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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