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 The Guise of the Crow is a heroquest that
        re-enacts the quests that Foundchild performed in the Greater Darkness to learn how to
        adopt the appearance of the various herd beasts his people wanted to hunt. This heroquest
        teaches the individual enacting it how to think and behave like the animal in question. In
        addition it teaches the individual how to cast the spirit spell "Guise of the
        [animal]. This heroquest will work for any fixed intelligence animal be it bird, beast or
        fish. The spirit spell follows the following pattern: Guise of the [animal] 2 points
 Touch, Temporal, Active
 This spell allows the target to adopt the appearance of the [animal]
        in question. The target only looks like the animal in question, s/he neither smells, nor
        feels like the animal. The spell also only works on animals within 150 meters of the
        target. The spell always uses a bone from the animal in question as a foci (it is
        impossible to use tattoos as a focus for this spell). This makes the spell impractical for
        very large creatures like brontosaurs. Many versions of this spell exist in Balazar. Notes: The knowledge of how to do heroquests for new types of
        animals has been forgotten by most Balazarings/Votanki except for Blueface the Shaman. Stages of the Heroquest This heroquest can be enacted to learn how to cast this spell for
        any type of herbivorous or omnivorous animal. Once the party has reached the Godsplane
        they can re-enact the heroquest. The basic steps of the heroquest are always the same only the
        specifics change depending on the type of animal the quest is performed for. The
        "rationale" behind the quest is that you have to learn how an animal thinks
        before you can assume their appearance. 1) Birth of the Crow The individual performing the heroquest must break out of their egg.
        This step is simulated by matching the heroquester's STR vs an eggshell STR of 20. They
        are allowed to use any magic they want and other heroquesters can help them break out. The
        heroquesters have none of their equipment inside the egg but it will be with them again
        once they are outside the egg. If the quester needs assistance to get out of their egg they are
        -10% for the rest of the quest. Any time a quester makes a roll they are +10% for the rest
        of the quest. The party finds themselves in a large nest. The nest is large enough
        to hold the entire party and their equipment. They will have to fly to get down to the
        ground. 2) Learning to Fly The heroquesters must "fly" down from their nest. This is
        simulated by a jump roll however the sensation will be that of flight. Questers can if
        they so desire climb back up to the nest and try again to fly. 3) Searching for Food The heroquesters must find some food. This can be simulated by
        asking the quester to attempt three search rolls. Only one roll is necessary for success. 4) Meeting an Enemy The heroquesters must defeat or evade an enemy. This enemy will
        invariably be some deadly enemy of the animal in question. In this case the enemy is a
        giant hawk (standing in for a regular sized hawk). The party is encouraged to act together
        as this is the technique used by real crows in defence. Giant Hawk 
          
            | STR 33 CON 13 SIZ 29 INT 3 POW 18 DEX 20 | Move: 1/16 Flying Hit Points: 21 Fatigue
            Points: 46 Magic Points: 18 |  
          
            | Location | Melee | Missile | Points |  
            | r claw l claw
 abdomen
 breast
 r wing
 l wing
 head
 | 01-02 03-04
 05-07
 08-09
 10-13
 14-17
 18-20
 | 01 02
 03-06
 07-11
 12-15
 16-19
 20
 | 6/6 6/6
 6/7
 6/9
 6/7
 6/7
 6/7
 |  
          
            | weapon | sr | attack | damage |  
            | claw | 4 | 85% | 1D8+3D6 |  
            | bite | 7 | 74% | 1D10+3D6 |  Note: The hawk attacks with both claws at the same SR, then bites 3
        SRs later. Both claws must attack the same target, but the bite can go after a different
        target. 5) Courting a Mate The heroquester must impress and win a mate. The party will find
        themselves at a moonlit festival. Their objective is to impress a mate using some social
        interaction skill. (If you're of a whimsical nature and don't take anything too seriously
        you can do what I did and tell the party they're at a sock hop and Stairway to Heaven is
        playing. Tell them they've got until the last yowl from Robert Plant to get lucky if they
        want to succeed at this stage of the quest. Two of my players failed to impress anyone so
        they decided to pair off themselves. Thank goodness the characters at least weren't both
        male!) (Any successes at earlier parts of the quest will add to the chance of success of
        course!) 6) Raising a Family The heroquesters are busy nesting and raising the hatchlings in
        nests on the edge of a cliff. They must feed their family and protect it from enemies. In
        this case the enemy is an huge cliff toad. I used one toad per three characters. Giant Toad 
          
