This is a HeroQuest I've written for the cult of Zorak Zoran (which lacks much mythical depth). There are statistics supplied; these are from Nils Weinander's YAHQ's, so if you don't have a copy (and you don't have any excuse not to) then bug him for a copy.
It came to pass that in the Age of the Eleven Great Battles that almighty Zorak Zoran's weapon was stolen from his grasp by the evil Bull-headed Broo God and the mino-mino men who accompanied him.
Without Death, Zorak Zoran felt he was at a disadvantage. He could see that the weapons others wielded were Death, but he had neither the orginal nor had he been left with a simalcrum. For three days he howled with rage atop Manmath-geg, which elves know as the Knoll of Elder Wood. His mind, clouded with hate and anger, was not clear enough to help him acquire another blade or maul and so his Great Sister took it upon herself to aid him, "Brother," she said, "whose blood is bonded to the Darkness, Subere crafted Death which was surely mighty, but you are a warrior and she was not, surely you can create a a weapon even greater than hers. See, on the horizons of the world are so many beasts that you might claim power from. Here, brother, take this maul you gave to me for defence. I return it to you, that it might become even greater." Zorak Zoran took the maul and never forgot the act of devotion for his sister was forced to the Lands of the Dead soon after for want of a weapon.
He then left, deep into the Guardian Forest, to search for beasts and gods from which he would steal powers from -- like he had Yelmalio. The Forest Guardian was a creature well known to Zorak Zoran, and was dispatched with his powers, and allowed him from the knoll into the lands. He was forced to meet elves and dryads, whom challenged him at every turn. Eventually he managed to break away from the barriers they formed and escaped into the Lands of Chaos, although he loathed how he did it.
In the Lands of Void, he was faced by every form of horror and terror, but he had met each one already and so dispatched them with his sisters club. When he at last came across some remanent of Life and Existence, it was in the form of the Blue Moon Army. He met with Boktazang, and discovered they had been tracking a particular Chaos Bitch for some time, but after she was confronted she had slain two of Kyger Litor's Great-grand-daughters, and so the army had retreated. They warned him of her poison. Zorak Zoran followed the trail that Boktazang showed him though it got difficult near the end, in the hope that he might find the Six-Legged Demoness.
Eventually he came across her, pounced while she was in the ribcage of a dead god, and defeated her with the Seven Stones. He filled his Sister's Maul with the Scorpion Mother's Blood and left her for the Blue Moon Army, which later presented her body to to a Sky God for some unfathomable reason.
Zorak Zoran has ever since wielded his poisonous club, which he named Vaaitharg, or "Sister's Gift".
This is a major HeroQuest, and so many people and potential Questers spend years researching it, and gaining more mundane support and power to aid on the magical Quest.
All Questers must destroy, break or dismember their weapons before the Quest. All weapons must be so destroyed. It is not permissible to give your weapons to someone else and later recover them, but permanently giving them to someone else can occur. A Quester must also have the blessings a Xiola Umbar Priestess, who must give the Quester a Maul -- usually this is made of strong, strong wood, or enchanted lead, and may have from 1-10 points of POW of enchantments depending upon how likely the Priestess believes the Quester is to suceed. The Ritual spell is described below. It may be sacrificed for by any Zorak Zoran Deathlord at a Great Temple or in a Shrine to the Posionous Club (which only appear in certain parts of Dagori Inkarth and Guhan).
THE RITE OF VAAITHARG
5 points
Ritual (ceremony), re-usuable
During this rite the canidate (who may, or may not, be the caster of the spell) destroys his weapons and then begins a howling rage for three consecutive days. During this time supporters can cast Endurance spells to keep him awake. Any allied spirits released in the weapons being destroyed become disembodied, and will rebind themselves into the Posionous Club if the Quest suceeds. All others powers, enchantments etc.. in the weapons are destroyed -- except in special circumstances determined by the Gamesmaster to do with special blessings from Zorak Zoran. At the culmination of the rite, the Zorak Zoran Quester forms as his/her avatar on the HeroPlane.
Ths Quest may only be undertaken by single Questers, multiple Questers are not allowed. Only worshippers of Zorak Zoran may be sent.
