War Tree Hit Locations Location D20 HP Trunk 01–10 18 Branch 1 11–12 11 Branch 2 13–14 7 Branch 3 15–16 9 Branch 4 17–18 13 Branch 5 19–20 16 Weapon % Damage SR Branch* 55% 1D6+3D6 6 * The War Tree can only attack with one branch in a melee round. Giant Longhorn Beetle These long beetles have long horned antennae. Their carapaces are black and red with white stripes. They chew wood and lay their eggs in bark. The larvae voraciously devour wood. Ricruz rides one and has two accompanying him, ready to destroy the Shanassee Tree by laying their eggs in it. Giant Longhorn Beetle STR 26 CON 26 SIZ 25 DEX 7 POW 10 Hit Points: 30 Move: 6 Base SR: 4 Magic Points: 10 Armor: Chitin (6 pts., all locations). Giant Longhorn Beetle Hit Locations Location D20 Armor/HP Right Hind Leg 01 6/7 Right Center Leg 02 6/7 Left Hind Leg 03 6/7 Left Center Leg 04 6/7 Abdomen 05–08 6/11 Thorax 09–12 6/11 Right Foreleg 13–14 6/7 Left Foreleg 15–16 6/7 Head 17–20 6/10 Weapon % Damage SR Bite 50 1D10+2D6 9 Consequences of Failure It is possible that the adventurers fail, and are either overwhelmed or allow the enemy to penetrate their defensive perimeter. Should this occur, the elf defenses, which Penacyr never discloses, spring into action. These should be kept secret by the gamemaster, or else exposed gradually to keep the adventurers in awe of elf defenses. All of the inner ring of trees are War Trees—animated trees that can move slowly about and attack with several limbs at a time. Nestled among their limbs are runners, who are trained to pelt the foes with rocks which are kept in baskets nestled among the limbs. Also, each tree has a couple of trained vines which can snake out and catch at foes to hold them while the warriors bash away, and which may even lift the foe off the ground and try to strangle it. A War Tree’s hit points are treated like those of weapons. They are described in greater detail in the Glorantha Bestiary, page 27. Balancing the Encounter The suggested number of foes for this adventure is the Rune Lord leader and his beetle, two more beetles, three dark troll followers, a trollkin veteran leader, and three trollkin followers. The beetles alone are like tanks, with thick armor, lots of hit points, and fearsome bites. This is quite an intimidating group and might be more than the adventurers can handle! If desired, the gamemaster can do one or more of the following to balance things out: . Get rid of the extra beetles. . Reduce the dark trolls to two. . Reduce the number of trollkin by one or two. . Have the adventurers joined heroically by one or more of the other leaders and their followers. . Have one or more War Trees rouse into terrifying life, stomping into the melee and aiding the adventurers. If the fight seems a pushover on the adventurer side of things, the gamemaster can always add more foes, a backup the Rune Lord kept in reserve. Remember that not all fights need to be to the death. Simply incapacitating a foe is often enough to get them to surrender. Ransoming a fallen enemy is commonplace throughout Glorantha, practiced by the adventurers as much as by their foes. Furthermore, the enemy’s morale is not as strong as is the adventurers’. If the Rune Lord is taken out, the beetles flee. The trollkin may scatter if they lose their master or their veteran is dispatched. The other dark trolls might give up if the beetles have fled or are killed, because without them the attack is pointless. The adventurers may find themselves in a position of wanting to chase down fleeing foes, but this was not a part of their deal, only defending the ritual.


RuneQuest 174 Penacyr then pays each of the survivors the promised fee (20 L for most) in local silver coins. After a couple of days of rest and standing guard, Penacyr and his elves lead the mercenaries back to their starting place. Before separating he reminds them of their oath to keep the site secret, thanks them profusely, and (if all went well) says that he hopes that they can do business again in the future. Once the adventurers leave the grove, they discover that, instead of just a few sporadic stands of trees, a new pine forest has appeared overnight. It extends roughly 500 meters (550 yards) from the outer ring. The forest is healthy and thick, and the pine trees are already adult. Subsequent Visits Further rituals are needed to continue building the elf haven. Penacyr Heartwood returns to the region to hire mercenaries every year for six years in a row, although at a different season each time. The second year the ritual is during Fire Season, the third during Earth Season, and so on, up to Sacred Time. Penacyr always prefers to hire known elf-friends and displays genuine affection for those people that he knows. Otherwise, the hiring, journey to the site, lending of magic sticks, mysterious ritual, and so on are like the first visit, sped up due to familiarity. The other participants in the combat are up to the gamemaster to determine. It might be that prior mercenaries are hired again—familiar faces are preferred— or the other groups might be replaced with new would-be heroes, due to attrition or unavailability. The adventurers might even help recruit or make recommendations for some of these other groups, bringing on kin or allies met during the previous year’s adventures. The grove changes each year, with the trees growing at unnatural speed. Flowers and bushes also crowd their way in. Some of these might be recognized to be defensive plants, such as strangle weed, trip-vines, shooting pod-bushes, spyweeds, and so on. Only the inner ring of War Trees does not change appreciably. Trees that were destroyed by being dug up are never replaced. Those that were damaged remain, but always a year behind the others in growth. Thus, if a sapling was cut down on the first year, the second year it would still be a sapling. If damaged again it would remain a sapling the next year. The central tree grows much faster than the outer trees. Its golden bark glows dimly, even on lightless nights. Although adventurers are not allowed to get close, they might be able to see (with Farsee, for instance) that its leaves are mixed, consisting of all the types of trees which make up the outer If the enemy penetrates the inner ring, then Penacyr springs out of the invisible opening around the central tree to try to chop them down. If necessary, several other elves also come, fighting preferably with bows but engaging in courageous melee if necessary. If this occurs in the later stages of grove growth, then these warriors remain concealed in the branches of the central tree. The gamemaster should decide how much damage the grove has suffered overall, based on how well the group fared. It is possible that outer trees can be damaged, or even destroyed, without negating the entire ritual. However, if the inner tree is destroyed at any time the entire ritual is in vain and the site is abandoned. Conclusion The attack finishes as dawn arrives. Elves come out of the invisible opening, warriors first, then dryads. If damage has been done, they weep over it and the dryads, surrounded by sad elves, sit and sing over the ashes or wood chips. The grove seems different today, in a way that humans can sense but not articulate. The elves are very friendly and welcoming to the humans. They seem very lively and vibrant, and even the damage does not entirely dampen their mood. Accompanied by several of his warriors, Penacyr scouts the grove and receives the reports of each leader, asking for as much detail as possible. He orders the mercenaries to scout the outlying areas for bodies or for scouts, and orders some of his own warriors to go and track the foes back to their lairs. If anyone is dead, he expresses sympathy, but does not resurrect anyone, for such is the fate of mercenaries. If anyone needs healing the dryads perform it to the best of their ability. Penacyr collects the remaining unused sticks. If anyone dares to refuse, or try to trick him, his temper flares and he orders the items to be taken by force. If the sticks are hidden, he threatens to slay the mercenaries for their perfidy. Point out that since the ritual is now over there are many elves about, apparently from beneath the tree, and they are surely enough to carry out his threats. Penacyr also gives each of the survivors a small peeled twig carved with strange symbols. He explains that this is to prove that they have acted as elf-friends. It cannot be traded, given away or stolen, for it bursts into flame if it is taken from the person or their possessions. It is no guarantee of anything, but if shown to elves it certainly makes them friendlier than they might have been.


