Glorantha & Heroquest 2.0 @ Toronto Area Gamers

Digging Up Death

The only wrong move during the heroquest was drinking on the job. No, no, no. Humakt no like. But the quest worked well. And the final bonus wasn’t affected. But the surge of divine power into your clan was less than it could have been. Them’s the breaks.

Scene Number Player/GM? Type Characters Details
#1 GM Intrigue JorJar the Quick and his Trollkin Jor Jar warns his Trollkin about ghouls on the streets.
#2 Stayn Connect/Team All the Golden Arrows in the Rubble STayn does not want to give up the wind spirit to the Trolls. He suggests they sneak out of the Rubble using the chink in the wall they had found earlier. The roll to accomplish this fails, as a result there is a change: Oghma tells them that Booster has been lost in the caverns while trailing trolls in the hopes of having a sneaky way into Pavis.
#3 Ty Connect Ty and the Wind Spirit Ty and the spirit (actually, a sorcerous essence with a very friendly interface programmed by Pavis) commence an exploration of the dungeon into which Booster got lost. It soon becomes apparent that Ty is being drawn into re-enacting Humakt’s discovery of death [later, it is intimated that Tintalker has been activating a real-world Heroquest and Ty has been drawn into it].
#4 Ty Solo Ty Ty meditates and recalls to himself his Granfather’s tales of Humakt’s exploits. Begins some solo exploration aided by Wind Spirit. Discovers and ancient dagger
#5 Stayn Solo STayn S. draws together his memories of ancient this-world heroquest rituals and tries to come up with advice for Ty: set your purpose, find a ritual object to imbue with power, and follow in the foosteps of the god.
#6 GM Connecting/Intrigue Tintalker and Stayn T., acting in the role of Orlanth asks Stayn — who has the rune of Illusion but is not a follower of the Trickster — to steal Death from Ty, who is busy acting out the role of Humakt.
#7 HEROQUEST xxx Ty @ Humakt, Stayn @ Eurmal, Tintalker waiting outside, a lost Sundomer @ Yelm, Booster @ Orlanth Myth details below

Stayn and crew overcome some non-canonical interruptions of the myth: Ogul is an “ancestor” who asks them to be shrewd rather than courageous, but he is ignored; they are offered liquor and imbibe, which is counter to Humakt’s will. The run into a Booster and Cedric the Sundomer in the middle of an argument. Booster seems possessed, and he is: the heroquest is compelling him to act like the defiant Orlanth who uses death to teach the haughty sun a lesson. Cedric is left dead. At this point, Chaos makes its entry as it did in the myth: monsters – in this case the undead — break in. In his Hero light, Ty leads the charge against 3 ghoul warriors, a ghoul woman and 2 ghoul twins. The quest ends with a return to Pavis via the route scouted out by Booster and Ty places the blade in the temple to Humakt on Sword Street

Leftover Scenes: (stuff I should have said at the time)

  • GM/Connect/3rd Party: Scharman Ingli would make some move to draw the Golden Arrows into some street action against his enemies and Jor Jar’s protection racket
  • GM/Solo/In-Group/Tintalker laments the failure of his heroquest — without Death in his hands the revolution will be delayed
  • GM/Solo/Out-Group/Jor-Jar in some alley fight down by the docks against some fierce ghouls
  • GM/Solo/3rd Party/Scharman Ingli totting up incoming/outcoming cash shows great discontent with the montly expenses on payments to Jor-Jar’s protection racket. He scratches out Jor Jar’s name angrily
  • GM/Solo/3rd Party

Default Resistance 19/16 on next adventure.