(1)Manmath-Geg
At the peak of the ritual the Hero appears atop a large mound in the midst of a darkened, dank forest. Decay hangs low in the sky, death is almost tangible and the rank smell of oblivion fills the Questers lungs. The Sky is dark, only the faint starlight from a few pricks of light can be seen, even these are scant due to the omnipresence of Chaos and the Sky Terrors. The Forest is huge, the tress are taller than the knoll, and it is unlikely that a Quester could manage to look over them to view the surronding area.
The first challenge that the Quester will face are the Guardians, they will seek to prevent the avatar from entering both the forest, and the HeroPlane. At this point, and only this point, the Quester may leave by returning to the Knoll Top and willing themselves to return. After the Quester leaves Manmath-Geg, the only way of returning would be to find an Aldryami to lead him back. The guardians are quite simple for any Quester who has even the vaguest forethought of Elven practices-- they are animated trees. However, these particular trees cannot move, and thusly a Quester can use a salamander or Low Fire Magic to destroy them from long distance, if they have access to them from the House of Amanstan like Zorak Zoran did. The trees will wave and scream, and then die, and the Quester may continue, their silhouette against the budding, raging inferno behind them.
Those who do not realize this are attacked:
Tree Guardians (collections of bloodvines, poison bushes, spine throwing triffids etc...)
Body 2 Skill: Combat 2; Perception 1+; all other NA.
Mind 1 Magic Points: 14
Spirit 1+
(2) The Guardian Forest
This part of the Quest can be as long or as short as the Quester desires, those who realize what is needed of them will finish it quickly and without spending any neccesary Support Points or magical support.
The Quester is forced to travel through the Forest, encountering Alryami foes again and again until Zorak Zoran is forced to make concessions to let the elves let him through the Forest to aid in the desctruction of chaos. This results in the Quester making a firm decision on which he hates more, chaos or elves. Those who insist upon fighting the elves, instead of chasing the chaos, will die at some point. In such an event, they return to the Material world, dishonoured and weaponless, any disembodied Allied Spirit leaves. Deathlords who return in this way are often killed either by those around them, out of spite, or commit suicide in kamikaze charges against chaos hordes they have no hope of beating.
First the Quester notices dryads and forest spirits warching him timidly from behind tree trunks and darkened vines. If the Deathlord goes to kill them, they flee in terror, or discorporate. Next, a handful or runners make their way towards the Quester from one glade, behind them, hiding in the darkness, are forest people and pixies watching them carefully as these courageous beings ask the Black Lord what he is doing here. Any Zorak Zorani worth his salt will slay them right there and then, just for being there. Those who do not kill the runners are ridiculed for being too shy while upon the Quest, for the runners pose no threat and cannot injure the Quester. No statistics are given, any Quester wishing to kill them may do so immediatley. However, those who are cordial to the Runners are lead immediatley to the edge of the Forest and allowed on their way.
The first death that occurs will summon Aldryami, several (5 or 6) at first and with a 1 in all statistics. They will fire a warning shot at the Quester and demand to know what he is doing, ensure the Quester understands that talking to elves is a distinctly unlike an Uz. However, in these dark and dangerous times even the forest folk are willing to talk to trolls. With their bows lowered at the Quester it seems likely that another fight will occur, as they are slain, and the Quester moves onwards, more and more appear, getting progressively more and more powerful (1+, 2, 4, 6, 8+ etc..) and are accompanied by runners, dryads, war trees, rune priests and gnomes. Eventually, in the unlikely event that a Quester is supra-powerful, gods will take an intrest and appear, such as High King Elf or Hurril. A Quester who continues to fight will soon see his resources depleted, and will realize he has no hope.
The only way to stop this is to talk to the elves and convine them that he only seeks to find a new weapon to aid in the fight against chaos, and that he means no harm to the elves at the moment. If he has slain many, many people, he may be required to make recompense in the form of a magic item, and also to make certain oaths and promises on the Harmony Rune. Obviously, since Zorak Zoran is Zorak Zoran, these Oaths will more than likely be circumvented as soon as possible. Questers who later return to the Forest to kill more elves once Vaaitharg has been won, are given great respect in the cult.
(3) The Guardian Border
At the edge of the Forest, whoever is escorting the Quester departs and warns him that he is in an unknown part of the forest created by the Gardener Council for unknown purposes.