The Grove of Green Rock 175 Magretha, Ogre Leader This striking woman has given herself to Cacodemon and seeks to further the demon god’s influence. She has spent significant time as a mercenary fighter in the Lunar infantry and has built a reputation as the person to give the tough jobs that nobody else wants. Magretha is known to disdain missile weapons and uses an eclectic collection of melee weapons, depending on her objectives. When not in general combat, Magretha dresses down to a thick linen robe. Magretha Talon (Rune Priest) of Cacodemon, initiate of the Seven Mothers. Female ogre, age 32. STR 17 CON 18 SIZ 12 DEX 21 INT 18 POW 18 CHA 14 Hit Points: 19 Move: 8 DEX SR: 0 SIZ SR: 2 Runes: Chaos 90%, Death 70%, Illusion 60%, Moon 50%. Rune Points: 13 (Cacodemon), 3 (Seven Mothers) Rune Spells: All common Rune spells plus Create Ghost (1 pt.), Create Skeleton (1 pt.), Mindblast (2 pts.), Sever Spirit (non-reusable, 3 pts.), Summon Small Lune (1 pt.), Summon Medium Lune (2 pts.). Spirit Magic: Befuddle (2 pts.), Binding Enchantment (1 pt.), Bladesharp (4 pts.), Disruption (1 pt.), Heal (3 pts.), Magic Point Enchantment (1 pt.), Protection (2 pts.). Chaotic Feature: Regenerates 1 hit point per turn in one location of choice. Magic Points: 59 (18 + 14 in storage crystal + 15 from allied spirit + 12 from bound spirit). Passions: Devotion (ancestors) 60%, Devotion (Cacodemon) 80%, Devotion (Seven Mothers) 40%, Love (own life) 80%. Armor: Closed helm (5 pts.), bronze plate cuirass (6 pts.), studded leather skirt (3 pts.), bronze plate greaves and vambraces (6 pts.). (–45% to Move Quietly) If not dressed for battle, then heavy linen linothorax (2 pts.). Skills: Act 50%, Battle 50%, Celestial Lore 15%, Climbing 60%, Conceal 75%, Craft (armorer) 90%, Craft (weaponsmith) 90%, Cult Lore (Cacodemon) 90%, Cult Lore (Seven Mothers) 40%, Customs (Lunar Provincial) 25%, Dance 15% , Devise 95%, Disguise 95%, Dodge 70%, Evaluate 50%, First Aid 30%, Hide 65%, Homeland Lore (Lunar Empire) 35%, Insight (human) 60%, Intimidate 60%, Intrigue 40%, Jump 60%, Listen 55%, Move Quietly 70%, Orate 40%, Scan 50%, Spirit Combat 60%, Worship (Cacodemon) 90%, Worship (Seven Mothers) 45%. ring. Such a tree would be both stunning and confusing in the springtime when it flowers. The subsequent attacks are stronger and stronger. This is in line with the growing importance of the grove and the effort to destroy it. Such effects are the nature of Gloranthan ritual and magic which necessarily draws its opponents from the world, but not always from the same part of the world. Each following year is described below. The dates can be adjusted as desired, as can the suggested opponents. If the adventurers have previously had an adventure with that particular type of enemy, the gamemaster might want to mix it up a bit and have someone else threaten the ritual at that time. Alternately, this adventure presents a rich source of potential foes the gamemaster can use to populate other adventures: perhaps the adventurers have encountered a foe elsewhere and now find them assaulting the elf ritual, or one who survived one year might be a recurring foe at other adventures, elsewhere. The gamemaster should determine the tactics based on the descriptions of the foes. Not all will be so predictable as a missile weapon salvo followed by a direct assault: some will use wile, cunning, and magic to create distractions or to otherwise incapacitate the defenders. Should the encounters become rote, the gamemaster is encouraged to mix things up or attempt to throw the adventurers and elves off guard. They might take hostages, whether captured defenders, elves from elsewhere, or even innocent people from nearby villages. Perhaps the enemies have even managed to get some traitors into the elves’ employ, perhaps human-seeming ogres or those who don’t exhibit Chaotic signs. Or humans who are willing to do anything for money, including betraying their employers. If adventurers return to defend the site several times the elves are increasingly friendly. They offer to resurrect a slain elf-friend who has come several times, for instance (but not necessarily to resurrect friends-of-friends). Fire Season 1627 This season is a bit more subtle than the direct assault favored by the trolls. Ogres, indiscernible from humans, try to trick the humans by coming out of the night and acting as friends in order to get close enough to penetrate the inner circle and the trees. Against Rune-level foes these ogres might call upon Cacodemon, perhaps even attempting to summon one of his avatars (Glorantha Bestiary, pages 195–196).


RuneQuest 176 Runes: Chaos 65%, Death 70%, Illusion 60%. Rune Points: 2 (Cacodemon) Rune Spells: All common Rune spells. Spirit Magic: Befuddle (2 pts.), Bladesharp (2 pts.), Heal (2 pts.), Mobility (1 pt.), Protection (2 pts.) Magic Points: 13 Passions: Devotion (Cacodemon) 40%, Devotion (Seven Mothers) 20%, Loyalty (Ogre mercenary group) 60%, Loyalty (Red Emperor) 30%. Armor: Closed helm (5 pts.), bronze plate cuirass (6 pts.), studded leather skirt (3 pts.), bronze plate vambraces and greaves (6 pts.). (–45% to Move Quietly) Skills: Act 30%, Battle 40%, Celestial Lore 15%, Conceal 20%, Cult Lore (Cacodemon) 40%, Cult Lore (Seven Mothers) 20%, Customs (Lunar Provincial) 25%, Dance 15% , Disguise 50%, Dodge 60%, Evaluate 30%, First Aid 20%, Hide 30%, Homeland Lore (Lunar Empire) 20%, Insight (human) 40%, Intimidate 40%, Intrigue 10%, Listen 40%, Move Quietly 45%, Scan 40%, Spirit Combat 40%, Worship (Cacodemon) 40%, Worship (Seven Mothers) 25%. Languages: Speak New Pelorian 50%, Speak Tarshite 20%, Speak Tradetalk 10%, Read/Write New Pelorian 20%. Magic Items: Tattoo of head with wavy lines on left wrist acts as spell focus for Befuddle spell, tattoo of sword on left palm acts as spell focus for Bladesharp spell, tattoo of blood drop on left wrist as spell focus for Heal spell, antelope etching on left armband acts as a spell focus for Mobility, tattoo of rock on back of hand acts as focus for Protection. Treasure: 1D100 L of assorted coins, two bronze armbands worth 50 L each. Ransom: 200 L Ogre Mercenary Hit Locations Location D20 Armor/HP Right Leg 01–04 6/5 Left Leg 05–08 6/5 Abdomen 09–11 3/5 Chest 12 6/6 Right Arm 13–15 6/4 Left Arm 16–18 6/4 Head 19–20 5/5 Weapon % Damage SR Pts Kopis 60 1D8+1+1D4 6 12 Short Spear 65 1D6+1+1D4 6 10 Composite Bow 60 1D8+1 4 7 Large Shield 65 1D6+1D4 7 16 Fist 35 1D3+1D4 8 — Grapple 35 Special 8 — Languages: Speak Darktongue 35%, Speak New Pelorian 95%, Speak Tarshite 60%, Speak Tradetalk 50%, Read/ Write New Pelorian 40%. Magic Items: POW storing crystal (14 pts.); POW storing crystal (4 pts.) containing Ruin (bound spirit); enchanted iron quarterstaff containing Wrack (allied spirit); greatsword containing a Bladesharp (4 pts.) matrix; various tattoos and scars on her body act as the spell foci for her spirit magic spells. Treasure: 3 W (gold wheels), 150 L, 2 semi-precious linen agates worth 50 L each. Allied and Bound Spirits: Wrack (allied spirit bound into enchanted iron staff) INT 13, POW 15, CHA 12, knows Bludgeon (4 pts.), Heal (4 pts.), Mobility (1 pt.), Protection (2 pts.), Repair (2); Ruin (spirit bound into power storing crystal) INT 10, POW 12, CHA 10, knows Spirit Magic: Heal (4 pts.), Mobility (1 pt.), Protection (2 pts.). Ransom: 500 L Magretha’s Hit Locations Location D20 Armor/HP Right Leg 01–04 6/7 Left Leg 05–08 6/7 Abdomen 09–11 3/7 Chest 12 6/8 Right Arm 13–15 6/6 Left Arm 16–18 6/6 Head 19–20 5/7 Weapon % Damage SR Pts Greatsword 85 2D8+1D4 3 12 Iron Quarterstaff 75 1D8+1D4 2 12 Short Spear, Held 90 1D6+1+1D4 4 10 Large Shield 75 1D6+1D4 5 16 Maul 55 2D8+1D4 3 12 Ogre Mercenaries This experienced mercenary has spent some time as part of the Lunar infantry. His equipment is well kept but also obviously well used. The welcoming grin he offers you with his handshake doesn’t quite seem to reach his eyes… Typical Ogre Mercenary Initiate of Cacodemon, lay member of Seven Mothers. Male ogre, age 25. STR 19 CON 14 SIZ 13 DEX 14 INT 12 POW 13 CHA 11 Hit Points: 15 Move: 8 DEX SR: 2 SIZ SR: 2


