TEXT: -  -
  Temple of Hera is part of the Spears & 
  Glory series of adventures from Lame Mage 
  Productions for use with AGON.
  by Ben Robbins
  Lame Mage Productions 
  www.lamemage.com
  Copyright © Ben Robbins 2008, 
  All Rights Reserved
  Playtesters:
   Mike “Far-reaching Lykos” Frost
   Jem “Clever-eyed Ptolykus” Lewis
   Kevin “Kalos, Monster-slayer” Lewis
  Antagonist Nick Marshall
   George “Alkides” Austin
   Jonathan “Craicus” Davis
   Jeff Hosmer
   Mona “Agrippa” Hosmer
   Georgianna “Tyro” Marshall
   Mel White
   Elliott Wu
  Antagonist Mel White
   Jeff “Agis” Collyer
   John “Stavros” Farrish
   Patty “Serifos” Kirsch
   Joshua “Kosmas” Seigler
  Special thanks to Ching-Ping Lin.
  AGON was created by John Harper. 
  Purchase the PDF or print copy at 
  www.agon-rpg.com
  Temple of Hera
  A mob of lascivious satyrs has seduced the sacred virgins charged with tending Hera’s temple, and now the 
  satyrs and (former) virgins wile away the days with drinking, dancing and debauchery in the middle of the 
  goddess’s once sacred shrine.
  A Spears & Glory adventure for use with the AGON role-playing game.
  How to RUN IT
  The contests and challenges included are just recommendations. If your heroes do something completely different, change the 
  contests to match. Each contest includes a recommended number of dice, but you can set this to whatever you want if you have 
  enough Strife. Want marching through the swamp to be a lot harder? Spend more Strife.
  Contests also include a few notes about what creative abilities the heroes are likely to use, but that doesn’t mean those are the only 
  options. If an explanation of a creative ability sounds good, it’s good.
  Quotes and flavor text are included in italicized blocks. You can read them to your players if you prefer or just use them as springboards 
  for your own descriptions. GM Craft tips, notes about running the game in a Classical Greek style and other pointers appear in the 
  sidebar.
  The quest: The God speaks
  Resting a time from deeds and wanderings, our heroes are welcomed to a humble village with open arms. Great feasts and celebrations 
  are held in their honor, as befits such noble guests.
  In the midst of the celebration a cry of alarm and dismay runs through the joyous crowd as in the heart of the roaring bonfire a face 
  appears, the stern visage of sable-eyed Hera, wife of the Thunderer atop high Olympus. A bitter gaze she sweeps across the shocked 
  revelers, and from the depths of the fire she issues a grim proclamation:
  “Wretched people! That you should dance and revel when my temple stands defiled, while drunkenness and lechery stains 
  my holy sanctum! You make a mockery of this insult against me!”
  Her burning gaze singles out the heroes from the crowd:
  “Heroes, my anger is hot within me! Heed my will! Slay those who defile my shrine! Cleanse my temple! Let not one escape 
  the wrath of Hera!”
  The bonfire flares up into the sky, the face of the goddess seeming to stretch to the heavens, and then in a flash it is gone. For 
  a moment the village is silent and then a tumult of voices cry out in dismay, villagers fearful of the anger of the wife of Zeus!
  
  - 2 -
  Quest Objectives
  Four objectives, 20 Strife per hero. Major contests within each objective are listed below.
  1) learn about defilers
   