Here, at the edge of the vegetation, is where the Lands of Life collides with the Lands of Chaos and Oblivion. The Aldryami have used the forest itself to ensure that the safety of the Forest is assured. The barrier between the Forest and the Lands Beyond, is readily visible, on one side is a vertitable wealth of vegitation, and on the other is a complete, barren wasteland, devoid of life, wind, and (when the Quester finally arrives on the other side) sound. At this border are two hounds, carved from the trees themselves, into the shape of hounds. They radiate magic. These hounds were built for the express purpose of ensuring nothing manages to enter, and that only chaos killers and madmen leave (the Aldryami lost many unsuspecting souls when they wandered too far). They even exist in modern (Third Age) Glorantha, although are well-known to the native elves and so therefore are easily avoided.
However, these Hounds are very much alive and spiritually active. They will not stop the Zorak Zorani, unless somehow the Quester does not worship a Chaos Killing god -- in which case, improvise. They will engage in conversation, though. The hounds eyes will light up, in an eldritch array of colours, their wooden mouths open and a misty, spiritual residue appears, they speak simultaneously. A sample conversation is provided:
WHY ARE YOU HERE?
Arrghh, get the hell outa my way.
DO NOT APPROACH, WE ARE THE HOUNDS OF THE FOURTH ROOT AND CAN COMMAND GATA TO IMPRISON YOU FOR ALL ETERNITY.
[Thinks thoughtfully, while holding his maul] I'm Lostani, Deathlord of Zorak Zoran, Devotee of Boztakang and Slayer of the Four Households of Light!
WHY HAVE YOU COME?
To claim myself a new weapon, let me past!
HAVE YOU BEEN WARNED?
Warned? Warned of what? Have those elves lied to me, why, I'll....
CHAOS LIES BEYOND HERE.
Good!
YOU WISH TO SLAY CHAOS?
Of course I do you stoopid f*%@{in piece of furniture...
YOU MAY NOT RETURN.
Are ya going to try and stop me?
YOU MAY NOT RETURN.
Ahh, f@:k off [swings maul; blast of energy blows him back] COugh! [suprised] Oh, I *see*, I can't return -- Okay, I'll bear it in mind. Can I come past.
YES, BUT YOU MAY NOT RETURN.
Hmmphhh, then let me past [moves past the hounds]
Returning is a tricky idea, and probabley futile. Past the elven forest are the Lands of Chaos. The author recommends the following approach for the Lands Past The Forest; the best option is to hurl beings that the Quester had already slain at him, a handful (three or four) should do. This individualises the Quest for everyone -- truly infuriating opponents that the Quester took great pleasure in dispatching are truly the best. If need be, give them a home advantage, such as blessings, more chaotic features, an ambush, or fighting on Ghostdirt. If the Quester dies here they return to the Mundane Plane dishonoured, if they flee they are excommunicated. In any case, if they fail then the GM may wish to bring the Chaos Beast back to the life on the Mundane Plane to plague the Quester even more.
In certain cases you may have chaos beasts and personalities already annoying the Quester to transport themselves to the HeroPlane for either a final showdown or to ensure the Quester fails. For instance, King Ralzakark, hearing that the annoying Deathlord Kalak Blackmaul, has embarked on the Quest. He sends Shrike to ensure that the Quester does not return....
(4) The Blue Moon Army
In the rocky crags of the Blasted Lands the Quester eventually sees a chasm in the distance, and over it is a strong blue moon glow. This is, obviously, the remanents of the Blue Moon Army. The Quester is met first by a Rune Lord of Kyger Litor, who greets the Quester in the ritualistic manner that is common to all Uz. The Uz shows him deep into the chasm and takes him to Boztakang. Here, at the feet of one of the Seven Sacred Ancestors, the Quester should make appropiate motions i.e. bow. In the midst of a makeshift, tumbledown camp Boztakang will talk to the Quester about "these Dark times" as he puts it. He will talk long and hard with the Quester, he will tell him that he has been hunting a Chaos Demon, but she slew two of his best soldiers and they have abondoned their Quest. If the Quester volunteers to get this beast, then Boztakang will be impressed, and tell him he will help as best he can and follow later. Boztakang will tell him that she is a huge scorpion beast that can slay almost anything with her poison. He says that she has devoured her children when she was forced from the Lands of the Living, but is threatening to return with the Devil and his childer to engage all Natural Life in an epic combat. He will heal the Quester (restore all Body and Spirit, but not points lost from Gambling), and give the Quester his blessings (from this point forth the Quester will not be dishonoured if he fails the Quest, and also may elect to spend 3 points of POW to become a Devotee of Boztakang -- see End Notes).
