This HeroQuest was written for an initiate of Vivamort and should be suitable for all medium level characters in that cult. Obviously, it will be a rare occassion that you will have a Vivamorti PC, but I decided this HeroQuest was worth it anyhow.
As it is low level, it is written with the normal RuneQuest rules, and does not need YAHQS or any other set of HeroQuest rules. I have, however, included notes for my new set of HeroQuest rules and conversion should be easily made for Simon Phipps rules, which also cover the possibility of low level HeroQuesting. I am using Simon Phipp's version of the Vivamort cult.
The Myth
After Vivamort escaped the wrath of those who sought to seek vengeance for releasing Death, he escaped into the main body of Hell, into the tunnels and caverns of Wonderhome, into the worm tunnels of Swem. Here he remained in hiding until the Burning Sun descended from the Upper World and into the bowels of the Underwyrld. Faced with the might of Yelm, Vivamort was burnt and scared in hideous ways. He fled through the dark paths and into the world of mortal kin.
Here he encountered Mallia, Goddess of Disease, who was fleeing from the horrors of the Unholy Trio - he met her on the edge of the world where she had been forced to escape to when Humakt slew her. Accompanying her where a Hundred Hundred Souls seekeing refuge. He bargained power with her and, some say, slept with her, in return he found protection in her bosom and power in her secrets. It was here also that he met Mazoo, a Zzaburi of Brithos cast out for the sins of Greed, Lust, Pride and Faunication. Mazoo revealedthat his magics told of a coming vengeance directed towards the Mother of Disease, and one night they fled together.
On the Path back to the Inner World the partners came across a man after one day of travel. The man was naked, tired and his feet were so worn this bone was showing. The man hailed them, he was one of the Dead. He was slain a long time ago and missed his family and lovers. His lamentations were soul weary, and the two tried to leave, but the Dead kept them. Dealing with him appropiately, the partnership continued on there way.
After one season of travel, the partnership encountered a group of men who were Dead but did not understand what this meant. The two dealt with them appropiatley and continued down the path.
After one year more of travel, they encountered a tall, dark man. In his chest was Death piercing his heart, and in his left hand was the corpse of his murderer. He recognized Vivamort for what he was, the cause of all his woe and trouble, and knew it was he who was responsible for causing death.The dark man was the Last of the Dead the partnership met before they returned, and was enough to make the pair fear Death.
After one decade of travel they returned. They saw the Shattered World and Vivamort saw what he was responsible for. They pillaged, foraged and devoured to survive but eventually, while they evaded Death they eventually met with worse. The Devil himself appeared in one of the ways they did not suspect and battled them. Begging for mercy Vivamort and Mazoo were spared but made Dark Pledges to Wakboth and Chaos. This is known as the Pledge of Hollow Existence.
They hunted down Arroin, the son of Chalana the White Healer, and battled with him for a long time at the Mountain Above The Pit. In the ensuing struggle they defeated him, and snapped his body and spirit stealing from him his powers. Leaving him battered and bruised, they returned to the Devil's Feet - seeing Mazoo wekaneed from his battle, Vivamort set upon him, and ripped from him the secrets of sorcery, destroying his soul in the process. Ever since, Vivamort has forever been versed in the Arts of Sorcery.
To embark on this HeroQuest as anything lower than a Vampire itself requires the permission of the High Priest, who grants it only to the most dedicated and trustworthy of worshippers, or those he hopes will fail and thus save him the trouble of disposing of the worshipper himself. Embarking on this Quest requires knowledge of Mazoo, otherwise a cult secret. Most worshippers believe Vivamort is the source of sorcery for the cult.
To prepare for this HeroQuest requires three victims to be brought to the temple grounds. The victims must all be alive and at least one must be a Healer (either a worshipper of a Healer god such as Xiola Umbar, Chalana Arroy or Erissa, a worshipper of St. Xemela or a specialist Healer sorceror). Unless the character us a Magus or vampire initiated into cult secrets the Vampire will exact an oath not to reveal any details involving Mazoo. If the oath is broken, the vampire will immediatley know and then send assassins to deal with it, and the SPirit of Reprisal will descend upon the unfortunate victim.