The Grove of Green Rock 177 Languages: Speak Mostali 50%, Read/Write Mostali 50%. Magic Items: The dwarf’s armor, axe and hammer are made from unenchanted iron. He carries five ceramic pots of acid (POT 10) on a sturdy belt and three clips of quarrels for the repeating crossbow. Ransom: 1,000 L Iron Dwarf Hit Locations Location D20 Armor/HP Right Leg 01–04 9/5 Left Leg 05–08 9/5 Abdomen 09–11 10/5 Chest 12 9/6 Right Arm 13–15 9/4 Left Arm 16–18 9/4 Head 19–20 9/4 Weapon % Damage SR Pts 1H Hammer, Iron* 85 1D6+2 8 15 Battle Axe, Iron* 105 1D8+2 8 12 Crossbow (Repeating)** 120 2D4+2 3 6 Sling*** 85 1D8+acid (POT 10) 3 — Medium Shield 125 1D6 8 12 * Damage against an elf or troll that penetrates armor is doubled. Can strike creatures immune to normal weapons. ** The dwarf crossbow is a repeater. It fires once a round without needing to reload, until all five quarrels in the clip have been expended. It takes three rounds to refill the clip. *** The acid permanently damages armor first (reducing armor points by each point of damage). Any remaining damage passes to the location hit points. Results of Success The adventurers are made Children of the Forest (lay members of the Aldrya cult, described on pages 26–27 of the Glorantha Bestiary). The elves offer free training in Climb, Cult Lore (Aldrya), Hide, Listen, Move Quietly, or Plant Lore. The pine forest has again grown overnight and now extends one kilometer (0.6 miles) from the outer ring. Earth Season 1628 This year the menace comes from iron dwarfs. Their enmity with elves goes back to their creation, and they see the Shanassee Tree as a threat, and the Stone Tree as an abomination, rock tainted by elf magic. This group is aided by human mercenaries and stone constructs such as gargoyles and jolanti. The dwarfs are equipped with multiple-shot crossbows, chemical potions (perhaps sling-shot acid jars), and sorcery. In melee the dwarfs are all experts, armed and armored with iron. Human mercenaries are always used first in the assaults against the ritual. Iron Dwarfs This iron dwarf has had centuries of being the sharp end of the wedge—directly combatting the enemies of the Mostali. He is extremely stern, arrogant and unyielding in his views and quite paranoid about potential threats to the Mostali. Typical Iron Dwarf Warrior of the Iron Dwarf caste. Appears male, age 320. STR 15 CON 15 SIZ 6 DEX 13 INT 15 POW 12 CHA 10 Hit Points: 14 Move: 6 DEX SR: 2 SIZ SR: 3 Runes: Earth 85%, Stasis 90%. Sorcery Spells: Cut Iron (1 pt.) 35%, Shape Iron (1pt.) 40%, Stabilize Iron 15%. The spells are described on pages 61–62 of the Glorantha Bestiary but are unlikely to be relevant here). Magic Points: 12 Passions: Devotion (caste duties) 60%, Hate (Aldryami) 60%, Hate (Uz) 60%. Armor: Suit of unenchanted heavy dwarf iron chainmail (9 pts.), full helm (9 pts.), heavy belt around waist (1pt.). The dwarf has a 70% chance of being unaffected by any spell cast at him. (–55% to Move Quietly) Skills: Battle 30%, Craft (Secrets of Iron) 30%, Craft (iron) 70%, Dodge 40%, Dwarf Lore 10%, Earthsense Scan 50%, Earthsense Search 50%, Mineral Lore 35%, Scan 45%.


RuneQuest 178 Runes: Earth 90%, Man 30%, Stasis 50%. Magic Points: 12 Passions: Fear (Mostali) 50%, Hate (pigeons) 70%. Armor: Stony skin (6 pts.). Skills: Climb 50%, Conceal 45%, Dodge 65%, Hide 60%, Jump 60%, Listen 40%, Scan 45%. Languages: Speak Heortling 25%, Speak Tradetalk 20%. Treasure: 5D10 L worth of assorted coins in its aerie, none carried. Ransom: None Gargoyle Hit Locations Location D20 Armor/HP Right Leg 01–03 6/5 Left Leg 04–06 6/5 Abdomen 07–09 6/5 Chest 10 6/6 Right Wing 11–12 6/4 Left Wing 13–14 6/4 Right Arm 15–16 6/4 Left Arm 17–18 6/4 Head 19–20 6/5 Weapon % Damage SR Pts Javelin, Thrown 20 1D10+1D2 S/MR 8 Javelin, Held 20 1D6+1D4 6 8 Claw 30 1D6+1D4 8 — Jolanti This jolanti has a head containing one carved eye, a simple carved slot for a mouth, a massive body, two working limbs like hands with mittens, and two motive limbs like stubby legs. It can sense poorly and can only speak short words. Jolanti are described fully on pages 62–64 of the Glorantha Bestiary. Typical Jolanti Slave STR 52 CON 25 SIZ 38 DEX 4 Hit Points: 31 Move: 2 DEX SR: 5 SIZ SR: 0 Runes: Earth 90%, Man 50%, Stasis 50%. Magic Points: 30 Armor: Jolanti have armor points equivalent to the hit points of that location. As the location takes damage, the armor points for that location diminish. Even if a jolanti loses a limb, it cannot be incapacitated except by destroying all its limbs. Skills: None. Languages: Speak Mostali 15%. Jolanti Hit Locations Location D20 Armor/HP Right Leg 01–04 10/10 Left Leg 05–08 10/10 Abdomen 09–11 10/10 Chest 12 11/11 Right Arm 13–15 9/9 Left Arm 16–18 9/9 Head 19–20 9/9 Weapon % Damage SR Pts Fist 15 1D6+5D6 9 Arm Gargoyles This gargoyle has a single horn jutting from his forehead, a face rather like that of a capuchin monkey, and spindly arms and legs with large bony knobs at the joints. The tops of its folded wings jut out over its head and it tends to use them for shade. Typical Gargoyle Male gargoyle, age 94. STR 20 CON 14 SIZ 8 DEX 14 INT 5 POW 12 CHA 10 Hit Points: 13 Move: 5/9 (Fly) DEX SR: 2 SIZ SR: 2


