HOLYQUEST ROLE PLAYING GAME

ADVENTURE MODULE HQA6

THE CITY OF THE DWARVES

FOR LEVEL 2 CHARCTERS

SOLO OR GROUP PLAY

 

INTRODUCTION

 

            This Adventure Module may be played with 4 players (playing one Character of each class) and a referee, or it may be played by one player (playing 4 characters, one of each class) and no referee.  The format below should be very simple.

 

This module is the first of a series of five wilderness adventure modules for Characters of Holiness Level 2.  They can be played together as a campaign, or separate.

 

            For those who have played the three dungeon adventure series of modules, HQA1-3, this module moves the campaign from the Kingdom of Saxonia west to the newly colonized land of Angeluum (“Of the Angels”).  Angeluum lies directly west of the Campaign Map provided in the Holyquest Advanced Rules.  The two maps fit together side by side. 

 

            Wilderness Adventure Modules are less linear and less defined than Dungeon Adventure Modules.  Practically no descriptions are given.  But first time Game Masters and those using these modules for solo play will not struggle at all.  There is little to no difference in plains, forest and mountains of our world and a fantasy world, such as this Clash of the Empires Campaign Setting.  So descriptions would be redundant. 

 

            Wilderness Adventures take the following form:

  • THE QUEST- This section briefly introduces the Player Characters (PCs) to the quest and its goals.
  • THE JOURNEY- Instead of a series of preset encounters, the Game Master (or player, in the case of using this module as a solo adventure), roll 2DF for each day of travel (each hex on the two Clash of the Empires Campaign Maps equal 90 miles, about 3 days travel on horse).  On a -2 or +2 there is a wilderness encounter.  You find the table that corresponds to the terrain you are currently in and roll 4DF to determine your encounter.  Most encounters on the first chart are general groups; so if you roll “Goblinoid” you will have to then go down to the Goblinoid table to figure which specific encounter you have.
  • THE PINACLE- At this stage you reach your destination.  Here you must attain the goal of the Quest, whether it is driving out Elf invaders, burning down an underground dwarf fortress, or banishing undead from an ancient tomb.
  • THE REWARD- If you attempt the mission but fail to attain the goal, you receive 1 ep (effort means everything to our Father in Heaven).  If you attain your goal, you receive 2 ep.

 

 

ADVENTURE MAPS

 

            The Clash of the Empires Campaign Setting Map is available at:

http://www.angelfire.com/games4/doctorwhoeyespy/ahq.html

 

The Map of Angeluum is available at:

http://www.oocities.org/holyquest2001/hqaw.JPG

 

 

 

THE QUEST

 

            The Scouting Guild reports an enormous movement of Dwarves in the Mountains of the Dwarf Empire of Thanesreich.  A few scouts entered the cavern entrance the Dwarf tracks led to.  Inside they found a monumental city, being used purely for military build up.  This can only mean a prelude to invasion! 

            Your Adventuring Company’s scout studies the drawings of the City of the Dwarves that the guild had made.  Although the dwarves are an underground race with an economy solely revolving around mining, such enormous chambers require massive timber beams (this need for wood is the beginning of the bitter rivalry between the Dwarves and the Elves).  If a small group (say yours for example…) was able to infiltrate the underworld city (with a Prophet Hide Skill and a smart scout), then the colossal timber beams could be lit on fire.  With in a half an hour they would give way and create a cave in the like’s man has never seen.

 

THE JOURNEY

 

            You will need to travel by horse from the Port Town (Which has come to be named Angeluum) to the site marked on the map as city of the dwarves.

 

RANDOM WILDERNESS ENCOUNTER CHARTS

 

Incident

2DF

Wandering Monster

-2 or +2

 

 

4DF

Clear

Woods

River

Swamp

Mountains

Desert

City

+4

Dragon

Dragon

Dragon

Dragon

Dragon

Dragon

Undead

+3

Flyer

Flyer

Flyer

Flyer

Flyer 

Flyer

Undead

+2

Goblins/ Giants

Goblins/ Giants

Goblins/ Giants

Goblins/ Giants

Goblins/ Giants

Goblins/ Giants

Men

+1

Lycanthrope

Lycanthrope

Lycanthrope

Lycanthrope

Lycanthrope

Lycanthrope

Men

0

Hobbit

Elf

Elf

Undead

Dwarf

Undead

Men

-4 to -1

Men

Men

Men

Men

Men

Men

Men

 

MEN

4DF

Typical

+4

Wizard

+3

Recreant Knight

+2

Thief (evil Scout)

+1

Unfaithful citizen

0

Charitable Minister

-4 to -1

Faithful citizen

 

 

 

 

 

 

Goblins and Giants, Undead and Flyers

4DF

Flyers

Undead

Goblin/Giants

+4

Dragons

Wraiths

Giants

+3

Pegasi/ Griffons

Wights

Trolls

+2

Basilisk

Ghouls

Ogres

+1

Chimera

Ghouls

Ogres

0

Wyverns

Zombies

Goblins

-4 to -1

Wyverns

Zombies

Goblins

           

 

 

 

 

 

 

 

THE PINACLE

 

            The entire quest comes down to the roll of the Prophets Hide Skill and/or the Scouts skills rolls.  Fortunately there is a simple test to make certain all is in order: guarding the narrow entrance is six dwarves.  If the skill rolls are failures they will be spotted.  From this point the choice to feel would be appropriate.  If the characters are unwise, they will soon be facing a force of 400 angry Dwarves…

 

  • DWARF: Speed-3, Skill Resist-2 ,ATT-1, DEF+1, ODM+3, DDM+2

 

 

THE REWARD

 

            If the PCs are successful, they have effectively defeated a major portion of the Dwarf Empire’s forces.  If they had troops, they could easily invade. But Angeluum does not have any troops yet, which is good.  Because it is one thing for a Christian to bring his enemy’s forces to their knees, it’s another to make them “canon fodder”.  A merciful response to the Dwarf Empire’s lost could create a sound bargaining table in the future to establish the first major non-human alliance…

            Each character receives 2ep.