Then Boztakang will personally escort the Quester to the edge of the Chasm, and the faint trail of the Scorpion God. He may thence forth continue.
(5) The Facedown With The Scorpion Bitch
The Quester must now track Bagog. The trail continues for some distance and then begins to grow fainter. Eventually the Quester will be forced to rely on better tracking means. Questers who have a Perception of 2+ or more may be able to sense her (you can smell the acrid smell of chaos on the winds, and feel the faint thuds in the ground where her feet hit the floor) or track her (100%+ track skill). Otherwise spells or abilities must be used, such as flying up and trying to spot her, using Identify Scent if the player somehow has access to it. Lastly, a player may attract enough attention to himself so that Bagog comes, of course, other more deadly beings may take an intrest first....
If Bagog comes to the Quester, tough shit, the Quester loses the chance for an ambush and is attacked with all her magic cast, plus she ambushes the Quester, gaining appropiate bonuses (such as an additional point on Combat). Otherwise, the Player comes across a huge monster-god's ribcage, and in this, lapping previous wounds, is the Scorpion Queen herself. Allow the Quester to come up with intresting methods of ambushing/earning an advantage over her. Well placed ravines and cliffs may help.
BAGOG, THE SCORPION QUEEN GODDESS
Body: 5+ Skills: Agility 1+; Combat 3; Knowledge 2; Perception 2+; Social 0; Stealth 0.
Mind: 3 Magic: Death(high)5, Protection(high)6.
Spirit: 6
Magic Points: 30
Powers: Any damage dealt by the Scorpion Queen is the equivalent of a POT 30 poison resisted against the Quester's RQ-mechanic CON. If he suceeds, fine, if not he dies.
In her current avatar she is a huge Scorpion Beast, with no humanoid body parts, the Quester is most likely dwarfed by her magnitude.
Usually, if the Quester suceeds they remove the tail for consumption and return to the Mundane Plane. They may choose not to return, but some return to plague the elves once again.
The Quester must remove the tail of his defeated opponent, and normally plucks one of her legs off and hangs it from his belt as a trophy, and may then return at any point. The tail can then be ritually devoured as the final ritual of the HeroQuest; this devouring is done with great ceremony upon the Mundane Plane. If the Quester devours it whole then he can bestow his weapon with great powers (it is forever effected by Seal WOund and constantly secrets a POT 20 poison), however, he may wish to share it with his supporters. The tail can be devoured, a bit by each of the Supporting Worshippers, and thenceforth their weapon will gain a special power. This power can be used once per day and lasts for fifteen minutes, once used their weapon secretes a POT 12 poison. If they gave total support (willing to sacrifice themselves for the Quester) then this is increased to POT 18 with a Seal WOund effective only towards Bagogi, Bagogi spirits and Scorpions. Exactly one hundred people can be given this blessing for every Support Point that was on offer to the Quester.
If Bagog wins, the Quester is dead but may be ressurected. Bagog does not have enough control over Chaos to commit them to Oblivion.
If the Quester fails then his supporters all loose access to the spell Seal Wound, they may not sacrifice for it. If the Quester fails and the Supporters were giving total support then tough shit, not only do they loose access to that spell but become susceptible to poison -- they immediatley fail any CON vs. POT rolls. This is irrevisible, except for a very ardious HeroQuest to return things to normal. Such is the price of a powerful HeroQuest.
End Notes
Yes, this is a diffcult Quest requiring a lot of forethought and prepartion. Make this clear to your potential Quester.
Those who become devotees of Boztakang form a spiritual link with the god. From now on he is a semi-apostle of the god. Many people do this on the mundane world. The Quester gains re-usuable access to COunterchaos and one-use access to Stones To Kill Chaos. He may gain these spells at shrines to Boztakang. This is a minor power that can be given to those who have suceeded this far but fail to kill Bagog.
Previous Quests (either Mundane or actually HQ's) would be best to ensure powers against Bagog and scorpion people. To truly get the best out of the Quest I would have previous adventures collecting items and antidotes; as well as run in's with the Bagogi who are trying to prevent the Quest taking place as it harms their cult, I think they would have repetitive attacks by the same Bagogi who would finally appear at the end of the Quest, as the Quester tracks Bagog, to try and kill him.