The Grove of Green Rock 179 Weapon % Damage SR Pts Kopis 55 1D8+1+1D4 5 12 Javelin, Held 55 1D6+1D4 5 8 Javelin, Thrown 50 1D10+1D2 1 8 Large Shield 60 1D6+1D4 6 16 Result of Success The elves offer to teach any spirit magic spell known to the Aldrya cult for free. The adventurers are permitted to enter the underground temple. The new pine forest now extends two kilometers (1.2 miles) from the outer ring. Dark Season 1629 A large band of Zorak Zoran worshiping trolls attack the grove. They use their trollkin to skirmish and pin down the defenders, and then the dark trolls and great trolls charge against the defenders. Dark Troll Foot Warriors Initiate of Kyger Litor and Zorak Zoran. Male, age 50. A very experienced soldier, this dark troll is a serious threat on the average battlefield, particularly as he tends to attack during the hours of darkness. He has extensive scarification across most of his visible skin (deliberate raised scars, laid out in complex patterns and shapes to represent the many battles he has been in). Typical Dark Troll Foot Warrior STR 19 CON 14 SIZ 18 DEX 12 INT 15 POW 13 CHA 13 Hit Points: 16 Move: 8 DEX SR: 3 SIZ SR: 1 Runes: Darkness 70%, Death 70%, Man 50%. Rune Points: 1 (Kyger Litor), 2 (Zorak Zoran) Rune Spells: All common knowledge Rune spells plus Blinding (1 pt.) and Crush (2 pts.). Spirit Magic: Bludgeon (2 pts.), Darkwall (2 pts.), Demoralize (2 pts.), Detect Enemy (1 pt.), Disruption (1 pt.), Fanaticism (1 pt.), Heal (2 pts.), Protection (2 pts.). Magic Points: 13 Passions: Devotion (Kyger Litor) 50%, Devotion (Zorak Zoran) 50%, Hate (Aldryami) 60%, Hate (Chaos) 70%, Hate (Mostali) 60%, Love (battle) 50%, Love (family) 60%, Love (Matriarch) 60%. Armor: Tough skin (1 pt.), heavy scale over leather hauberk (6 pts.), cuirboilli greaves (3 pts.), heavy scale sleeves (5 pts.) and open helm (4 pts.). (–40% to Move Quietly.) Human Mercenaries This experienced mercenary has spent some time as part of the Lunar infantry. His equipment is well-kept but also obviously well-used. Despite the scars, he appears in good health and spirits. Typical Human Mercenary Initiate of Seven Mothers. Human male, age 24. Lunar Tarshite. STR 15 CON 13 SIZ 13 DEX 17 INT 11 POW 14 CHA 10 Hit Points: 14 Move: 8 DEX SR: 1 SIZ SR: 2 Runes: Fire 50%, Death 70%, Moon 50%. Rune Points: 3 (Seven Mothers) Rune Spells: All common rune spells plus Reflection (1 pt.), Summon Small Fire Elemental (1 pt.), Summon Small Lune (1 pt.). Spirit Magic: Befuddle (2 pts.), Bladesharp (3 pts.), Heal (2 pts.), Mobility (1 pt.), Protection (2 pts.) Magic Points: 14 Passions: Devotion (Seven Mothers) 50%, Loyalty (mercenary group) 60%, Loyalty (Red Emperor) 40%. Armor: Composite helm (3 pts.), cuir-bouilli vambraces and greaves (3 pts.), linen linothorax (3 pts.). Skills: Battle 40%, Celestial Lore 10%, Conceal 20%, Cult Lore (Seven Mothers) 30%, Customs (Lunar Provincial) 35%, Dance 25% , Dodge 40%, Evaluate 40%, First Aid 30%, Game 40%, Hide 40%, Intrigue 10%, Listen 40%, Local Lore (Lunar Empire) 30%, Move Quietly 40%, Scan 45%, Survival 30%, Worship (Seven Mothers) 40%. Languages: Speak New Pelorian 45%, Speak Tarshite 45%, Speak Tradetalk 20%, Read/Write New Pelorian 10%, Read/Write Tarshite 15%. Magic Items: Various tattoos on arms and face act as spell foci for spirit magic spells. Treasure: 1D100 L of assorted coins, one bronze armband worth 50 L, weighted Lunar coin that has a 75% chance of showing heads (the Red Emperor’s head) when flipped. Ransom: 200 L Human Mercenary Hit Locations Location D20 Armor/HP Right Leg 01–04 3/5 Left Leg 05–08 3/5 Abdomen 09–11 3/5 Chest 12 3/6 Right Arm 13–15 3/4 Left Arm 16–18 3/4 Head 19–20 3/5


RuneQuest 180 Rune Spells: All common knowledge Rune spells plus Blinding (1 pt.) and Crush (2 pts.). Spirit Magic: Bladesharp (2 pts.), Bludgeon (2 pts.), Protection (2 pts.). Magic Points: 12 Passions: Devotion (Kyger Litor) 40%, Devotion (Zorak Zoran) 20%, Loyalty (Cragspider) 70%, Love (Matriarch) 50%. Armor: Tough skin (3 pt.), heavy scale over leather hauberk (6 pts.), cuirboilli greaves (3 pts.), heavy scale sleeves (5 pts.) and open helm (4 pts.). (–40% to Move Quietly.) Skills: Battle 50%, Camouflage 50%, Climb 40%, Darksense Scan 40%, Darksense Search 30%, Dodge 25%, First Aid 20%, Intimidate 30%, Listen 40%, Sing 20%, Worship (Kyger Litor) 40%, Worship (Zorak Zoran) 30%. Languages: Speak Darktongue 50%, Read/Write Darktongue 10%. Magic Items: Greatsword acts as a Bladesharp spell focus; maul acts as a Bludgeon spell focus; bronze scorpion armband on left arm acts as a focus for Protection. Treasure: Carries 1D100 L and 2D100 bolgs. Ransom: 200 L Great Troll Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 6/8 Left Leg 05–08 6/8 Abdomen 09–11 9/8 Chest 12 9/9 Right Arm 13–15 6/7 Left Arm 16–18 6/7 Head 19–20 7/8 Weapon % Damage SR Pts Greatsword 80 2D8+3D6 4 12 Heavy Mace 65 1D8+2+3D6 6 10 Maul 45 2D8+3D6 4 12 Large Shield 60 1D6+3D6 6 16 Trollkin Warriors This experienced trollkin warrior has miraculously managed to survive several battles and keeps his distance, whirling his sling in readiness. Typical Trollkin Warrior Lay member of Kyger Litor and Zorak Zoran. Male trollkin, age 20. Slave. STR 11 CON 12 SIZ 10 DEX 14 INT 12 POW 8 CHA 8 Skills: Battle 50%, Camouflage 75%, Climb 55%, Darksense Scan 60%, Devise 55%, Dodge 40%, First Aid 40%, Hide 50%, Intimidate 30%, Jump 65%, Listen 65%, Move Quietly 50%, Sing 40%, Worship (Kyger Litor) 50%, Worship (Zorak Zoran) 50%. Languages: Speak Darktongue 75%, Speak Tradetalk 25%, Read/Write Darktongue 25%. Magic Items: Maul acts as a Fanaticism spell focus; bronze spider armband on right arm acts as a focus for Darkwall, Demoralize, and Detect Enemy; bronze centipede armband on left arm acts as a focus for Bludgeon, Disruption, Heal, and Protection. Treasure: Carries 1D100 L and 1D100 bolgs. Ransom: No ransom (initiate of Zorak Zoran). Dark Troll Foot Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 4/6 Left Leg 05–08 4/6 Abdomen 09–11 7/6 Chest 12 7/7 Right Arm 13–15 6/5 Left Arm 16–18 6/5 Head 19–20 5/6 Weapon % Damage SR Pts Heavy Mace 80 1D8+2+1D6 7 10 Maul 65 2D8+1D6 5 12 Sling 60 1D8 S/MR — Large Shield 70 1D6+1D6 7 16 Great Troll Warriors This great troll has seen many battles and was lucky enough to be born a free troll, rather than a slave. He is an enthusiastic fighter but retains his wits on the battlefield (unlike many of his kin). Given his size and strength, he is often found in the front row (although behind any trollkin force that has been sent in to soften up the enemy), wielding his maul above the heads of his diminutive fellows. Typical Great Troll Warrior Initiate of Kyger Litor and lay member of Zorak Zoran. Male, age 35. STR 28 CON 18 SIZ 29 DEX 11 INT 10 POW 12 CHA 11 Hit Points: 23 Move: 7 DEX SR: 3 SIZ SR: 0 Runes: Darkness 70%, Death 50%, Man 40%. Rune Points: 1 (Kyger Litor), 2 (Zorak Zoran)