Welcome to the Rubble
rumble and rambling in the rubble
Scene Number Player/GM? Type Characters Details
#1 GM Extended Caliope vs. Bold, Stayn vs. Hobboomb, Ty vs. Uzgak The trio persuade Bolg to participate in a peace ritual (a clan handshake) to overcome his persistent challenges to the exiled Orlanth priest. Stayn outplays a troll drummer. Ty gets O-gul and Oghma to participate in frenzied dancing. Trollkin skelletons and death magic galore.
#2 GM Scheming Ginkizzie G. indicates a delay in the schedule: there needs to be a greater security to the sewers draining into the Zola Fel (bringing in a Loresheet)
#3 GM Scheming Orvost Tintalker A much delayed Tintalker floats to the top of the wall and looks out into the rubble, wondering if the clan members made it through the night.
#4 Stayn Connecting/NPC Stayn/Kilmartig Tizintie (Argan Argar follower) Kilmartig is very impressed with the clan. Proposes that they use a troll tunnel to get back into New Pavis unnoticed by the authorities. For a price. Proposes that they complete the rubble raid that Ty had long been proposing, give the trolls a cut to pay for passage
#5 Ty Connecting/Team Ty, Calliope, Stayn Ty finally gets to lay out his simmering plans: near the Small Quarry there is a rumored ancient treasure of some undefinable type and hidden securely. It is near a heavily trafficked and guarded area (later, we learn it is an excavation site that the Dwarves are using to build their new sewer security system)
#6 GM Connecting/Intrigue PCs/A band of Old Pavisites, Rurik and Sundomers They pass by the translucent obelisk of Pavis’ Temple and are suitably puzzled. The crew are flustered by the onrushing of a squad of Sundomer militia on one of their periodic raids against trolls, led by Runelord Rurik Runespear. The Old Pavisites do not want trouble. Our crew lie about having been in the company of Bolg and crew. Not wanting to be ill-mannered and employ Yelmalion truth magic against allies, Rurik buys the fib.
#7 GM Connecting/Scheming Rurik Runelord confides to his second that the Dwarven engineering will keep the Uz out, and that the Sundomers will increase pressure on the UZ. Rurik wants to demonstrate to Sor-Eel and the Lunars that the worshipers of Yelmalio are the ones who will retake Pavis for humanity.
#8 Caliope Connecting/NPC PCs/Scorpions, Spiders Got a little loose: Calliope and crew did a quick visit to the places where she harvests spider silk. The harvesting is going alright until scorpions, the clan’s traditional enemies, start snipping at the PCs’ heels. Deft stickwork allows Calliope to smash the scorpions with the butt of her silk spindle, while still sweeping up choice threads from the nests.
#9 Caliope Connecting/NPC PCs/Scorpions, Spiders Got a little loose: Calliope and crew did a quick visit to the places where she harvests spider silk. The harvesting is going alright until scorpions, the clan’s traditional enemies, start snipping at the PCs’ heels. Deft stickwork allows Calliope to smash the scorpions with the butt of her silk spindle, while still sweeping up choice threads from the nests.
#10 ? ? The crew dodge the eyes of the quarrymen and get close to the spot where the “treasure” was to be found. Turns out to be an air elemental still inhabiting an alveolus from the lungs of the Faceless Statue out of whom the city of Pavis was build. Just wants to help. Joins in with Stayn too.

This is the “treasure” they have been seeking. How to divide it with the Uz? That remains to be seen.

Scene Economy: got a little loose and we missed out on a few color scenes: is there a way to do dungeon delving while still including the idea of individual spotlights, decisive encounters with NPCs? Maybe. Perhaps the skeleton of the heroquest can provide a backbone for an “adventure.” Or be bold with editing. Yeah, that’s it — allow characters to make bold director-style edits with there scenes, jumping in time, etc.

Current resistance setting: moderate, Default resistance is 17, augments are 15 [goes up to 18/15 after the next adventure]

