Preadventures of the Heroes of Borigon
Hesheriuth the Wise, Childhood Preadventure
— Trial by Fire
The player notes that the Trial by Fire is
a preadventure. This gives him the opportunity
to gain more HP, this giving the possibility
that Hesheriuth might make Initiate while
still a child. He spends the 5 HP, leaving
3. He goes to the preadventure section of
this chapter and notes that the theme of
the preadventure has already been specified.
He next rolls the d10, getting 3; this means
the player must invent three exceptional
actions. These exceptional actions are those
things that Hesheriuth has done in the preadventure
that would make for the subject of a chapter
in a novel. The good thing is the acquisition
of the condition Strong-Willed (5 pips) 5.
The bad thing is chosen to gain the condition
Duty Bound to his profession (it is gained
at +1 due to his basic destiny,) thus the
player writes Duty Bound (b) 2. The exceptional
actions that the player comes up with are:
- Hesheriuth, with great fear and determination,
faces the Trial by Fire.
- While engulfed in mystical flames his childish
cares seem to evaporate and he realizes his
destiny.
- He emerges fundamentally changed, with a
new sense of duty.
Thus he acquires the extra 3 HP for a new
total of 6.
Hesheriuth the Wise, Adulthood Preadventure
— Ordeal of the Spirit
He decides to face the Ordeal of the Spirit,
this costs 6 HP and leaves 9. The player
rolls a d10 and gets a 6. The good thing
is that 6 HP are put into Initiation into
the Lesser Totems (b), thus gaining the Rivemar
Totem (2 for MP + 1 for basic destiny) 3
(b), the Rishonind Totem (as above) 3 (b),
and the Riadrimar Totem 3 (b). The bad thing
will be the condition Compassionate (6 pips)
5 (b). The player must now develop 6 exceptional
acts:
- To prepare in the weeks prior to the ordeal,
Hesheriuth performs the Initiation into the
Lesser Totems to gain the pact with the Rivemar.
- He repeats this for the Rishonind.
- He repeats this for the Riadrimar.
- Hesheriuth enters the Ordeal of the Spirit.
- He sees the effects his ambitions have had
on his family and is overcome by guilt and
sadness. The spirits impose the Compassionate
condition upon him.
- Hesheriuth survives the Ordeal, changed and
ready for whatever comes next.
This gives him another 6 HP, for a new total
of 15.
Hesheriuth the Wise, Adulthood Preadventure
— First Delving into the Underworld beneath
Ranam-Borigon
The player decides to involve Hesheriuth
in a 3 HP preadventure, this leaves 12 HP.
The theme of this adventure is chosen to
be that of Local Evil Place. The GM consults
his list of local evil places and informs
the player the Hesheriuth has been to the
underworld beneath the city of Ranam-Borigon.
The player is told of the darkness, the wetness,
and the feeling of gloom. The player then
rolls the d10 and gets 5. This will get him
closer to his goal, but will not be sufficient.
The good thing will be 2 HP spent on gaining
the remaining totem under the Initiation
into the Lesser Totems, and the discovery
of 1d100 chatorig coins (the roll is 26.)
The bad thing is the condition Rash (3 pips)
3. The five exceptional acts are:
- As preparation Hesheriuth performs the Initiation
into the Lesser Totems to gain the pact with
the Rialar (2 for MP + 1 for basic destiny)
3 (b).
- Hesheriuth decides to enter the underworld
to check out a rumor of an evil presence
there.
- He sees a group of Tegath crowded around
something unseen.
- Without thinking about it he rushes them
and after striking one with his spear while
the others scatter, revealing a corpse and
a sack of chatorig coins.
He emerges from the underworld with a new
respect for life.
Hesheriuth the Wise, Adulthood Preadventure
— The Second Delving into the Underworld
beneath Ranam -Borigon
The player decides to involve Hesheriuth
in another 3 HP preadventure, again leaving
12 HP. The theme of this adventure is again
chosen to be that of Local Evil Place, and
again it is a foray into the underworld.
The player then rolls the d10 and gets a
10. This will allow Hesheriuth to become
a master shaman. The good thing will be the
condition Status (Shamanic) (1 pip + 1 for
basic destiny) 2 (e). The bad thing is an
increase in the condition Rash (3 + 3 pips)
5. The ten exceptional acts are:
- Hesheriuth decides to enter the sewers to
see if he can discover where the dead man
found the silver. He hires four guardsmen
to accompany him.
- They encounter a group of Tegath and kill
them, though one of the guardsmen is dragged
into the water and drowns, being carried
away by the current.