The captured victims must then be ritually prepared and the HeroQuest begins. The character must get a Vampire to cast the spell as oppossed to himself. The ritual is always held at midnight in a sealed stone chamber. The first victim is strung up with rope and bled dry. The second is strung up with barbs and the cultist must drink their blood as it drips forth. The last is slit asunder and strung up by their intestines - by the miracles of HeroMagic they remain alive until the Quest is over, and are then given as a gift to the officiating priest.
Just before the ritual of preparation ends and the character is sent to the HeroPlane, a mortal assistant wearing a golden mask and playing the part of the Sun, advances upon the Quester with a sacrifical knife. They tie the Quester down with barbed wire and proceed to disfigure the Quester like Yelm did. This is always a painful process involving a lot of screaming. The Quester loses 1d6 APP, and if a 6 is rolled, rol again and add this result. No Quester can be reduced below 1 APP. As a benefit, however, through the painful mutilation beings forth their true nature, empowering the individual. For every 3 APP lost, the character gains 1 POW.
During this mutilation, the Quester's Avatar reaches the HeroPlane, breaks free of their bonds and escapes into anearby tunnel, The Quester travels, bleeding and injured, through the Unerworld for what seems like days before encountering the first station.
At this ponit the player comes to a bright light in the distance and after a while, discovers it is an enormous cave exit. The characters find themselves in a barren snow laden land with nothing more than a few rocks - this is the edge of the world. They stumble knee deep in the heavy snowstorm seaching for a safe haven. Each half hour spent in the snow, the character loses a point of Con until the end of the Quest from exposure, unless the character uses protective measures such as invoking Valind or using Skin of Life. Each half hour, the character has a chance of a Track roll. (Under my rules, the character may add their Piety (Vivamort) attribute to this roll).
If/when it suceeds the Quester comes across a trail of snow tracks, at the head of which is a large group of wretched individuals, clothed in rags. They are sheltered, barely, in the shadow of a large crag. At the center is a taller woman, not doubled over in pain and exposure like the rest. Her face is scared, horribly malformed, defiled and plagued. Flies crawl in and out of her eyes sockets and pus dribbles from underneath her half broken fingernails. This is Mallia. Upon seeing the Quester, she screeches out in a cracked, wizened voice, "Hail traveller, come, join the people of the Dead." Then she scrambles forwards to greet the Quester. If the Quester were, at any point on this station to make aggressive actions towards Mallia or her group, they would be killed in an onsluaght of Dead Souls and evil Plague magics. She introduces herself as Mallia, Mistress of Plague, and she shakes his hand - bits of decayed flesh stick when it is removed. She asks who he is and where he came from, and appears quite intrested. When she discovers he is a man of magic, she will introduce him to Mazoo, a fellow in arms. Mazoo greets the players heartily, and spends hours talking with him. Seemingly, Mazoo has not found comfort with the souls around him, they are stupid, slow and introverted - most of them are Dead.
Also, over the course of the next few nights, Mallia will wish to talk to the Quester. She talks of her injustices at the hands of Orlanth and Humakt and her coming return to wreak havoc and of her powers over Death. She says she has heard that it was Vivamort who unleashed it - and she finds it's powers pleasing. She does suggest that they might wish to to exchange magics, Darkness and Sorcery for Death and Disease. If the player agrees, if works as follows. The character can exchange all knowledge of any spell in return for Mallian Rune Magics. The spells exchanged are reduced to 0% casting chance and are forgotten. In return, for every 30% or part thereof in the spells sacrificed, the Quester gains one point of one-use Mallian Rune Magic. It is can be made reusable by sacrificing one point of POW per point of spell made reusable. The character reprays for these spells at Vivamorti holy sites. Also, as a sign of the character's dealings with the Mistress, the character gains a 10% bonus per point gained on the Spirit Reaction Table when dealing with Disease Spirits.