The Grove of Green Rock Result of Success The new pine forest now extends four kilometers (2.5 miles) from the outer ring. Storm Season 1630 An ice giant and ice demons descend from the mountains, assisted by dark trolls. Hollri Frost Giants This massive, nearly six-meter-tall (6.5 yards), pale blue giant with brightly glowing blue eyes and icicles for hair and beard makes for an imposing sight. He appears to wear no armor, but his skin looks like frosted solid ice. Flakes of snow constantly whirl about him. The ground shakes visibly as he steps toward the grove. Typical Hollri Frost Giant Rune Lord of Himile. Male, age 50. STR 55 CON 16 SIZ 50 DEX 11 INT 14 POW 24 CHA 18 Ice Points: 74 Move: 12 DEX SR: 3 SIZ SR: 0 Runes: Darkness 90%, Disorder 95%, Stasis 90%. Rune Points: 10 (Himile) Rune Spells: All common Rune spells plus Chill (1 pt., see below), Crack (2 pts.), Create Fissure (1 pt.), Fear (1 pt.), and Shake Earth (3 pts.). Spirit Magic: Bludgeon (2 pts.), Darkwall (2 pts.), Demoralize (2 pts.), Extinguish (4 pts.), Multimissile (4 pts.). Magic Points: 39 (24 + 15 in allied spirit) Passions: Devotion (Himile) 90%, Hate (fire) 70%, Love (Battle) 70%. Armor: Hollri are made of ice. Though they are hard to damage, they are brittle, too. They have ice points, rather than hit points or armor points. Whenever a hollri is Hit Points: 12 Move: 6 DEX SR: 2 SIZ SR: 2 Runes: Darkness 40%, Death 20%, Earth 20%. Spirit Magic: Disruption (1 pt.), Heal (2 pts.), Speedart (1 pt.). Magic Points: 8. Passions: Devotion (Kyger Litor) 30%, Devotion (Zorak Zoran) 20%, Loyalty (master) 60%. Love (matriarch) 60% Armor: Tough skin (1 pt.), heavy leather hauberk (2 pts.), cuirboilli vambraces (3 pts.), leather greaves (1 pt.) and composite helm (3 pts.). Skills: Battle 30%, Darksense Scan 20%, Darksense Search 50%, Dodge 35%, Hide 35%, Intimidate 10%, Listen 35%, Move Quietly 25%, Scan 25%, Search 25%, Worship (Kyger Litor) 30%, Worship (Zorak Zoran) 20%. Languages: Speak Darktongue 50%. Magic Items: Tattoo of a spear on left arm acts as a Disruption focus, tattoo of a sling on right palm acts as a Speedart focus, tattoo of a dark troll head on chest acts as a Heal focus. Treasure: Carries 2D10 bolgs. Ransom: 50 L Trollkin Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 2/4 Left Leg 05–08 2/4 Abdomen 09–11 3/4 Chest 12 3/5 Right Arm 13–15 4/3 Left Arm 16–18 4/3 Head 19–20 4/4 Weapon % Damage SR Pts Short Spear, Held 45 1D6+1 6 10 Light Mace 30 1D6+2 7 6 Sling 35 1D8 2 - Small Shield 45 1D3 7 8


RuneQuest 182 Hollri Ice Demons This demon has the general form of a man but appears to be made from ice, with a long beard and hair made of icicles. It appears to have little intelligence and rushes madly to attack its opponents. Typical Hollri Ice Demon Lay member of Himile. Male, age unknown. STR 34 SIZ 25 DEX 13 INT 4 POW 19 CHA 8 Ice Points: 44 Move: 2 DEX SR: 2 SIZ SR: 0 Runes: Darkness 60%, Stasis 60% Magic Points: 19 Passions: Devotion (Himile) 60%, Hate (fire) 70%, Loyalty (Frost Giant) 45%. Armor: Hollri are made of ice. Though they are hard to damage, they are brittle, too. They have ice points, rather than hit points or armor points. Whenever a hollri is struck for damage, match the damage done versus the hit location’s ice points on the resistance table. If the ice points are overcome, the location is shattered and destroyed. Otherwise it is unharmed. The demon’s spear also uses ice points—it is shattered if its points are overcome on the resistance table but survives intact otherwise. Skills: Climb 45%, Dodge 50%, Jump 65%, Worship (Himile) 50%. Ransom: None. struck for damage, match the damage done versus the hit location’s ice points on the resistance table. If the ice points are overcome, the location is shattered and destroyed. Otherwise it is unharmed. The frost giant’s spear also uses ice points—it is shattered if its points are overcome on the resistance table but survives intact otherwise. Skills: Climb 60%, Dodge 45%, Homeland Lore (Valind Glacier) 85%, Intimidate 50%, Jump 65%, Scan 105%, Smell Blood 65%, Track 105%, Worship (Himile) 90%. Languages: Speak Esrolian 55%, Speak Tradetalk 25%. Magic Items: The icy skin of the frost giant is carved with multiple glyphs that act as spell foci for its various sprit magic spells. Additionally, it carries the following: .A giant mammoth horn, that when blown causes all hollri and frost giants within 100 kilometers (62 miles) to immediately know the user’s location and emotional state (scared, hurt, excited etc.). .A crystal globe, .3 meters (12 inches) in diameter that causes snow to fall over a 10-kilometer (6.2 mile) area. If it is already snowing, the intensity of the snowfall doubles. .A huge ring made from the skull of a tundra bear that allows the wearer to speak with bears, a bear-specific dialect of Beastspeech. .A huge bronze circlet containing Screesck’rack, an allied spirit (see below). Treasure: 1D6 large jade carvings worth 5D100 L carried in pouch. Allied and Bound Spirits: Screesck’rack (allied spirit bound into huge bronze circlet) INT 14, POW 15, CHA 8; knows Befuddle (2 pts.), Detect Life (1pt.), Multimissile (4 pts.). Ransom: 1,000 L Hollri Frost Giant Hit Locations Location D20 Armor/IP Right Leg 01–04 0/25 Left Leg 05–08 0/25 Abdomen 09–11 0/25 Chest 12 0/26 Right Arm 13–15 0/24 Left Arm 16–18 0/24 Head 19–20 0/25 Weapon % Damage SR Pts Ice Maul 170 2D8+1+6D6 4 12 Thrown Ice Ball 115 1D4+1D4+3D6 S/MR — Thrown Ice Spear 160 1D10+1+3D6 S/MR 12 Thrown Icicle* 155 1D8+3D6 S/MR — * The frost giant never runs out of thrown icicles, which it plucks off its own beard and body. Rune Spell Chill 1 point Ranged, Duration (1D10 melee rounds), Stackable This is an attack spell which must overcome the target’s POW to be effective. The target is immediately chilled, and feels freezing pangs penetrating their bones. Each point of Chill causes the target to lose 1 general hit point per round of the spell’s duration. Additional points of Chill extend duration by 1D10 rounds each.


The Grove of Green Rock 183 Magic Items: Maul acts as a Fanaticism spell focus, bronze spider armband on right arm acts as a focus for Darkwall, bronze centipede armband on left arm acts as a focus for Bludgeon, Disruption, and Heal. Treasure: Carries 1D20 L, 1D100 clacks, and 1D100 bolgs. Ransom: 200 L Dark Troll Warrior Hit Locations Location D20 Armor/HP Right Leg 01–04 4/5 Left Leg 05–08 4/5 Abdomen 09–11 6/5 Chest 12 6/6 Right Arm 13–15 5/4 Left Arm 16–18 5/4 Head 19–20 5/5 Weapon % Damage SR Pts Heavy Mace 65 1D8+2+1D6 7 10 Maul 50 2D8+1D6 5 12 Sling 30 1D8 S/MR — Large Shield 45 1D6+1D6 7 16 Results of Success The new pine forest now extends eight kilometers (5 miles) from the outer ring. Sacred Time 1631 The Sacred Season ritual is the most important and the most dangerous. A part of the God Time has been invoked by followers of the Gods of Terror, and part of the Chaos that ravaged this land in the Greater Darkness is able to re-enter the world. This is the final ritual, and Chaos has come to stop it. The foes almost definitely outmatch the adventurers, who are hard pressed to do their duty. Undead Broo Hero This towering, six-meter-tall (6.5 yards) monstrosity is clearly dead, and its bones and teeth poke out of its rotting flesh. Its eyes burn with fire and its skeletal jaws snap together hungrily. It can only be destroyed by reducing its chest or its head to 0 hit points, or it continues to fight. Destroying every limb eliminates its ability to act, and it ceases moving. Undead Broo Hero Rune Lord of Thed. Male, appears 200 years old. Undead. STR 57 CON 32 SIZ 53 DEX 23 INT 14 POW 50 Hit Points: 52 Move: 12 Ice Demon Hit Locations Location D20 Armor/IP Right Leg 01–04 0/14 Left Leg 05–08 0/14 Abdomen 09–11 0/14 Chest 12 0/15 Right Arm 13–15 0/13 Left Arm 16–18 0/13 Head 19–20 0/14 Weapon % Damage SR Pts 2H Ice Spear 85 1D10+1+3D6 2 12 Thrown Icicle* 60 1D8+3D3 S/MR — * The hollri never runs out of thrown icicles, which it plucks off its own beard and body. Dark Troll Warriors The various dents and nicks in this troll’s armor show that he is an experienced warrior. More worrying is the froth that appears to be forming around his mouth and the manic look in his eyes. Typical Dark Troll Warrior Initiate of Kyger Litor and lay member of Zorak Zoran. Male, age 30. STR 18 CON 12 SIZ 17 DEX 11 INT 13 POW 12 CHA 11 Hit Points: 14 Move: 8 DEX SR: 3 SIZ SR: 1 Runes: Darkness 60%, Death 50%, Man 50%. Rune Points: 1 (Kyger Litor) Rune Spells: All common Rune spells plus Blinding (1 pt.). Spirit Magic: Bludgeon (2 pts.), Darkwall (2 pts.), Disruption (1 pt.), Fanaticism (1 pt.), Heal (2 pts.). Magic Points: 12 Passions: Devotion (Kyger Litor) 40%, Devotion (Zorak Zoran) 20%, Hate (Aldryami) 60%, Hate (Chaos) 40%, Hate (Mostali) 60%, Love (battle) 30%, Love (family) 60%. Love (matriarch) 60%. Armor: Tough skin (1 pt.), light scale over leather hauberk (5 pts.), cuirboilli greaves (3 pts.), light scale sleeves (4 pts.), and open helm (4 pts.). (–25% to Move Quietly.) Skills: Battle 20%, Camouflage 35%, Climb 40%, Darksense Scan 40%, Devise 40%, Dodge 30%, First Aid 25%, Hide 35%, Jump 50%, Listen 50%, Move Quietly 30%, Sing 20%, Worship (Kyger Litor) 40%, Worship (Zorak Zoran) 20%. Languages: Speak Darktongue 65%, Speak Tradetalk 15%, Read/Write Darktongue 15%.


