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whiterock09.txt
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whiterock09.txt
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Whiterock Level 9
Tracking:
Duergar trail: Tracking-2 to find, Tracking+0 every 150' to keep on it.
+1 in fungus forest
9-1: Tracking-1 to find large humanoid (troll) tracks
9-2: Tracking-2 to find huge turtle tracks near river
9-3: Tracking-3 to find large humanoid (ettin) or huge canine (wolf) tracks
9-4: Tracking+2 to find cave lizard tracks
9-7: Tracking-4 to find small humanoid (kobold) tracks
9-9, 9-10: Tracking-3 to find medium humanoid (young stone giant) tracks
Wandering monsters, 1/6 per hour, 2d6
2-5: Local denizen
6: Gelatinous Cube (only east of river)
7-9: Stirge Swarms
10-12: Dire Bats
Advanced Gelatinous Cube
Transparent - Vision -1 to spot when motionless +1 to Mages to spot magic items
SM +3
ST 20 HP 50
DX 4 Will 10
IQ 1 Per 10
HT 15 FP 15
BS 4.5 Move 4 Dodge 8
DR 0
Pseudopod punch (10) 2d-3 cr, Reach 1, random hit location
Paralyzing Corrosive Slime: 1d corrosive to anything but stone/metal.
HT-5 or paralyzed for seconds equal to margin of failure, then
stunned until making a HT roll.
Engulfing: Can engulf paralyzed creatures by just overrunning them.
Creatures that just run into it are engulfed.
(Mobile, aware creatures can Dodge or Retreat.)
Engulfed creatures take 1 HP/s from acid, plus roll vs. HT or paralyzed,
Suffocate B437 (lose 1 FP/s, at 0 FP roll vs. Will every s or unconscious)
Chameleon 7, Dark Vision, Doesn't Breathe, Doesn't Sleep,
DR 30 (only vs. Electricity), High Pain Threshold, Innunity to Mind Control,
Immunity to Metabolic Hazards, Injury Tolerance (Homogeneous), Invertebrate,
Lifting ST 13, No Legs, No Manipulators, Payload 60, Vibration Sense (Air)
Brawling-10
Treasure (inside):
Ring of Force DR1
Fine warhammer head (no shaft) worth $900
Dwarf-sized plate armor (torso, arms, legs, feet, greathelm) No gloves.
Fortify +2, Lighten -50% DR 8 (9 to head), 42.5#
Stirge Swarms (2)
SM 0
Move 8, Dodge 11
Reach C, auto hit, damage 1d cut, armor protects (weakest hit location)
Diffuse B380 -- imp/pi does 1 HP, others can do 2 HP (incl. shield),
area/cone/explosion do full damage
Dispersed after 10 HP
Nauseated if swarm in your hex. B428
-2 to all attribute/skill rolls, -1 to defenses, roll vs. HT
when eating / exposed to foul odor / fail Fright Check / stunned,
failure means Retching for 25-HT s: -5 to DX/IQ/Per, can't Concentrate,
lose 1 FP, lose last meal
Dire Bats (10) http://gurpswiki.wikidot.com/m:dire-bat
ST: 17 HP: 17 Speed: 7.25
DX: 16 Will: 12 Move: 4
IQ: 3 Per: 12 Weight: 200 lbs.
HT: 13 FP: 13 SM: +1 (2 hexes)
Dodge: 10 Parry: N/A DR: 2
Bite (16): 1d+1 cutting. Reach C.
Traits: Flight (Air Move 7; Winged; Handling Bonus +1);
Scanning Sense (Sonar, 20 yards); Sharp Teeth; Wild Animal.
Skills: Brawling-16; Stealth-18.
Retreat when over half are defeated.
9-1:
Local denizens: 3-6 trolls
Vision+2 to spot winding path to cave (not needed if tracks were found)
9-1a:
Bad Footing: +1 MP/hex, -2 to attack, -1 to defend
8 Trolls
ST: 23 HP: 23 Speed: 6.25 thr 2d+1 sw 4d+1
DX: 13 Will: 10 Move: 6
IQ: 10 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 10 Parry: 11 (unarmed) DR: 0
Bite (15): 2d+1 cutting. Reach C, 1 counts as grapple
Claw (15): 2d+2 cutting Reach C-2
Brawling-15 Stealth 14 Wrestling-15
ST +2 when grappling, also +1 to attack for SM vs. SM 0
Acute Taste and Smell 3; Ambidexterity; Bloodlust (9);
Combat Reflexes; Curious (9); Dark Vision; Extra Attack 2;
Gluttony (9); High Pain Threshold; Immunity to Disease;
No Brain; No Vitals; Overconfidence (9); Recovery;
Regeneration (1 HP/second, but not vs. burning or corrosion damage);
Regrowth; Unfazeable; Universal Digestion;
Unkillable (Total; Achillesâ Heel, Burning or corrosion damage).