It also becomes readily apparent that the diseased mother of death is trying to seduce the character, quite badly in some cases. If the character should accept her ministrations, then they will sleep together - the child is of symbolic importance to the Mallia cult and of no concern to the Quester. However, as a sign of their union the Quester must vow never to harm her children (i.e. cure or otherwise prevent disease, or harm any of her worshippers under any circumstances) and in return the Quester is granted immunity from disease. The Quester will also be treated well by the Mallia cult.
After some time of these dealings with Mallia and Mazoo, the later approaches the player. He tells them of a coming vengeance to be visited by the Gods upon Mallia for her releasing of Disease, Plague Pestilence and Death upon the world. He tells the Quester he is leaving that night and asks him to come with him, or face the Wrath of the Gods.
Once the player accepts, they march off towards the Inner World. If the Quester remains he is assailed by every leading god of every pantheon as he is caught up in a seperate Mallian HeroPath.
After one day of travel with Mazoo through a secret valley in the snow, the player and his erstwhile companion come to a long dirt path leading to the horizon, it is dry and while cold, there is no longer any snow. There is only a barren wasteland either side of the path.
A short while after travelling down this road they come across a man weeping - he stops the pair and asks them to sit down. Ignoring him avoids this encounter altogether. The man is lamenting his loses, he died and was forced from his home for the Dead cannot be with the living. He will sit and try and tell all of his sorrows to the pair, of his lost life, wife, brothers, children and friends, and of all the things he can't do anymore. As he does, his sorrow begins to spread - Mazoo falls to it quite quickly, but the Quester has a chance to resist. The Quester must match their mp's against 15 - each failure means the Quester is possessed by a Grief Spirit of 1d12 POW, increasing by 1d12 everytime. Trying to leave is impossible, Mazoo is grief stricken. After 3 successful attacks the character is likewise, and the three remain lamenting their plight eternally.
The only real way to escape is to destroy the Dead soul - it has POW 15 and it's only attack form is it's own Grief. It is easily slain as it has no defence against weapons etc... If put out of it's misery, the character then finds he has a Ghost companion - it will accompany the character and obey only his commands until defeated in spirit combat by someone/something else, at which point it returns to Hell and goes to try and find refuge in Daka Fal's Halls.
After a while longer of walking, the pair encounter a larger group of individuals, milling around in scraggy rags and robes, at the centre is a very large stick and some appear to be worshipping it. The group is impossible to avoid as when the character gets close they point at them and start advancing shouting "Prophet, messiah, god!".
Apparently, the group all died, but just didn't understand what had happened. They grouped together and on the Road came across the Stick - taking it as a sign of the gods they gathered around and worshipped it. Now, as a sign of their faith, the pair have been assumed to be the twin prophets of the gods.
The group will not allow the pair to leave, they must remain to help pray to the gods to await a miracle. Any attempt to convince them otherwise will, at first, confuse them before they cheerfully realize that the "prophets" were trying to tempt them to prove their worth.
The only way to escape is to explain what Death is, demonstrate it and then continue onwards, leaving the stunned group behind.
Finally, after a much longer walk they come across the final Dead on the path. And this one is sorely pissed. It stands as a huge, gaunt figure with no face, a sword in it's chest and a dead body in his left hand. As soon as it realizes who the pair are (virtually instantly) it attacks. It gets a Throw Dead Body attack, followed by it's fists. Of the figure is defeated, it is forced into Oblivion.
The Dead
STR 20 Move 3 R Leg 0/8 CON 20 HP 24 L Leg 0/8 SIZ 27 FP 40 Abdomen 0/8 INT 14 MP 10 Chest 0/10 POW 10 Dodge 75 R Arm 0/6 DEX 10 L Arm 0/6 APP -- DEX SR 3 Head 0/8 Weapon SR att/par dmg pts/ENC Thrown Body 1 75/-- 2d6+2d3 --/-- Fist 5 100/-- 1d6+2d6 --/--
At the end of the road, the character finds himself at the top of a cliff, looking out over a stretch of rolling hills and lands, battered and wrecked by what appears to have been a hurricane or tempest of some form, the entire area is sunless and lit only by starlight.