            | STR 42 CON 21 SIZ 42 INT 2 POW 11 DEX 11 | Move: 24m hop Hit Points: 31 Fatigue
            Points: 63 Magic Points: 11 |  
          
            | Location | Melee | Missile | Points |  
            | rh leg lh leg
 abdomen
 chest
 rf leg
 lf leg
 head
 | 01-04 05-08
 09-10
 11-12
 13-14
 15-16
 17-20
 | 01-03 04-06
 07-10
 11-14
 15
 16
 17-20
 | 7/7 7/7
 7/9
 7/9
 7/7
 7/7
 7/7
 |  
          
            | weapon | sr | attack | damage |  
            | tongue | 3 | 43% | 4D6 |  
            | swallow | 3 | 80% | acid damage |  
            | kick | 6 | 28% | 5D6 |  Note: The toad may attack once per round. It normally uses its
        tongue, which hits on the toad's DEX SR and does damage equal to the toad's damage
        modifier. The kick is used against targets too big or too dangerous to swallow. When the
        tongue hits a victim, it wraps around him and sticks to him, then retracts with the victim
        into the toad's stomach on the next round (the swallow attack) . If the swallow attack misses , the toad may try
        again the next round. Once in the toad's belly, the character is immobilized, and takes 1
        point of acid damage to each hit location each round; armour dissolves first, then hit
        points. The toad can swallow objects with SIZ's equal to or less than half its own size. After the toad is dead the party will have to again find some food
        for their nestlings.  7) Death of the Crow This is the stage where the roles are reversed. The heroquesters now
        must meet and kill Mr. Crow. This will prove their dominance over the crow spirit and
        teach them the spell Guise of the Crow. Mr. Crow He takes the form of a pitch black man with a crow's head. He is
        dressed in a two piece suit that appears to be of 1950's vintage. He wears a fedora and
        carries a cane. He can turn his arms into wings at will. Of course he can appear however
        he wishes. 
          
            | STR 21 CON 21 SIZ 13 INT 22
            POW 21 DEX 19 APP 16
 | Move: 3m/6m flying Hit Points: 17
 Fatigue Points: 36-5=31
 Magic Points: 21+fetch 30+spirits 18=69 total Fetch: Crowsmeat INT 24 POW 30
 |  
          
            | Location | Melee | Missile | Points |  
            | r leg l leg
 abdomen
 chest
 r arm
 l arm
 head
 | 01-04 05-08
 09-11
 12
 13-14
 15-16
 19-20
 | 01-03 04-06
 07-10
 11-15
 16-17
 18-19
 20
 | 8/5 8/5
 8/5
 8/6
 8/4
 8/4
 8/5
 |  
          
            | weapon | sr | attack | damage | parry |  
            | cane | 6 | 113% | 1D8+1D4 | 106% |  
 Spells (132%-5=127%) Befuddle (2), Disruption 1, Demoralize (2), Slow 3, Bludgeon 6, Heal
        6, Crowsmeat (fetch) Protection 4, Spirit Screen 6, Farsee 2, Strength 4, Dispel Magic 5,
        Coordination 3, Simmer (spell spirit) Countermagic 4 Skills Hide 132%, Sneak 102%, Fast Talk 97%, Orate 101%, Twirl Cane 143% GM's notes Mr. Crow's fetch acts in every way as an allied spirit. Mr. Crow was
        also facing a party with almost no offensive weaponry so he would need to be beefed up if
        he was facing a fully armed and armoured party. The End of the Quest When (if) Mr. Crow is defeated Blueface instructs the party to cut
        out his breastbone. Blueface then takes the breastbone and waving his hand over it changes
        it into multiple foci for purposes of casting Guise of Crow. This is a two point spell and
        some questers may have to forget spells to learn it. Of course it isn't necessary for all
        members of the party to know the spell. All that remains then is the "long" trip
        back to the mortal plane. 
 This page last modified October 27, 1997 
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