  • find temple
   
  • resist madness
  2) learn to defeat madness
   
  • feed the blind hermit
  3) get horn
   
  • trudge through swamp
  	
  •	 serpents
  	
  •	 sorceress
   
  • (optional) escape swamp
  4) slay defilers*
   
  • (optional) barricade temple
  	
  •	 blow	the	horn
   
  • fight
  * primary objective
  1) Find the Temple, learn what has despoiled it
  Most of the villagers have no idea what temple the goddess is referring to (“there is no Temple to Hera here!”), but soon calmer minds 
  may recall a temple that is not too far off. It sits nestled in the valley of the mountains, a lonely place well-removed from any hearth or 
  home of man, as befits a sacred place of the goddess.
  learn location of temple–simple contest Lore or Orate 2d6 (0 Strife) depending on approach heroes take
  After long hikes through highland forests and past craggy peaks, the heroes can spy the temple from afar, it’s white marble pillars 
  standing proud amid the lofty meadows.
  Even from a distance music and the sounds of celebration can be heard, a frenzy of merry-making and wild bacchanal that 
  rises as you draw closer. Fires burn inside the temple casting the long shadows of dancers on the hills beyond. Women’s 
  laughter and cries of passion blend with the twirling flute music, and among them can also be heard the braying voices of 
  men.
  Whether by braying voice or by twisted shadow capering through the dance or the keen piping of flute music, the heroes can recognize 
  that the “men” who cavort in the temple are none other than satyrs, debauched beast-men, slaking their passions on mortal women.
  But even as the heroes recognize this, the madness of the satyrs’ song sweeps over them, calling them to yield to their own wild nature 
  and join the dance and debauchery!
  resist the madness–obstacle contest Spirit d0 d2 (5 Strife). Winner is the hero best able to resist the madness, perhaps even 
  drawing others away from the siren call. Obstacle, so heroes escape even if they fail.
  likely creative abilities–Insight (plug up your ears), Music (sing a song that distracts from the satyr’s music)
  Fortunately the heroes are still far off when they are first afflicted by the satyrs’ spell, so they are able to fight the madness and pull 
  themselves away to flee into the wilds (with more or less impairment depending on how well they resisted). Heroes flee into the wilds 
  away from the music and come back to their senses some time later.
  Note that even though the heroes now know satyrs have defiled the temple, they might not have any idea at this point that the women 
  in the temple were Hera’s sacred virgins.
  Monster Immunity 
  (Rules Note)
  The madness that surrounds the satyrs 
  makes it impossible to attack them until 
  a solution is found–even winning the 
  contest just means the hero escapes 
  without impairment. In effect this is the 
  “immunity to mortal weapons” they get 
  for being monsters.
  It’s also an Obstacle contest, so even 
  heroes that fail will just take impairment 
  before they break away–having a hero 
  actually lose himself in the satyr’s wild 
  party would slow down the game.
  One quest or three
  If you want to use this adventure as 
  one of three quests and let the heroes 
  choose which to do (the standard 
  Agon style) you can just omit the 
  introduction and have Hera command 
  the heroes to “Slay the defilers of my 
  temple.”
  Making it a single adventure allows 
  for a more personalized introduction, 
  involving the heroes in what is going 
  on.
  unimportant heroes
  Wait a second, my heroes are just 
  starting out, just humble wandering 
  adventurers. Why would any village 
  throw them a feast?
  Remember that even the humblest 
  Greek hero isn’t very humble at all–
  they are nobles and heroes worthy of 
  respect. Anywhere they go, whether 
  it’s a goatherd’s hovel or a king’s 
  court, they can and should demand 
  treatment as noble guests.
  