Give Peace a Chance
nothin's funny 'bout peace, love, and understanding
Scene Number Player/GM? Type Characters Details
#1 GM Intrigue Halarax, Ingilli H. (normally pro-Lunar) asks for a chance to make peace w. raiders attacking boats, I. (normally neutral) gives him a month to end them or he will ask for the Lunars to do it: business before politics.
#2 Sam Connecting O-gul,Caliope / Dolphin Gang O and C picking up exotic booze shipment, Ds ask for protection money, C sneaks off, O gives them a drink from horn, fails to intoxicate them, retreats
#3 Kole Connecting Stayn,Booster / Dolphin Gang S has spotted his rival meet w. Ingilli in the Rivermen’s Hall, backed by blackmarketeer Booster, they see Uncle O-gul humiliated by Dolphins, try to blowgun one for questioning, fail and kill him. Stayn leaves note: don’t mess w. Golden Arrow Clan [Gang Warfare Loresheet]
#4 GM Scheming Zakurrial Blue Llama The fanatical Blue Llama shaman summons a potent blue spirit medicine, pounces on a reed barge heading upriver, sends it to bottom of the Zola Fel, still burning, then spurs his llama off to Vulture Country (turns out a junior member of the Golden Arrows was aboard it.)
#5 GM Scheming Orvost Tintalker The fugitive Orlanth priest is seen backing out of a tunnel in The Rubble, crying something like “we can talk this out,” gets engulfed by flood of dark Troll magic.
#6 Mark Connecting/Team Ty & the PCs (Oghma spies a while, then leaves) Ty talks about the need to start working on further improving the clan’s wealth. Kole suggests they approach the clan. [Rubble Loresheet]
#7 GM Intrigue Orvost Tintalker [cont. from #6]The fugitive Orlanth priest and his crew materialize in the Bubbling Baboon, and break in on the meeting. OT. wants the help of the Golden Arrows (a clan with ties to Issaries and the Harmony rune) to make peace with Trolls: OT needs a new hiding place in The Rubble and Bolg’s Uz are harassing him. OT promises cash reward. Wolfshelm looks at the pretty girl with the cloak and basket of baked goods. This is going to be rolled in with clan meeting. The wind lords take off in a puff of wind.
#8 Peter Connecting Oghma and his alynx They speak to the alynxes of the windlords. He followed their spooky moves to a place between Wyvern Gate and New Pavis. The windlords elevate themselves to the wall top and go over. Oghma is dubious about relying on this lot.
#9 CM Intrigue Halarax meeting with Timo, Tykella at clan HQ H. has come to pay for the funeral of a Golden Arrow member killed on the attacked barge. He has come to use the clan’s peace resources and long-standing ritual connection with the nomads to make peace with Blue Llama before the Lunar occupiers send out a punitive raid. He gets chased off by the crew.
#10 Kate Connecting Most of the crew, -Oghma [Kole’s idea, but on Calliope’s budget]. Calliope suggests that helping the rebels will pay off with improved prominence among the exiled Orlanthi in New Pavis. And a Rubble Raid will be profitable. So Tykella, holding the chair of Issaries, agrees to let the team go and employ the clan’s Peace resources, and gives her an icon of their ancestors to carry.
#11 Mark Solo Ty Studies his secret map and comes up with a super-clever plan for getting the team in and out of the Rubble (to be revealed as the scene unfolds)
#12 Kate Solo Calliope Baking: thinks of the kind of buns Trolls want. Sadly, corpse of Dolphin Gang member not available (shades of Sweeny Todd)
#13 Kole Solo Stayn Goes over the mythology to see how clan heritage can help the peacemaking: the Onetree Exchange, where Issaries learned that communication and trade can be effective as war in promoting the life of the clan.
#14? Ron Solo Booster [Uses his underworld connections to dig up a rumor about a crumbling crack on the west wall between Wyvern Gate and New Pavis
#15 Peter Solo Oghma Peter investigates wall and digs the crack a little deeper. Somehow Oghma got word to the crew before the raid that the windlords seem a little unreliable as a form of transport.
#16 Sam Solo O-gul Asks cronies in bar for info. It is basically: throw the young people as distractions while you run away.
#17 Ron Connecting Booster Uses his underworld connections to try and roll up a helpful NPC. Rolls well and I give him Griselda. She is interested in backing the venture out of; a) an interest in promoting young “talent”, b) a cut of the profits from any scavenging, c) a bit of a patriotic streak. She will send Wolfshead with a loan of some sweet Dwarven climing gear to help the guys get in.
#18 GM Extended Contest Most of the crew / Wolfshead, Bolg & his Trolls Not really an extended contest: more an Group Simple contest to determine how easily the crew gets to the appointed meeting place where the Uz and the windlords have been tussling. Individually, only 2 characters take some hits. The sneaking works well over all. We do some fictional positioning: next session will begin with a REAL extended contest to handle the negotiations between the Golden Arrows, Tintalker, and Bolg.
Demon Dogs at the Festival