RuneQuest Broo Hero Hit Locations Location D20 Armor/HP Right Leg 01–04 10/18 Left Leg 05–08 10/18 Abdomen 09–11 10/18 Chest 12 10/19 Right Arm 13–15 20/17 Left Arm 16–18 20/17 Head 19–20 13/17 Weapon % Damage SR Claw* 260 1D6+6D6 4 Kick* 230 2D6+6D6 4 Bite** 200 2D10+6D6+ acid (POT 6) 4 Breathe Fire 200 3D10 1/MR * Any melee hit from the broo hero that penetrates armor exposes the target to every disease it carries. At the end of combat, roll for exposure to disease for all adventurers that have taken melee damage from the broo hero during the combat (RuneQuest core rules, page 154). ** Acid from the bite attack damages armor first. Any remaining damage then attacks the target’s hit points. Broo Priest Rune Priest of Thed. Male, age 28. STR 29 CON 18 SIZ 13 DEX 14 INT 13 POW 18 CHA 14 Hit Points: 20 Move: 12 DEX SR: 2 SIZ SR: 1 Runes: Beast 60%, Chaos 100%. Rune Points: 7 (Thed) Rune Spells: Chaos Spawn (2 pts.), Curse of Thed (2 pts.), Divination (1 pt.), Sanctify (1 pt.), Spirit Block (1 pt.). The first two spells are described in the Glorantha Bestiary, pages 94–96). Spirit Magic: Binding Enchantment (1 pt.), Detect Enemies (1 pt.), Detect Life (1 pt.), Detect Spirit (1 pt.), Disruption (1 pt.), Healing (6 pts.), Sleep (3 pts.). Magic Points: 35 (18 + 17 from allied spirit) Passions: Devotion (Mallia) 30%, Devotion (Thed) 90%, Hate (life) 60%, Hate (trolls) 80%, Love (inflict pain and suffering on others) 70%, Love (despoiling) 90%. Armor: Ringmail hauberk (4 pts.) over leather hauberk (1 pt.), cuirboilli greaves and vambraces (3 pts.), natural armor on head (3 pts.). (–15% to Move Quietly) Chaotic Feature: +4D6 (15) STR; +3 Move; explodes at death (all within three meters take 5D6 damage to a random location, minus armor protection). Diseases Carried: Carries Soul Waste (RuneQuest core rules, page 155). Skills: Climb 70%, Conceal 70%, Devise 70%, Dodge 40%, Hide 75%, Jump 55%, Listen 90%, Move Quietly DEX SR: 0 SIZ SR: 0 Runes: Beast 60%, Chaos 95% Rune Points: 0 (Thed) Rune Spells: Unable to use Rune spells, as tongue and mouth have rotted away. Spirit Magic: Unable to use spirit magic, as tongue and mouth have rotted away. Magic Points: 50 Passions: Devotion (Mallia) 30%, Devotion (Thed) 90%, Hate (life) 95%, Hate (Storm Bull) 100%. Armor: Toughened skin over entire body (10 pts.) with additional bony encrustations on arms (20 pts.) and additional natural armor (horns) on head (13 pts.). Chaotic Feature: Reflects up to 6 pt. spells back at caster with no damage to itself; 10 pt. skin, with 20 pt. arms; capable of leaping 30 meters (33 yards).; breathes fire, doing 3D10 damage against a single target and with a range of 3 meters (3 yards) up to three times a day. Diseases Carried: Carries Creeping Chills, The Shakes, and Wasting Disease (RuneQuest core rules, page 155). Skills: Battle 105%, Cult Lore (Thed) 135%, Climb 135%, Dodge 111%, Intimidate 50%, Jump 155%, Listen 115%, Scan 135%, Spirit Combat 95%, Worship (Thed) 135%. Languages: Understand Heortling 45%, Understand Tradetalk 45%. Ransom: None.


The Grove of Green Rock 185 Passions: Devotion (Mallia) 30%, Devotion (Thed) 30%, Hate (life) 60%, Hate (beauty) 60%, Love (inflict pain and suffering on others) 60%, Love (despoiling) 60%. Armor: Cuirboilli body (3 pts.), leather limbs (2 pts.), natural armor on head (3 pts.). Chaotic Feature: 39% chance of having a Chaotic feature. If so, choose from one of the following: . Regenerates 2D6–5 hit points per round (minimum of 1 point) in each injured hit location until dead. . Reflects spells up to 2 magic points back at caster without harm to itself. . Non-Rune metals do double damage to victim. Diseases Carried: 50% chance of carrying a disease (RuneQuest core rules, page 155). If so, roll 1D6 to determine one of the following: 1. Brain Fever 2. Creeping Chills 3. The Shakes 4. Soul Waste 5. Wasting Disease 6. Roll twice, re-rolling 6s and taking both diseases rolled. The broo is immune to all diseases it is carrying. Skills: Climb 40%, Conceal 25%, Dodge 35%, Hide 40%, Intimidate 35%, Jump 45%, Listen 45%, Move Quietly 50%, Scan 40%, Track 45%, Worship (Mallia) 30%, Worship (Thed) 30%. Languages: Speak Heortling 20%, Speak Tradetalk 20%. Treasure: None. Items used by broo are coated in filth and infected with the diseases the broo carries. Ransom: None. Typical Broo Hit Locations Location D20 Armor/HP Right Leg 01–04 2/6 Left Leg 05–08 2/6 Abdomen 09–11 3/6 Chest 12 3/7 Right Arm 13–15 2/5 Left Arm 16–18 2/5 Head 19–20 3/6 Weapon % Damage SR Pts Club* 40 1D8+2+1D4 6 10 Short Spear, Held* 35 1D6+1+1D4 5 10 Head Butt* 50 1D6+1D4 6 — Medium Shield* 30 1D4+1D4 5 12 * Any melee hit from the broo hero that penetrates armor exposes the target to every disease it carries. At the end of combat, roll for exposure to disease for all adventurers that have taken melee damage from the broo hero during the combat (RuneQuest core rules, page 154). 65%, Scan 60%, Track 50%, Worship (Mallia) 30%, Worship (Thed) 90%. Languages: Speak Aldryami 30%, Speak Beastspeech 40%, Speak Darktongue 40%, Speak Praxian 55%, Speak Tradetalk 40%. Magic Items: Feather and bone fetish that continually suppresses his powerful stench. Treasure: 200 clacks, 240 L, bloodstone necklace worth 60 L. Items used by broo are coated in filth and infected with any diseases the broo carries. Allied Spirits: Dancer (discorporate allied spirit) INT 12, POW 17, CHA 16; knows Countermagic (4 pts.), Dispel Magic (6 pts.), Spirit Screen (4 pts.); Spirit Combat 70%; 1D6+3 spirit combat damage; Chaotic feature adds 35% to the Dodge skill of any entity it is currently possessing. Ransom: None. Broo Priest of Thed Hit Locations Location D20 Armor/HP Right Leg 01–04 3/7 Left Leg 05–08 3/7 Abdomen 09–11 5/7 Chest 12 5/8 Right Arm 13–15 3/6 Left Arm 16–18 3/6 Head 19–20 3/7 Weapon % Damage SR Pts Heavy Mace* 70 1D8+2+2D6 7 10 Shortsword* 50 1D6+1+2D6 7 12 Sling* 70 1D8 S/MR — Head Butt* 70 1D6+2D6 8 — Medium Shield* 50 1D4+2D6 7 12 * Any melee hit from the broo hero that penetrates armor exposes the target to every disease it carries. At the end of combat, roll for exposure to disease for all adventurers that have taken melee damage from the broo hero during the combat (RuneQuest core rules, page 154). Broo This is an average broo: disgusting and always looking for opportunities to cause pain and suffering. Typical Broo Lay member of Mallia and Thed. Male, age 19. STR 15 CON 16 SIZ 15 DEX 13 INT 12 POW 13 CHA 9 Hit Points: 17 Move: 9 DEX SR: 2 SIZ SR: 1 Runes: Beast 60%, Chaos 60%. Spirit Magic: Countermagic (2 pts.), Demoralize (2 pts.), Heal (3 pts.). Magic Points: 13


