Legendary Thunder Horse

A mini-scenario created by Evan W.
Inspired by a scenario of Peter M.

This is a mini-scenario that can be played off of the Grey Company scenario.

This miraculous beast is legendary for its speed, agility and cunning, which make it the most sought-after mystical creature in all the Empire. The Lunar Empire has detained it in a large field and has plans to tame the beast, but this and others are just rumors heard in taverns and inns told by drunken Lunar soldiers and delirious beggars trying to bend an ear.

Setting

The setting is in a small town of the Lunar Empire called DoDome and can only be reached by scaling a high mountain range and crossing several rapid rivers. The adventurers find themselves in an inn around a fire sharing stories of long lost heroes and great gods of the long-forgotten past. After overhearing several stories of the Legendary Thunder Steed this should spike the PCs' interest and should have a look into, for this beast should be beneficial to the group.

The Field

The field is fenced off and patrolled by Lunar soldiers on horseback so getting in will cause a problem for the PCs. Most likely they will try to sneak in at night unnoticed but a night shift will cause a problem for the PCs and most likely they'll run into the night shift.

Night Shift (x2)

Characteristics:

Location

Melee

Missile

HP

AP

STR: 12 Right Leg

01 - 04

01 - 03

04 03
CON: 11 Left Leg

05 - 08

04 - 06

04 03
SIZ: 14 Abdomen

09 - 11

07 - 10

04 05
INT: 11 Chest

12

11 - 15

05 05
POW: 08 Right Arm

13 - 15

16 - 17

03 03
DEX: 10 Left Arm

16 - 18

18 - 19

03 03
APP: 10 Head

19 - 20

20

04 08

 

Weapon Attack Parry Damage AP SR
1H Spear

43%

21%

1D8+1+1D4

10

07

Kite Shield

14%

51%

1D6+1D4

14

08

 

Hit Points: 13
Fatigue: 23
Move: 3m
Magic Points: 8
Armor: Wears 3-point cuirbouilli on limbs, 5-point ringmail on torso and an 8-point plate helm.
Magic: (100% Sorcery), Damage Boosting
Notes: Night shift rides horses so for hit location on attack roll 1D10+10.

After the PCs get by the night shift and over the fence (they'll need a successful Climb roll) they find themselves in a gigantic field of knee-high grass. At night there isn't much to see for torch or candle light doesn't allow the PCs to see far (The GM should point out that the party should move farther into the field away from the fence and patrols and camp for the night, for it is growing dark and they are somewhat exposed at the moment).

In the morning the party wakes up to several chimps cleaning each other near by, but they won't attack unless they feel that the party is hostile. As the group continues to search for the steed they come across some Lunar soldiers also searching for the beast.

Lunar Soldiers x3

Characteristics:

Location

Melee

Missile

HP

AP

STR: 13 Right Leg

01 - 04

01 - 03

05 03
CON: 13 Left Leg

05 - 08

04 - 06

05 03
SIZ: 14 Abdomen

09 - 11

07 - 10

05 05
INT: 12 Chest

12

11 - 15

06 05
POW: 09 Right Arm

13 - 15

16 - 17

04 03
DEX: 12 Left Arm

16 - 18

18 - 19

04 03
APP: 11 Head

19 - 20

20

05 08

 

Weapon Attack Parry Damage AP SR
Scimitar

43%

21%

1D6+2+1D4

10

07

Heater Shield

14%

51%

1D6+1D4

12

08

 

Hit Points: 14
Fatigue: 26
Move: 3m
Magic Points: 9
Armor: Wears 3-point cuirbouilli on limbs, 5-point ringmail on torso and an 8-point plate helm.
Magic: (100% Sorcery) Drain
Note: Will first question the party and then attack if no response is made or they are otherwise provoked.

The Find

The party now comes across a small clearing that has been fenced off from the rest of the field. In the crude corral several Lunar soldiers are trying to capture a brilliant white and grey horse with pole-lassoes. Hanging from a post of the corral are a golden saddle and bridle. The soldiers won't notice the group of adventurers standing outside of the corral unless they are VERY noticable (fumbled Sneak rolls would do it), but unless the party has found some way to successfully hide their approach, the overseer of the little squad is likely to notice the party. When he does, he shouts "Men to arms! We have a gang of thugs trying to steal the Thunder Horse!" The Lunar soldiers then drop the lassoes and draw their scimitars, charging the group.

If the party manages to somehow sneak up on the Lunars, they will achieve the advantage of surprise but must still fight them.