  - 3 -
  2) learn how to resist the madness
  The satyrs’ revelry is quieter sometimes and louder others, but it goes on in some degree all day, all night. No matter when or how the 
  heroes approach the temple, the madness of the music overwhelms them if they get too close–no mortal man can resist the call of the 
  bacchanal. They must learn how to resist the madness if they are to overcome the satyrs.
  Blind Hermit
  Diomenis was a mighty hero in his day, tall and fell in anger. Many years ago he gazed upon the temple virgins while they bathed in 
  lonely mountain pools. This so angered Hera that she struck him blind for his hubris. Now he is a gaunt shadow of a man, a wizened 
  hermit garbed in rags and fumbling for nuts and berries to give him sustenance.
  Diomenis is old and bitter, and he shares his tale with any that ask. He has little sympathy for the defiled virgins considering it was their 
  sanctity that led him to his present fate.
  “It would seem the virgins of Hera are sacred no longer. Debauching themselves with the satyrs… how easily they’ve 
  forgotten their holy oaths. Ha! Bitter must that sit with the wrathful wife of Zeus!”
  “There may be a way to complete your quest… but first if you are truly heroes, lay food on my table, for it has been long since 
  I feasted as the satyrs do.”
  The heroes have to provide a fine feast for the hermit if they want his advice:
  a feast for the hermit–simple contest Hunt d6 d8 ( Strife). Winner is the hero who bags the most game for the feast. Failure 
  means the hermit is not persuaded to help.
  likely creative abilities–Aim (bring down a stag with well-placed arrow),  Athletics (chase after fleeing game), Music (entertain 
  the hermit while he eats and soften his heart towards the heroes)
  After he has been won over with food or other means, he reveals what he knows of the satyrs having learned much of the wilds in his 
  years as a hermit:
  “Satyrs are born to revelry, and no mortal man can resist their call or dismay them. There is only one thing that puts fear into 
  their hearts: the maiden huntress, chaste Artemis, daughter of Zeus and Leto.”
  “To no god or man would the virgin goddess yield herself, as is well known, but there was one whom she greatly favored. 
  Telepones he was called, first among hunters, and such was her love that she gave him a horn that sounded her own hunting 
  call.”
  “Where is the horn of brave Telepones now? Into the swamp he went, ensnared by the Sorceress Menae. Never did he 
  return.”
  The hermit can give the heroes directions to the swamp, a few days travel away. He knows little more about Menae except that she is 
  a witch, sorceress, and someone doubtless best avoided if you had a choice.
  Finding the Hermit
  The heroes can find the blind hermit 
  as the result of a Lore contest to learn 
  more of the temple of Hera (“there’s 
  said to be an old hermit who lives in 
  the hills near the temple”), to learn 
  more about the satyrs (“there’s an 
  old hermit who has lived in the hills 
  near the satyrs for years”), or they 
  could stumble upon him in the wilds 
  near the temple after they escape the 
  madness.
  Pronounciation Guide
  Diomenis: die-OHM-en-eez
  Telepones: tel-EP-on-eez
  Menae: menn-AYE 
  Give them a clue
  Once the heroes have escaped 
  the madness you can just tell the 
  players it is not something a mortal 
  can overcome no matter how much 
  they try–only their valor even let them 
  escape. They need to find a way to 
  beat it.
  
  -  -
  3) Get the Horn of Telepones
  Reach the sorceress
  The Sorceress Menae dwells deep within a dismal, trackless swamp. Just getting to her abode is a test of strength and endurance.
  forging through the swamp–obstacle contest Might 2d8 (2 Strife). Obstacle, so heroes get through even if they fail. Winner is 
  the hero who leads the way.
  likely creative abilities–Hunt (finding the way through the wilderness), Insight (wisely choose a safer path), Athletics (hike and 
  leap and climb)
  making it harder–add one Strife to make it a Harmful contest. Failure could leave a hero scratched and bruised, stung by 
  insects, bit by snakes, or even half-drowned in a bog.
  Menae’s lair is a crumbling temple of grey stone, surrounded by a cracked plaza littered with fallen pillars draped with creeping vines. 
  Huge serpents dwell among the rocks and attack any trespassers. The snakes are servants of the sorceress, and it pleases her to let 
  them test the mettle of any who would disturb her.
  Serpent 
  Name d0 (minion of Menae) / Beast / Strife 6
  Arete d6 / Craft d / Sport d6 / Battle d8
  weapons: fangs d6/d6 (sword), coiled strike d8/d6 (spear), scales d8 (shield)
  powers: Poison (wounds also inflict impairment), Natural Weapons
   