- They wander around the area where the corpse
was found, discovering nothing obvious.
- One of the guardsmen suggests there might
be a secret door somewhere. They look around
and discover one after more than an hour
of searching.
- They figure out how to open it, but a guardsmen
is killed by a poisoned dart.
- Hesheriuth and the two remaining guardsmen
enter the secret door and discover passageway
that has been carved by the action of an
earth elemental (a powerful spirit of earth
magic.)
- The passageway leads to a guarded doorway.
Hesheriuth recognizes the symbol of D'Mondi,
an evil god of the undead upon the door;
they have discovered a secret temple!
- A group of masked borigonians attack them
from behind. The combat is furious and Hesheriuth
alone emerges, being chased by the guards
from the temple.
- He looses them in the labyrinth of the underworld;
but he remembers where the temple is located.
- He emerges from the underworld to report
the location of the secret temple, and with
a newfound level of influence among the shaman.
Hesheriuth now has 22 HP.
Shathetarga Childhood Adventure - Delving
Into the Underworld of Ranam-Borigon.
The player chooses a local evil place, and
this a journey into the underworld. This
will be a 3 HP preadventure. The player rolls
a d10 for exceptional actions, getting a
7. The good thing is chosen to be Bravery
at 3. The bad thing is Hunted at 3. Here
are the exceptional acts:
- Shathetarga enters the underworld late one
night.
- In the darkness he stumbles around, after
spending hours he realizes that he can awaken
a kind of sight. This will result in his
gaining Magical Senses at 2 with the special
dark sight, allowing him to see in the dark.
- With this newfound ability he happens to
see several skeletons clambering down into
the underworld from a hole leading to the
streets above.
- Overcoming his terror, he follows them to
their meeting with a group of thieves.
- One of the thieves flourishes a ring and
the skeletons descend into the murky waters
of the underworld.
- He follows the thieves to their lair. One
of them notices him and they chase him.
- He manages to get away from them. This manifests
in the skill Evasion (d) (IN).
So the Hunted is chosen to be Thieves. He
is left with 1 HP remaining.
Shathetarga Adolescent Adventure - Delving
Into the Underworld of Ranam-Borigon.
The player chooses a world evil place, and
this a journey into the catacombs beneath
the underworld. This will be a 7 HP preadventure.
The player rolls a d10 for exceptional actions,
getting a 3. The good thing is chosen to
be a True Magic Item, in this case The Ring
of the Red Wizard. The bad thing is a Supernatural
Enemy, in this case it is the Buvendall Lodge.
Here are the exceptional acts:
- Shathetarga enters the underworld and makes
his way eventually to the catacombs.
- Using his magical powers, he manages to avoid
a group of Buvendall wizards who kill a terrible
monster in the form of a glowing golden cloud.
There is a heavy scent of cinnamon in the
air and the sound of flute music.
- While the Buvendall wizards finish off the
creature, it drops a ring it held in its
spiritual presence. Before the wizards could
react, Shathetarge moved in and took the
ring; thus gaining the Lodge as an enemy..
Both Basic Ritual Magic and Quick Hands improve.
Cregourtarga Adult Adventure - Delving Into
the Underworld of Ranam-Borigon.
Like the others, this player chooses a local
evil place in the form of the underworld.
This will be 3 HP preadventure. The player
rolls a d10 for exceptional actions, getting
a 6. The good thing is an increase in Strong-Willed
of 3 pips, becoming three levels. The bad
thing is the condition Hunted by Criminals
at 3. Here are the exceptional acts:
- Cregourtarga meets Culrugul, the Royal Advisor
on Infrastructure, and is tasked with collecting
Tegath hides. Tegath are the very large rodents
that plague the underworld, often cutting
off water flow due to their constructs.
- She enters the underworld the same day. He
uses his Sensitivity to find his way in the
dark.
- Then she locates a group of three Tegath
trying to chew through the stone roof; probably
to get into someone's house. This is done
through a combination of Psychic Projection,
Sensitivity, and Telepathy.
- She uses his Telekinesis, Strong-Willed,
and Knowledge of Psychic Powers to kill them.
- On the way to the exit she stumbles, almost
literally, onto group of criminals.
- She defends himself with her Psychic Shield
in combinations with her Personal Psychic
Shield and Bodily Control. She uses Her Telekinesis,
Strong-Willed, and Knowledge of Psychic Powers
to attack them.
Thus ends her preadventure.
To return to the preadventure page.
To return to the Borigon home page.