RuneQuest 186


The Grove of Green Rock 187 Results of Success Assuming the defense of the grove is successful, the adventurers can sacrifice 1 or more points of POW to store in the God Time. This POW is added to the adventurer’s magic points for purposes of the magic resistance table (either offensively or defensively), wherever they go. Each point of POW stored in the Hero World can be used as a Rune point. This point can be used for any Rune spell or Heroic Boon the character has access to (see the heroquest rules in the RuneQuest Gamemaster Sourcebook). Any adventurer sacrificing at least 1 point of POW also gains access to either the Accelerate Growth or Shield spell (player’s choice) as a Heroic Boon. Adventurers killed during the defense of the sacred grove are resurrected by the elves. The adventurers are invited to participate in the final dance of joy for the grove. They can join in one of the many circles which forms, hand-to-hand, around the central tree. Almost all the participants are elves and dryads, even including brown elves who might normally be sleeping during this season. However other creatures who live peacefully in the woods are present, perhaps a dragonewt, newtling, or even a friendly giant. Beasts, of course, do not joined hand-to-hand. Instead the animals form an unnatural circle with predator and prey alike side by side, circling for three rounds, then breaking up to dance and dodge among the elven circles. For the entire time birds fly about, singing songs of any season, both migration and mating, playing with pixies and faeries who joyfully flutter about. A grand feast follows, though all the food is elvish (meatless). Eventually, everyone falls asleep. Rewards and Consequences When the participants awake, they are given gifts: elvish things, such as a cape of leaves which cloaks all sound, a healing stick that serves as a Heal Body matrix, and even a shatter-stick (see pages 168‒169, with instructions on its use and dangers). Then the participants are sent home. They discover that the whole of Sacred Time has passed, though it seemed to be but a night to fight and a day to celebrate. Most importantly, there is now a new green elf forest with a radius of 16 kilometers (10 miles) from the grove. Several thousand green elves from other Gloranthan forests migrate to the new elf forest, changing the balance of power of the Elder Races in Dragon Pass. Scorpion Men This is a young scorpion man, not yet ready to challenge a warrior from another scorpion man tribe. His main duties are to defend and find food for the tribe. Typical Scorpion Man Lay member of Bagog. Male, age 8 (appears 30). STR 22 CON 16 SIZ 17 DEX 14 INT 7 POW 8 CHA 10 Hit Points: 18 Move: 8 DEX SR: 2 SIZ SR: 1 Runes: Beast 60%, Chaos 60%. Spirit Magic: Ironhand (1 pt.), Healing (2 pts.), Mobility (1 pt.), Protection (2 pts.). Magic Points: 8 Passions: Devotion (Bagog) 50%, Duty (feed tribe) 60%, Fear (Storm Bull) 25%, Loyalty (Scorpion Queen) 90%. Armor: Chitinous skin (3 pts.) plus battered open helm (4 pts.). Skills: Climb 55%, Crafting (weapon-making) 35%, Devise 40%, Dodge 50%, Scan 40%, Search 40%, Tracking 40%, Worship (Bagog) 40%. Languages: Speak Tradetalk 35%. Chaotic Feature: 40% chance of having a Chaotic feature (roll for each scorpion man using table on page 89 of the Glorantha Bestiary). Treasure: Necklace of bones and animal teeth worth 1D20+10 L. Ransom: None. Scorpion Man Hit Locations Location D20 Armor/HP Right Hind Leg 01 3/4 Right Middle Leg 02 3/4 Right Foreleg 03–04 3/4 Left Hind Leg 05 3/4 Left Middle Leg 06 3/4 Left Foreleg 07–08 3/4 Tail 09–10 3/6 Thorax 11–12 3/6 Chest 13–14 3/7 Right Arm 15–16 3/5 Left Arm 17–18 3/5 Head 19–20 7/6 Weapon % Damage SR Pts Club* 60 1D10+1D6 6 10 Thrown rock 35 1D4+1D3 3 — Sling 55 1D8 3 — Short spear* 45 1D6+1+1D6 5 10 Sting** 60 1D6+1D6+poison 7 — * A scorpion man can attack with club or spear and sting the same melee round. ** The sting injects a systemic poison with a potency equal to the CON of the scorpion man.


Handouts


191 Index A Ahazu 133‒134, 145 Aldryami 4, 6‒7, 27, 32, 116, 118, 159‒160, 164, 166‒167, 169, 171, 178, 180, 184‒185 Andretta 70‒71 Animal Spirits 27 Arachne Solara 4, 13‒14, 16, 32‒34, 64, 66‒67, 79‒81, 104, 152 Argrath 34, 125, 151 Arkat 6, 111, 124‒125, 132, 134, 136‒149 Asborn 44, 52‒55, 82, 84, 100‒103, 105, 108‒109 Asmara 47, 53, 100‒101, 104‒105 B Babeester Gor 48, 93‒94, 122, 147, 161, 164 Barntar 113, 121, 123 Beast Men 4, 6‒7, 17‒20, 26‒27, 32‒33, 36, 39, 63, 65‒67, 72‒73, 79‒81, 90, 96, 104, 110, 124, 131, 141, 151, 153, 157 Beast People 12, 14, 16,‒17, 31, 34, 154 Belastran Pass 9 Black Arkati 124‒125, 134, 136‒145 Brindle Traveler 116, 131 Broken Neck Hills 9, 13 Broo 113, 116, 118, 147, 184‒186 Brook Hurts 113, 116, 118, 147 C Cacodemon 176‒177 Cave Troll Spirits 97 Clatterhoof 68 Clearwine 4, 35, 37‒38, 40‒43, 45, 48‒49, 52‒55, 57‒60, 69, 81, 83, 88, 93, 100‒105, 108, 125‒126, 130, 146, 149, 158‒159 Colymar 40‒41, 43, 45, 49, 57, 60, 162 Company of the Manticore 4, 32, 65, 119, 122, 124‒125, 128‒132, 145‒146, 149‒153, 156‒157 Corsa the Lean 20 D Danbar 65, 116, 125‒133, 145‒148 Dappled Light 37, 64‒66, 100, 104, 165 Daravala 36‒37, 39‒40, 43‒47, 54‒60, 68‒69, 86, 100‒106, 108‒109 Dera Zarka 17‒18 Dinosaur Hill 5, 9 Donandar 17‒18, 41‒42, 52, 106 Dragonewt City 12 Dragonewts 6‒7, 16, 24, 60‒62 Dragon Pass 5‒14, 16, 21‒24, 31, 36, 39, 43, 48, 57, 62, 64, 105, 110, 121, 124‒125, 138, 142, 151, 159, 161 Dragonspine Mountains 5, 12, 119, 124 Dream Dragon 16, 22‒23 Duck-Bear 30 Duck Point 12, 20, 37, 46, 59‒64, 165 Dwarfs 178 E Elders 110‒111, 117, 121‒122, 125‒126, 130‒131, 146‒147, 158 Elf Woods 116, 118, 146 Elmalandti 161‒163, 168 Elurae 26 Empire of the Wyrms Friends 6‒8, 13‒14, 23, 40 Ernalda 1, 4, 35‒38, 40‒45, 48, 52, 54‒60, 64, 66‒67, 70, 73, 77, 80‒89, 93‒94, 99‒101, 103‒109, 113‒115, 121‒123, 126, 131, 146‒147 Eye-Necklace 38 F Feathered Horse Queen 8‒9, 12, 27, 41, 43, 54, 65, 70, 72, 93‒94, 101, 110, 121‒122, 130 Felix the Satyr 19 Feyghost Wood 12 Four Gifts 27, 70, 72, 79 Four Steps Blue 37, 44, 60, 62, 64, 72 Fox Women 26 G Gargoyle 179 Gedua 71‒72 Giant Armadillo Toad 31 Giant Ram Bear Spirit 16, 29 Giant Spider 16, 21 Golden Bow 8, 70‒71 Gorakiki 169, 171‒172 Grazelanders 7‒9, 12, 14, 110, 116, 121‒122, 128‒131 Great Troll 180‒181 Green Rock 4, 12, 166 H Hadra Fleetmane 32‒33 Hastur 39, 47‒48, 52, 54‒55, 58‒59, 102‒104 Hawarin 114, 131, 145, 147 Headless Twins 16, 28 High King Elf 167 Himile 5, 182‒183 Hollri 182‒183 Hombadaka Boko 40, 79, 85, 88‒91 Horned Monster 28 Humakt 8, 37, 113, 117‒118, 121‒122 I Illumination 136, 140, 142‒144 Illyssia 166‒167 Imbaris 141 Iron Dwarf 178 Ironhoof 7‒8, 14, 16, 31‒33, 66‒67, 71, 79, 125‒126, 129, 149‒153 J Jolanti 178, 179 Jorendona 115, 131, 146, 147