   
  left hand 
  right hand
   
   
  d8 d6  
  d0 d8-or-d6 d8 per minion + per minion
   
   
  (shield, sword or spear) 
  (name, sword or spear, battle)
  costs 6 Strife (1 base, 2 abilities, 3 powers) +1 for each serpent after the first
  Serpents initiate a contest of Cunning to determine the starting distance of the battle, slithering up on the heroes before they are 
  spotted. Distance is 2 if they succeed, otherwise defaults to 5 (rugged dim exterior).Two serpents per hero is probably plenty–they are 
  intended to be a warm-up not a serious threat to the heroes.
  Get the horn from the sorceress
  If the heroes approach openly (and survive the snakes), Menae appears on the threshold to greet them and ask their mission.
  Lustrous black curls spill down her shoulders to her crimson gown. A broad golden mask conceals her features, revealing 
  only her full lips and a hint of her striking dark eyes.
  She is unconcerned about the slain serpents and in fact may be impressed by manly deeds in the battle.
  “Long has it been since heroes of such fine figure graced my threshold, and I grow lonely in this desolate place with none to 
  appreciate my beauty…”
  so much strife
  The first two objectives probably used 
  very little strife, so you’ll have plenty 
  available for this objective and the 
  next one.
  dude, She is a medusa!
  Five talents and a bronze tripod says 
  your players assume that because 
  Menae is wearing a mask she’s 
  either a medusa or just terribly ugly 
  underneath. She isn’t. It’s just a bit 
  of detail to add tension to anyone 
  thinking to seduce her. It forces the 
  players to wonder what they are really 
  getting into, because GM’s should 
  have fun too.
  
  - 5 -
  Menae is a perilous and fickle creature, but she’s also very lonely. Rarely do visitors come to her solitary abode. Beneath her cold 
  surface fiery passions boil. Imperious yet needy and longing for the embrace of a man.
  How the heroes handle Menae is entirely up to them. Three obvious avenues are persuasion, battle, or trickery: they could appeal to 
  her vanity and loneliness and seduce her to learn the fate of the horn, they could condemn her as a vile enchantress and demand the 
  horn at spear point, or they could pretend to accept her hospitality only to later skulk about her home and try to steal the horn.
  seducing the sorceress–simple contest Grace 2d8 (2 Strife). Grace is used as a measure of physical beauty and perfection. 
  Winner is the hero the sorceress falls for.
  likely creative abilities–Cunning (promises of eternal love), Music (serenading the lady fair), Orate (flattery and boasting will 
  get you everywhere)
  A hero winning Menae’s affection will almost certainly get more than he bargained for. She is greedy for attention and dangerously 
  jealous if there is any hint that the love between them is just a ploy. Telepones himself captured Menae’s affection years before, only 
  to run afoul of her wrath when he yearned for the freedom of the hunt once again and sought to leave her. His horn survived though 
  he did not. She kept it as a bitter memento and for a time wept over it daily, but her love is indeed fickle and it’s been long since she 
  even thought his name. The horn lies likewise forgotten, cast among her many possessions.
  Menae the Sorceress 
  Name d0 / Man / Strife 6
   
  Arete 
  Craft 
  Sport 
  Battle
   
  d8 Insight 
  d6 Heal 
  d6 Athletics 
  d0 Aim
   
  d6 Grace 
  d0 Lore 
  d0 Cunning 
  d6 Shield
   
  d Might 
  d Music 
  d Hunt 
  d Spear
   
  d8 Spirit 
  d6 Orate 
  d Wrestle 
  d Sword
  weapons: sorcerous curse d6+ armor piercing (javelin), deceptive aura d8 (shield)
  powers: Armor Piercing, Fear (one use), Gaze (each exchange), Hold (each exchange), Reflect 
  Attack
  armor: d8 (deceptive aura)
  6 divine favor
   
