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:

  1. Hesheriuth, with great fear and determination, faces the Trial by Fire.
  2. While engulfed in mystical flames his childish cares seem to evaporate and he realizes his destiny.
  3. 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:

  1. To prepare in the weeks prior to the ordeal, Hesheriuth performs the Initiation into the Lesser Totems to gain the pact with the Rivemar.
  2. He repeats this for the Rishonind.
  3. He repeats this for the Riadrimar.
  4. Hesheriuth enters the Ordeal of the Spirit.
  5. 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.
  6. 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:

  1. 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).
  2. Hesheriuth decides to enter the underworld to check out a rumor of an evil presence there.
  3. He sees a group of Tegath crowded around something unseen.
  4. 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:

  1. 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.
  2. 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.
  3. They wander around the area where the corpse was found, discovering nothing obvious.
  4. 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.
  5. They figure out how to open it, but a guardsmen is killed by a poisoned dart.
  6. 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.)
  7. 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!
  8. 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.
  9. He looses them in the labyrinth of the underworld; but he remembers where the temple is located.
  10. 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:

  1. Shathetarga enters the underworld late one night.
  2. 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.
  3. With this newfound ability he happens to see several skeletons clambering down into the underworld from a hole leading to the streets above.
  4. Overcoming his terror, he follows them to their meeting with a group of thieves.
  5. One of the thieves flourishes a ring and the skeletons descend into the murky waters of the underworld.
  6. He follows the thieves to their lair. One of them notices him and they chase him.
  7. 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:

  1. Shathetarga enters the underworld and makes his way eventually to the catacombs.
  2. 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.
  3. 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:

  1. 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.
  2. She enters the underworld the same day. He uses his Sensitivity to find his way in the dark.
  3. 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.
  4. She uses his Telekinesis, Strong-Willed, and Knowledge of Psychic Powers to kill them.
  5. On the way to the exit she stumbles, almost literally, onto group of criminals.
  6. 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.

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