As the pair descend the cliff, there is a faint earthquake. Then, from the ground erupts the upper half of an enormous creature - it has a thick carpaced body, covered in a thousand feelers, it's body is darkened black, it's head is tipped with two straggling tentacles and it's head is of a spider with an enormous maw. Accompanying it is a wailing roar and the dying scream of a thousand souls, and when it opens it's maouth the sight of chaos itself can be seen inside.
This is a manifestation of Wakboth as Goragirhuil, the centi-arachnid:
Goragirhuil (hit location table shows only the upper half)
STR 30 Move 1/7burrow location d20 ap/hp CON 30 HP 40 Lower Body 01-05 20/16 SIZ 50 FP 60 Mid Body 06-10 20/16 INT Maybe MP -- Upper Body 11-14 20/16 POW -- L Tentacle 15-16 10/10 DEX 14 DEX SR 3 R Tentacle 17-18 10/10 Head 19-20 10/14 Weapon SR att/par dmg L Tentacle 4 200/-- 1d8+4d6 R Tentacle 4 200/-- 1d8+4d6 Maw 10 auto/-- 1d10 POWThose caught in it's tentacles must make a STR vs. STR to break free, otherwise rather than attacking next round, the Devil will place them in it's maw, devouring their soul POW point by POW point. It attacks both Mazoo and the Quester.
It will immediatlety devour anything that doesn't put up a fight. Anything that battles it and then begs for it's life will attract it's attention - it will stop to ask what they have to offer. Mazoo will follow suit if the Quester begs, and will offer his extraordinary magic. The player can offer his knoweledge of Death, or his loyalty. If the creature is satisfied, then it will force both the pair to a pledge.
This is Vivamort's Pledge, and sealed his fate as a Vampire. The character changes any and all loyalties form existence and Law to Chaos, and in doing so severs himself from the Mystical Unity. To a vampire, this has no effect. To a non-vampire, it does. The character will no longer regenerate their own magic points as per usual - although they still have a POW and a soul. Instead, all magic points return on Freezeday evening at midnight, Vivamort's Holy Time. The Quester may, of course, use Drain Soul or Tap spells to alter this, but no magic can remove the Pledge.
The character is also now fated to serve the Devil. Add 25% to all Tests of Holiness and Tests of Advancement with chaos cults - including becoming a member of the cult of Wakboth. Add three to Chaos Rune (or a + undernath YAHQS). The character should be proud, he has faced the Devil and survivied!!!
At this point the Devil orders his new minions to seek and defeat Arroin, the Healer's son. He says that this shall be their test to prove their worth - if the fail then they will die. The Devil gives them one week, or he shall come for them. They must, of course, first find Arroin. The Devil then burrows back underground.
The Quester, of course, knows where Arroin will be - at the Mountain Above The Pit, if they did the appropiate research before the Quest began. The pair may head there immediatley as Mazoo knows where it is (but of course, the Quester must ask Mazoo first). If not, or if the Quester has forgotten this vital piece of information or slain Mazoo, they will have to try other methods. One track roll may be attempted a day to find Arroin at the Mountain. If seven unsuccessful days of searching pass, then the Devil returns to claim his prize.
Arroin is found at the peak of the Mountain, which takes 3 limb rolls to ascend, healing the four raven spirits who were injured in a battle between two gods. They fell to earth, and landed on the peak.
The Quester must defeat Arroin as best they can before he heals the Raven SPirits. It takes Arroin one round to heal a spirit and another round to get to another one, making 8 rounds in all. Arroin appears as a young, youthful man dressed in white robes (grant any Healer 9 points of armour all over) and carrying a staff.
Arroin, demigod
STR 25 Move 6 R Leg 9/8 CON 25 HP 22 L Leg 9/8 SIZ 18 FP 40 Abdomen 9/8 INT 18 MP 35 Chest 9/9 POW 35 R Arm 9/6 DEX 21 L Arm 9/6 APP 18 DEX SR 1 Head 9/8 Weapon SR att/par dmg pts/ENC Magic Staff 2 --/200 ------ 30/2.5
Rune Magic (139%): Heal Wound x10, Heal Body(3) x10, Cure Chaos Wound x7, Ressurect(3) x15, Fight Disease x8, Restore (various totalling 75 pts), Regrow Limb x8.