1. [GM] Color/Occupation: A moon-masked lunar agent releases dogs towards the Garhound settlement, they turn invisible.
2. [GM] Connection/In-Group: Gavial Latish working in knowledge temple researching “Pavis” and “Marriage”: Davydd is tasked with getting some scrolls from the stacks. Haetera, priestess of Irripi Ontor is there too.
3. [PC] STAYN—Connection/Clan: Stayn gets the leadership together behind is proposal to gather more wealth: a big market celebration hosted by the Golden Arrows. They go for it.
4. [GM] Connection/Out-Group: Ginkizzie approaches Ogul and the leadership of the clan: announces that the demolition of the bar will take place after the Lunar festival. The implication is that the clan would be wise to go along with the grand Lunar festival coming up.
5. [PC] LITA—Connection/Clan: Lita visits Brygga the Mayor. She will encourage members of the Garhound Clan to come. She is fully aware that the Governor is planing a procession in honour of the Goddess and the Emperor. She is happy to encourage this side-festival as well, just not officially.
6. [GM] Colour/Occupation: Haloric Sunspear and his bodyguard stride from Suntown into Farmer’s Town to speak to the clan leaders about the Lunar festival. I forget why.
7. [GM] Connection/Occupation: H. goes to visit clan leader. He laid down that he wanted everyone in the town to at least make an appearance. He agrees to make an appearance at the festival, but politics and genuine support of the occupation will force hime to be at the Lunars’ parade.
8. [PC] STAYN—Colour: Stayn working up posters. [I didn’t give him a chance to shine]
9. [PC] OGHMA—Colour/Clan: Oghma and Alynx climbing the city rooftops and delivering a rabbit to Lita to ask for a reading of the entrails.
10. & 11. & 12. [Unclear Scene Type] Caliope and Ty involved in some type of flirting. Lita comes down to talk about the reading of the entrails which went badly. There is no way to tell how the ritual will go.

@ Exception @
Davydd snuck in an augment by alerting the clan to the presence of invisible demons. Cool. I don’t want to be Hitlerian about the scene economy, but use your resources wisely: I’m thinking of asking for a Hero Point everytime someone wants to get in an extra action.

Overlooked Scenes
13. [PC] Caliope—Color: OVERLOOKED [did you do something with Grandma?]
14. [PC] Ty—Connection: OVERLOOKED [was this when Lita came down for a talk?]
15. [GM] Color/Outgroup: OVERLOOKED [never saw Ginkizzie rolling solo?]

16. [GM & PC] Extended Contest: (Reduced to a group simple contest. Gotta stop doing that.)
Stakes>> Lunars ruin the festival and damage clan magic. Clan pulls off festival and improves wealth.

  • Didn’t happen.
  • Most of the characters piled on to save the alynxes, some resorted to self defense.
  • Again, the crew were victorious

Post session worked fairly well this time. I will bring out the full selection of Lore Sheets next time.

Clan continues to have great success. And the obstacles are now at Very High. General Resistance is 16, Augment Obstacle is 15.

1st Session: Dwarven Demolition
Character Creation and 1st Episode

1 Schemer: Ginkizzie prepares his dwarves for a move against a target
2 Solo: O-gul cleans up the privvies at his bar, the Bubbling Baboon: critical success
3 Solo: Stayn wakes up from hangover, scans the passersby for likely pockets to pick
4 Solo: Caliope bakes delicious steamed buns — a new treat, popular with the crowd
5 Solo: Lita, wide eyed and innocent oracle, draws a crowd with her plaintive cries
6 Schemer: Bor-Eel stares into the distance, eager to see what happens when the Mostali begin tearing down a noisome bar in Farmer’s Town
7 Solo: Malancthon looks out from the Temple of Pavis, tries but fails to divine the schedule of the Mostali
8 Solo: Davydd sneaks into the Knowledge Temple a little early and learns the secret name of the unusual runic charm he has: its meaning is “The Faceless King”
9 Intrigue: Ginkizzie and Bor Eel confer over the schedule. It is approved and the dwarves troop through Sun Town, past the Farmer’s Market, and right over the the Bubbling Baboon
10 Solo: Oghma, a struggling young orphan with a meagre flock of goats approaches the town and sees the Morokanth who took his parents bringing a crowd of herd men to to town. Prepares to sneak up.
11 Group Scene (Team): The PCs are all in range of one another and take various actions. Lita seeks Malancthon, who has hurried to the scene with eldrich speed. Caliope and Stayn assist O-gul in keeping this bar safe. Oghma unleashes an arrow at Goldthumb the Morokanth from the shadows, but with preternatural speed, the tapir wheels a herd man around in defense.
12 Extended Conflict [reduced to group simple contest]: a MAAAAASIVE victory for the clan. O-gul’s battle horn summons an intimidating crowd of clansmen, Malancthon hypnotizes Ginkizzie, Davydd baffles some of the followers. The Mostali retreat to Dwarf Town.

No time to do proper session wrap up.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.