192 K Kajak-Ab 7 Kallyr Starbrow 45, 125, 151 Karastrand 7 Kero Fin 5‒6, 8, 12‒13, 48, 67, 69, 80, 124 Keronorl 26‒27 Korol Kandaros 6 Koroltes 6, 38 Koros 32, 126, 147, 151‒154, 156 Krola Sein 17 L Leika 43‒47, 49, 52, 54‒55, 57, 59, 61, 65, 68‒69, 100‒105, 108‒109, 125‒126, 130, 151, 158 Long Home 4, 12, 65, 110‒119, 121‒123, 126, 128, 130‒131, 138‒139, 144‒147, 149, 151, 153, 158 Lookout Hill 12 Lost Valley 4, 12, 65, 110‒111, 117, 122, 124‒127, 130‒131, 138, 146, 153 M Mammoth Wolf Spirit 16, 28‒29 Maran Gor 48, 161, 163, 164 Mariya 161, 163‒164, 168 Maroftoor 65, 116, 126, 128‒132, 146‒150 N Namuru 133‒134 Nilusa 116‒117 O Old Road 9, 12 One-Eye Bugleg 35‒36, 38, 40, 78, 88, 90‒91, 95 Orlanth 5, 7, 9, 12‒14, 16‒17, 20, 23, 31‒32, 35, 38‒40, 43‒44, 48‒49, 52, 54‒55, 59‒60, 64, 66‒67, 69, 73, 77‒81, 83, 85‒87, 101‒103, 105‒109, 112‒113, 115‒116, 118, 121‒123, 126, 128, 130, 140, 161‒162 Ovardul 114, 131 Oxus 70‒72 P Penacyr 159‒161, 165‒169, 173, 175 Plant Spirit 16, 27 Pure Horse People 4‒5, 8, 13, 26‒27, 31, 33, 139, 160 R Rich Post 9, 12 Rides Among Strangers 24‒25 S Sartar 4, 9, 12, 22, 40, 44‒45, 54, 57, 60, 65, 81, 93, 110‒111, 114‒116, 121‒122, 125, 129, 131, 151, 156‒157, 160, 165 Scholar Wyrm 23‒24 See Rune Magic 137 Seven Foals Vale 13 Seven Mothers 111‒112, 114, 122, 131, 141, 145, 176‒177, 179 Shanaesee Tree 4 Skeletons 98 Smoking Ruin 4‒5, 8, 13, 35‒36, 38‒40, 42, 44, 48, 54‒58, 61‒67, 71‒72, 79, 81, 86, 97, 109‒110, 165 Solthon Valley 12‒13 Sora Goodseller 45‒47, 49 South Wilds 4‒5, 12 Spinosaurus 5, 13‒14, 21‒22 Spinosaurus Flats 5, 13‒14, 21 Spirit Crystal 60 Spirit Mountain 5, 13, 110, 113 Spirit That Kills With Its Eyes 28 Squat Inn 13 Stones of the Dancing Girls 13 Sun Dome Militia 163 Sun Elf Hill 5, 13 T Tamlane Hills 9, 13 Telmori 4, 110, 113, 117‒118, 120‒121, 128, 131, 145, 147 Terentha 117‒118, 122 Thinala 38, 41‒43, 45, 52, 54, 60‒61, 81, 86, 88‒90, 93‒95, 100‒102, 105 Treya 35‒39, 41‒48, 52‒65, 68‒69, 71‒72, 79, 81, 83, 86, 88‒93, 95, 100‒101, 10‒105 Troll Corpse Spirits 97‒98 Trolls Eat Dragonewts 7 True Ford 65, 110‒111, 113‒114, 116‒117, 124‒126, 128, 130‒133, 138, 141, 145‒146, 148‒149, 151, 153, 158 U Upland Marsh 7, 13, 20 Urvantan 4, 65, 110‒111, 114, 116, 124‒125, 128‒134, 136‒151, 157‒158 V Valley of the Green Dragon 13 Vamargic 7, 36, 38‒40, 44, 58, 62, 65‒66, 73, 76, 79‒80, 82‒83, 85‒98, 100, 102‒103, 109 Vargast 161, 162, 168 Varmandi 161‒162 Vingkot 5‒6, 13, 38, 40, 52, 55 Vroluxa 142‒144 W Wardens 4, 110‒126, 128‒131, 145‒148, 150‒151, 158 War Tree 166, 173, 175 Web-spinning Spider 21 Wild Temple 4‒5, 9, 12‒18, 21‒24, 26‒28, 30‒31, 34, 44, 63‒64, 66, 80, 165 Wild Women 7, 16, 29, 71 Wintertop Fort 12‒13 Y Yelm 5, 13, 16, 35, 45‒46, 49, 67, 70‒73, 77‒78, 80‒83, 85‒86, 90, 105‒109, 159‒163, 167 Yelmalio 45, 46, 159‒163, 167 Yu-kargzant 70 Z Zindaulo 137, 142‒144, 146 Zorak Zoran 7, 37, 38, 39, 87, 94, 95, 96, 170, 180, 181, 182, 183, 184


GREG STAFFORD STEVE PERRIN CHRIS KLUG JEFF RICHARD and JASON DURALL CHAOSIUM 4039 The Smoking Ruin & Other Stories CHA4039 $37.99 Printed in China into the wild Inside, you’ll find: • The South Wilds, a description of this dangerous, mysterious region • The Wild Temple, the secrets of this sacred Beast Man shrine and its inhabitants • The Smoking Ruin, a full-length adventure taking adventurers into haunted streets of the Smoking Ruin in search of a lost artifact • The Lost Valley, a secluded refuge hotly contested over by its neighbors • Urvantan’s Tower, a full-length adventure in which the Lost Valley faces a desperate battle between sorcery and a monstrous army • The Grove of Green Rock, a serialized adventure taking place over a span of years For more information about Chaosium and our publications, please visit our website at www.chaosium.com The Smoking Ruin & Other Stories contains ready-to-play adventures for RuneQuest, taking adventurers across the untamed South Wilds, a region filled with reclusive villagers, ancient ruins, beast folk, troll spirits, undead, wolf-brothers, dinosaurs, monstrous mercenary companies, living trees, surly river spirits, and worse!


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