Skills of Note: Listen 100, Scan 100, First Aid 350.
Arroin will attempt to escape, given half a chance, matching his DEX against the Questers - each failure means the Quester can keep up for another round and attack him.
The Questers best bet is to sneak up on Arroin, or cast spells to prevent the raven's healing.
The blood of Arroin is potent. Every 2 hit points can be drunk for one point of Chalana Arroy Rune Magic. If Arroin is defeated, and the character suceeds in a mp vs. mp with him, then his Power can be torn from him and these spells made reusable - however, in return the character is cursed and all those involved upon such a mystic rape can never receive Chalana Healing magic, it just has no effect. Plus, they will become the target of HeroQuests of anti-chaos cults.
It is also at this point that the Quester should ensure Mazoo drains himself as much as possible, in readiment for the ambush.
Station (v)
If the Quester does not ambush Mazoo, the Quest ends. If he does, use the stats below.
If Mazoo is defeated, then he can have his Power torn from him, and his soul devoured by the Quester's. The Questert is filled with tremendous power - his maximum POW increases to 25, all of his spell chances are increased by half again, and his Art skills increase by 10% each. To best think of this, consider Highlander and the Quickening.
All information below is for my variation on Sandy Pertersen's sorcery system. If you are not using my House Rules, ignore the fact the Mazoo has Art skills, just give him all Arts. If you are using RQIII sorcery..... why?
Mazoo's tactics are to use a multispelled Tap STR and Project Touch at intensity 4 to drain 2d6 STR (costs 6 mp's). Other spell combinations are to do 5 multispelled Animate Rock 10's that attack at 16% each. mazoo will also use Neutralize Magic to get rid of those spells that might pose a threat to him (Boost Damage, Damage Resist, Resist Magic etc...). His Held spell is Neutralize Magic 5 multispelled 3 times.
Mazoo
STR 10 Move 3 R Leg 0*/4 CON 10 HP 11 L Leg 0*/4 SIZ 12 FP 20 Abdomen 0*/4 INT 18 MP 18+ Chest 0*/5 POW 20 25(spirit)=45 R Arm 0*/3 DEX 16 L Arm 0*/3 APP 13 DEX SR 2 Head 0*/4 *= Resist Damage 12 Weapon SR att/par dmg pt/ENC Gladius 7 50/50 1d6+1+8 10/1.0
Sorcery (Presence=45; All Arts at 150%): Boost Damage 150, Evoke Flame 150, Animate Rock 150, Muter Power 110, Mystic Vision 110, Neutralize Magic 150, Project Touch 140, Skin of Life 100, Tap STR 100, Resist Damage 150.
Spells cast: Skin of Life 6, Resist Damage 12, Boost Damage 8, Mystic Vision 4.
Special Items: Ring with bound power spirit of POW 25.
The End of the Quest
When the "quickening" comes to an end,t he character finds themself back on the mundance plan. The last victim dies and the vampire and Quester feed.
As a result of mystic insight, the Quester gains both 5% in chaos lore and Ceremony (chaos) and 2 points in Piety (Vivamort).
If, like I do, you use Simon Phipp's Invoked HeroQuest rules, then here are descriptions for those Vampires who learn the spell. It can be invoked in two ways, to make friends with a chaos creature or to give bonuses on certain attacks. In all cases, the maximum Intensity is limited by Ceremony/10 even though the spell is cast as an instant, and not as a ceremony. That is why it is "invoked".
As a spell to help in Chaos contracts, as Vivamort dealt with both the Devil and Mallia, it can be used on any sentient Chaotic creature. Match Intensity of spell against the POW of the creature. If it suceeds, the chaotic being will be willing to bargain with the caster. Of course, if they have nothing to bargain with.....
In the second case, if thte Vivamorti is attacking any Healer or betraying a close companion (like with Mazoo) then it can be used for bonuses to attack skill. For every Intensity used, add 5% to hit with the Vivamorti's weapon.