Only 1/6 chance of a troll reinforcement arriving from 9-1b. If so,
it will bring everyone there.
Treasure:
Vision-3 or Search-3 to find each lot, 1 check/minute
$255 in coins (in 5 lots)
$1100 star ruby
Immovable Rod
Staff carved from animal horn:
Staff of the Beetle (11 charges)
(Command words have been lost, need Analyze Magic to recover)
Tough Skin DR2, Dark Vision, +2 to R-Will, +2 Accuracy, +2 Puissance
3 yard glow, 1 charge/hour
acid spray 3 yard cone, 3d acid damage, Dodge+retreat/dive out of area to avoid
air bubble, 1 charge/hour
9-1b:
3 Elite Trolls
ST: 25 HP: 25 Speed: 6.25 thr 2d+2 sw 5d-1
DX: 13 Will: 10 Move: 6
IQ: 10 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 10 Parry: 11 (unarmed) DR: 2 (hide armor)
1 has extra large shield: +4 DB, -2 to attacks, Shield-13, Block-10,
Shield Wall Training
Knobbed Club (6) Reach 1-2, 5d cr, Parry 7
Bite (16): 2d+2 cutting. Reach C, 1 counts as grapple
Claw (16): 2d+3 cutting Reach C-2
Brawling-16 Stealth 14 Wrestling-16
ST +2 when grappling, also +1 to attack for SM vs. SM 0
Acute Taste and Smell 3; Ambidexterity; Bloodlust (9);
Combat Reflexes; Curious (9); Dark Vision; Extra Attack 2;
Gluttony (9); High Pain Threshold; Immunity to Disease;
No Brain; No Vitals; Overconfidence (9); Recovery;
Regeneration (1 HP/second, but not vs. burning or corrosion damage);
Regrowth; Unfazeable; Universal Digestion;
Unkillable (Total; Achillesâ Heel, Burning or corrosion damage).
Roakgroth, Troll fighter
ST: 27 HP: 35 Speed: 6.25 thr 3d-1 sw 5d+1
DX: 13 Will: 10 Move: 6
IQ: 10 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 10 Parry: 12 (unarmed or mace)
DR: 4 (hide armor w/Fortify)
Fine Balanced Dwarven Mace (17) 5d+4 cr parry 12 Reach 1-2
Bite (16): 3d-1 cutting. Reach C, 1 counts as grapple
Claw (16): 3d cutting Reach C-2
Brawling-16 Stealth 14 Wrestling-16 Axe/Mace-16 Tactics-12
ST +2 when grappling, also +1 to attack for SM vs. SM 0
Acute Taste and Smell 3; Ambidexterity; Bloodlust (9);
Combat Reflexes; Curious (9); Dark Vision; Extra Attack 2;
Gluttony (9); High Pain Threshold; Immunity to Disease;
No Brain; No Vitals; Overconfidence (9); Recovery;
Regeneration (1 HP/second, but not vs. burning or corrosion damage);
Regrowth; Unfazeable; Universal Digestion;
Unkillable (Total; Achillesâ Heel, Burning or corrosion damage).
Treasure: Fine Balanced Dwarven Mace, Hide Armor with Fortify +2
Hoard: Search-4 to find cavity under rock near fungus bed
$461 in coins
3 $75 bloodstones
$125 amber
4 $225 garnets
dusty rose prism ioun stone: +1 to active defenses, not with Combat Reflexes
fine balanced shortsword
9-2:
Local denizen: turtle ambush
Quickened Giant Snapping Turtle
ST: 30 HP: 30 Speed: 6.25 thr 3d sw 5d+2
DX: 10 Will: 11 Move: 6
IQ: 5 Per: 13 Weight: 30,000 lbs.