   
  left hand 
  right hand
   
   
  d0 d8 
  d0 d6 +
   
   
  (name, shield) 
  (aim, javelin)
  costs 6 Strife ( base, 5 abilities, 8 powers, 2 armor)
  Making it harder:
  • 
  spend  Strife for d8 Advantage “fury of a woman scorned”
  • 
  spend  Strife for d8 Advantage “favored of the goddess Hecate”
  • 
  spend  Strife for d8 Advantage “power of the inner sanctum” since she is on her home turf
  • 
  have more of her serpents appear to aid her in battle (be warned, this can easily crush the 
  heroes)
  • 
  if any hero has a d8 Name increase her Strife to 8, raise her javelin to d8 and add a second 
  use of Fear
  All is fair In Love & War
  Make sure that any effort becomes a 
  contest between the heroes, not just a 
  contest against the sorceress.
  For example only one hero can win 
  her favor–he is invited inside and 
  given her attention while the others 
  are left sitting on the stoop. Heroes 
  who originally didn’t intend to compete 
  for her favor may start just because 
  they bridle at being dismissed as 
  servants or companions of the “true” 
  hero. Rub their noses in it. Kick them 
  in the pride.
  Playtest Anecdotes
  When I originally ran this quest, the 
  heroes competed to win Menae’s 
  favor, the winner making it into her 
  bed and the rest getting left outside to 
  fume and chuck rocks into the swamp. 
  The clever paramour wheedled the 
  horn’s location out of the sorceress 
  during pillow talk, but when he sweetly 
  asked for it as a souvenir to remember 
  her by the wheels came off the cart: 
  remember her by? He didn’t think he 
  was leaving did he? Just love her and 
  leave her, would he?
  So the heroes did fight the sorceress 
  in the end, just with one hero sans 
  armor (or any other clothes for that 
  matter). After getting a bitter taste of 
  the sorcerous fury of a woman scorned 
  they grabbed the horn and legged it 
  for the swamp.
  
  - 6 -
  You can use this descriptive text to spice up the sorceress’s attacks:
  (Curse) Darkness gathers around her like a cloak as she stretches her arms high and calls down sorcerous fury to smite her 
  foes.
  (Gaze) Her eyes flash and burn like twin stars falling in the night sky, her unbridled malice scything across all who dare 
  oppose her.
  (Hold 1) Your feet sink into the ground turned suddenly to mud, sucking at the your heels as you struggle to escape like some 
  kind of nightmare.
  (Hold 2) Gnarled roots erupt from the ground and twist around your knees, holding you in place.
  (Reflect Attack) Even as you thrust you watch in horror as your blade transforms into a viper, twisting in your hand to 
  strike you instead of her… and then a moment later the phantasm has passed, leaving you bleeding and haunted by the 
  sorceress’s mocking laughter.
  Escaping the swamp (optional)
  Didn’t get enough of the wrath of Menae yet? Did the heroes really piss her off? Have her sorcery turn the swamp against them as 
  they flee. Roots and branches cling at the heroes, paths appear only to twist and lead them deeper into the swamp, the very ground 
  beneath them seems to suck at their heels, and so on. It’s a nightmare that only the bravest heroes can escape.
  escape the enchanted swamp–harmful contest Insight 2d0 (5 Strife). Winner is the hero who pushes through and breaks the 
  spell.
  likely creative abilities–Lore (know how to escape enchantment), Might (pushing through with brute force), Spirit (resist the 
  terror of the enchanted swamp)
  making it harder–spend Strife to add Advantages (choose from the list given for the Sorceress Menae)
  4) Slay the Defilers
  Trap the satyrs (optional)
  The temple is a classic Grecian style, pillars surrounding a central walled chamber. There is a main frontal entrance and smaller side 
  entrances. Clever heroes might recall the words of the goddess and be concerned that once the horn is blown the terrified satyrs will 
  scatter into the wilds, escaping the wrath of the goddess.
  There are a few things the heroes could do. They could try to creep up when the revelry inside is at a low ebb and barricade the side 
  exits with brush and brambles (after passing an easy contest versus the madness), or simply split up and have different heroes enter 
  from different sides after blowing the horn to block escape.
  Depending on their actions they could do a contest to get Advantage dice to use later to prevent the satyrs from escaping (use for 
  positioning rolls to prevent satyrs from fleeing). If the heroes take no such precautions they may have their hands full making sure 
  none of the defilers escape.
  Magic is Scary
  The Sorceress is written to be a very 
  punishing opponent because sorcery 
  should be more terrifying than fighting 
  some guy with a spear.
  With her Fear she should be able to 
  put the heroes at a disadvantage 
  and then pound all the heroes with 
  her Gaze each exchange in addition 
  to her normal attack against a single 
  hero. She uses her Hold to keep 
  anyone she particularly doesn’t like 
  from getting away. Brutal.
  The heroes should be able to beat 
  her if they really dig in, but it will cost 
  them. And then again, why should 
  they? If they can grab the horn running 
  is a perfectly good choice. It’s much 
  classier to flee the wrath of the woman 
  scorned, dodging withering curses as 
  they flee into the swamp, than to stand 
  around and drive a spear through her.
  