Overseer Galune

Characteristics:

Location

Melee

Missile

HP

AP

STR: 15 Right Leg

01 - 04

01 - 03

05 05
CON: 13 Left Leg

05 - 08

04 - 06

05 05
SIZ: 15 Abdomen

09 - 11

07 - 10

05 05
INT: 15 Chest

12

11 - 15

06 05
POW: 15 Right Arm

13 - 15

16 - 17

04 05
DEX: 13 Left Arm

16 - 18

18 - 19

04 05
APP: 12 Head

19 - 20

20

05 08

 

Weapon Attack Parry Damage AP Range Rate of Fire SR
Composite Bow

63%

-

1D8+1+1D2

07

120/225 1SR (3 & 8)

-

Great Scimitar (2H)

52%

32%

2D8+1D4

12

-

-

06

 

Hit Points: 14
Fatigue: 28
Move: 3m
Magic Points: 12
Armor: 5-point Ringmail everywhere except on head which he wears an 8-point plate helm.
Magic: (Spirit Magic 75%) Glue 4, Speed Dart 3, Fire Arrow (2)
Skills: Scan 56%, Listen 52%, Dodge 45%, Oversee 51%
Note: Will flee only when he is seriously hurt, at which point he'll jump on his horse (if he can) and ride off.

Lunar Tamers x3

Characteristics:

Location

Melee

Missile

HP

AP

STR: 12 Right Leg

01 - 04

01 - 03

05 03
CON: 11 Left Leg

05 - 08

04 - 06

05 03
SIZ: 14 Abdomen

09 - 11

07 - 10

05 03
INT: 10 Chest

12

11 - 15

06 03
POW: 10 Right Arm

13 - 15

16 - 17

04 03
DEX: 12 Left Arm

16 - 18

18 - 19

04 03
APP: 10 Head

19 - 20

20

05 08

 

Weapon Attack Parry Damage AP SR
Scimitar

45%

36%

1D6+2+1D4

10

07

Whip (Tamer #1 only)

54%

-

1D6+1D2

06

06

 

Hit Points: 14
Fatigue: 26
Move: 3m
Magic Points: 9
Armor: Wears 3-point cuirbouilli on limbs & torso, and an 8-point plate helm.
Magic: (100% Sorcery) Cast Back
Note: Will continue to fight until dead.

The Horse of Thunder

After the battle with the tamers the Thunder Horse stands and studies the party for about one minute then trots up to one of the PCs (roll randomly to determine which) and snorts in his/her face. It then turns to another PC and then trots over to the golden saddle and bridal and snorts at them. One of PCs should figure it out, and one of them should then put the saddle and bridle on the legendary steed and jump on the horse, the horse won't obey commands but creates a Mind Link with the person that is touching him and will talk continually until they get down to business.

Thunder Horse

Characteristics:

Location

Melee

Missile

HP

AP

STR: 34 Right Hind Leg

01 - 04

01 - 03

06 03
CON: 12 Left Hind Leg

05 - 08

04 - 06

06 03
SIZ: 33 Hindquarters

09 - 11

07 - 10

10 03
INT: 10 Forequarters

12

11 - 15

10 03
POW: 11 Right Foreleg

13 - 15

16 - 17

06 03
DEX: 14 Left Foreleg

16 - 18

18 - 19

06 03
APP: 19 Head

19 - 20

20

08 03

 

Weapon Attack Parry Damage AP SR
Kick

63%

-

1D6+3D6

-

06

Rear & Plunge *

54%

-

2D6+3D6

-

06

Trample

44%

-

6D6

-

08

 

Hit Points: 23
Fatigue: 46
Move: 11m
Magic Points: 11
Armor: Coat and hide worth three points of armor.
Magic: Mind Link to those who touch him.
Note: Thunder will rear & plunge, and if the attack downs an opponent then tramples them.

Miscellaneous Notes

*********************

Use the stats for Lunar soldiers for two more encounters of two soldiers each.

The only way the party and the horse can leave the corral is by creating a hole large enough for Thunder to fit through.

On the party's successful return to DoDome: some of the local soldiers soon hear of the break-in. They have a description of the stolen horse, and of the party if any of the Lunars guarding him escaped alive. The authorities will probably attempt to recover the horse, and arrest the party, unless the horse is disguised or moved out of the area. In any case, the Lunars will not attack Thunder directly but use their pole lassoes to capture him if the situation arises. Use the Lunar Tamer stats for these soldiers.


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Copyright 2002 by Evan W.. Posted August 2, 2002. v.1.0
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