  -  -
  resist the madness (again)–obstacle contest Spirit d6 d8 ( Strife). Same as before, but less Strife assuming heroes have 
  waited for a quieter time.
  barricade the side exits–simple contest Cunning 2d8 (2 Strife) to gain Advantage die. Winner is the hero who is the most 
  stealthy, spots the drunken satyr near the entrance before it can spot them, finds the best spots to barricade, etc. Failure 
  means the heroes think the exits are barricaded sufficiently but they aren’t, so the heroes aren’t watching those exits as 
  closely during the battle giving the satyrs the Advantage die to escape.
  likely creative abilities–Lore (figuring best way to barricade exits), Might (dragging great heaps of brush)
  Blow the Horn
  The muses will doubtless sing of the mighty hero who blew the horn of Telepones and put fear into the hearts of the satyrs. So which 
  hero gets to do the glorious deed?
  blow the horn–simple contest Orate 2d8 (2 Strife). Winner gets to blow the horn, but they need to beat the GM’s roll to scare the 
  satyrs (so a hero could beat the other heroes and get to blow the horn but fail to drive off the satyrs)
  likely creative abilities–Cunning (trick the others into letting you do the work), Hunt (a skilled hunter knows how to sound a 
  hunting horn), Might (big lungs means more wind)
  It’s assumed the heroes will approach just near enough to hear the satyr’s revels and then blow the horn before they are drawn in by 
  the madness, otherwise they must make another check to resist the madness.
  Failure means the heroes couldn’t blow the horn hard enough. Hit them with the satyr’s madness again, using as much Strife as you 
  can. This time it’s not an obstacle–if they all fail they fail the quest, losing themselves in the satyr’s madness and perhaps awakening 
  weeks later as through from a dream of wild abandon. If even one hero succeeds they can all escape (with appropriate impairment) 
  and try to blow the horn again later if they want.
  Make sure the heroes know the consequences for failure–they should be able to beat the “blow the horn” contest if they are willing to 
  call in creative abilities, oaths, divine favor, etc.
  Slay the Defilers
  As soon as the pure tones of the horn echo across the valley the revelry inside the temple grinds to a terrified halt. Cries of joy and 
  passion are replaced with cries of alarm and fear.
  If the heroes do nothing, virgins and satyrs flee the temple and scatter into the wilderness. The heroes have freed the temple but failed 
  to punish the defilers: quest failed. If the heroes charge into the temple their arrival is met with terror:
  The sacred temple is worse for the wear from days and nights of constant revelry. Spilt wine stains the floor and pillows and 
  gauzy veils lie trampled underfoot.
  Wiry satyrs, beards and chest-hair still dripping with wine, dart about looking for escape, their dark bodies a sharp contrast 
  to the pale white skin of the half-naked (former) virgins who scream and run in all directions.
  Slaughtering the Virgins
  Hera considers the virgins just as guilty 
  of soiling her temple as the satyrs, if 
  not more so: they were supposed to 
  resist temptation and remain pure in 
  honor of the goddess they had sworn 
  to serve, not have fun and party down 
  with the first pack of horny goat-men 
  that came along. Hera wants them put 
  to death for their betrayal.
  Modern sensibilities are likely to expect 
  the quondam virgins to be victims who 
  should be saved, but that doesn’t 
  really jibe with the Classical tone. 
  Stalking through the blood-stained 
  temple slaughtering defiled temple 
  maidens who have had congress with 
  beast-men for the sake of a vengeful 
  goddess–that’s hardcore Classical 
  stuff. Very appropriate for a Greek 
  hero.
  If your players are not that into the 
  Classical “blood & vengeance” style 
  and balk at the idea of slaughtering 
  virgins, even if handled entirely 
  off-screen, you can consider their 
  terror and exile all the punishment 
  the goddess requires and let them 
  flee screaming into the wilderness 
  instead.
  
  - 8 -
  The satyrs are not particularly dangerous opponents, but there are lots of them. The challenge is not to beat them so much as it is to 
  make sure none escape–they try to flee every exchange. If the heroes are not careful to make sure at least one of them beats each 
  minion group on positioning that group will escape if it survives the exchange.
  If one or two satyrs slip through, you can either consider the quest failed, or if a hero opts to pursue immediately (leaving the fight 
  inside the temple to the other heroes) give them an Athletics contest to catch up and fight those satyrs separately. Feel free to add 
  Strife to make the chase harder.
  Satyr 
  Name d8 (minion of Bacchanal) / Monster / Strife 5
  Arete d6 / Craft d8 / Sport d8 / Battle d6
  weapons: nails, teeth and horns d6/d6 (sword)
   
   
  left hand 
  right hand
   
   
  d8 d6 
  d6 d6 per minion +  per minion
   
   
  (name, sword) 
  (sword, battle)
  costs 5 Strife (1 base, 4 abilities) +1 for each satyr after the first, maximum of 16 satyrs (20 Strife 
  total) if heroes have d6 Name or 20 satyrs (2 Strife total) if any hero has a d8 Name
  Making it harder:
  • 
  spend 1 Strife for d8 Advantage “mobs of virgins” (the terrified virgins can provide a distraction 
  allowing the satyrs to escape)
  • 
  spend 1 Strife for d8 Advantage “blind terror” (fear may make them even quicker to flee)
  Slaying the virgins doesn’t require rolls–it’s considered part of the battle with the satyrs. Even as the heroes are chasing the satyrs 
  around the blood-stained temple they are cutting down terrorized temple virgins that get in their way.
  If the heroes slay the satyrs before they can escape (and the virgins along with them), they have avenged Hera and completed their 
  quest!
  Epilogue: If the heroes fail
  If the heroes fail to drive the satyrs from her temple or let some of them escape or simply give up, Hera’s wrath boils over. She calls 
  upon Poseidon, the Earth Shaker, to destroy the whole mountain in a terrible earthquake, burying her temple and all those who defiled 
  it beneath merciless rock.
  So great is the might of Poseidon that farmers and sheperds leagues away are caught in the god’s fury, their homes crushed and their 
  flocks scattered. Far and wide men tremble at this sign of the gods’ displeasure. Such is the wrath of Hera.
  I smell dionysius!
  With all this bacchanal and dancing 
  and revelry, it’s natural to think that 
  Dionysius is behind this outrage to 
  Hera’s temple.
  Doubtless the great god of the grape 
  is somewhere thinking this is a terribly 
  amusing turn of events to rattle poor 
  frigid Hera, but even he is not so 
  foolish as to plan such a thing. At least 
  not while sober.
  The satyrs on the other hand… well 
  they just can’t help themselves, no 
  matter how badly it may turn out. Party 
  yes, planning no.
  
SOURCE: textdata/thevault/Agon/Agon 1st Edition/Agon Temple of Hera.pdf