HT: 15 FP: 15 SM: +4 (7 hexes x 4 hexes)
Dodge: 9 Parry: N/A DR: 8 body, 6 limbs/tail/head
Bite (18): 3d+2 large piercing. Reach C-1. Free grapple
Swallow: Grapple, then Takedown (QC ST vs. ST/DX/grappling skill),
then Pin (RC ST + SM, +3 for most free hands), Pin = swallow
Swallowed: take 3d cr + 1d acid per turn
Escape: 20 cutting to make a hole
Claws (18): 3d+2 cutting. Reach C-3.
Traits: Amphibious (Water Move 6); Dark Vision; Discriminatory Smell;
Quadruped; Sharp Beak; Sharp Claws, Combat Reflexes,
Great Haste 3 times a day, 12x each time
Hard To Subdue +5
Skills: Brawling-18; Camouflage-14
Treasure: iron chest 25' underwater Lockpicking-6
5 10 lb. bars of orichalcum, worth $3000 each to the right smith.
9-3:
Local denizen: Ettin on Deep Worg
Search+0 to find nook with treasure:
17 odd stones (worthless)
$55 hunk of melted copper coins
$285 jet statuette of naked female drow dancer
$350 bone scroll tube set with 10 tiny rubies
IQ+0, IQ-1, IQ-3 checks to figure out how to open tube
(Or IQ-based Traps or Lockpicking)
Contains scroll with Dispel Magic and Blink
Paintings: Vision-2 to spot Draconic passage "West equals South"
Gar and Nar, Ettin
Ettin, from http://abovetheflatline.blogspot.com/
ST: 26 HP: 26 thr 2d+2 sw 5d
DX: 10 Will: 10 Speed 5.5
IQ: 8 Per: 10 Move 5/8
HT: 12 FP: 12 SM: +2
Dodge: 9 Parry: 10U DR: 5 (Hide armor, Ring, Tough Skin)
Punch (12): 3d crushing. Reach C, 1.
2 Fine Balanced Morningstars (14) 5d+3 cr, -2 to block, -4 to parry
4 Javelins (13) 2d+3 imp Range 39/65
Traits: Acute Sense of Smell and Taste 2; Ambidextrous; Bully (12);
Combat Reflexes; Compartmentalized Mind 1; Discriminatory Smell;
Enhanced Move 0.5 (Ground Move 8); Extra Attack 1; Extra Head 1; Hidebound;
High Pain Threshold; Loner (12); Night Vision 5; Peripheral Vision;
Short Attention Span (12).
Skills: Animal Handling-12; Flail-13; Brawling-12; Tactics-10; Wrestling-12;
Riding-12; Spear-13; Spear Throwing-13
Class: Mundane.
Notes: Per 11 when using Smell. Effective ST 28 when grappling, owing to Wrestling.
May negotiate. Gar tells the truth; Nar lies.
Speaks a pidgin of Orc, Goblin, and Giant. IQ check to communicate if you
speak any, +2 if you speak two, +5 if you speak all three.
Ring of Force DR1
Deep Worg
SM 3
ST 30 HT 30 thr 3d sw 5d+2
DX 12 Will 11
IQ 8 Per 14
HT 12 FP 12
Move 7 Dodge 10 DR 3
Bite (15) 3d-1 cutting, Reach 1
Acute Hearing 1, Acute Vision 1, Bad Temper, Chummy, Colorblindness,
Discriminatory Smell, Night Vision 8, Quadruped, Sharp Teeth,
Supernatural Feature (glowing red eyes), Temperature Tolerance
Brawling-15 Stealth-13 Tracking-15 Mount-12
Cave Paintings:
Vision-2 to spot note in Draconic. "West equals South."
9-4:
Cave lizards (lots), will flee
Vision-6 to see puncture wound on lizard
9-5:
Vision-4 to find cave entrance, 40' up
Climbing-2 to reach it
Slippery floors. > 1/2 Move or combat means DX+6 check or fall prone
Dodge at -4
At each point A, 3 Stirge Swarms + 3 Stirges
Stirge Swarm (1-3)
SM 0
Move 8, Dodge 11
Reach C, auto hit, damage 1d cut, armor protects (weakest hit location)
Diffuse B380 -- imp/pi does 1 HP, others can do 2 HP (incl. shield),
area/cone/explosion do full damage
Dispersed after 10 HP
Nauseated if swarm in your hex. B428
-2 to all attribute/skill rolls, -1 to defenses, roll vs. HT
when eating / exposed to foul odor / fail Fright Check / stunned,
failure means Retching for 25-HT s: -5 to DX/IQ/Per, can't Concentrate,
lose 1 FP, lose last meal
Can carry off a knocked-out opponent, at Move 4
Strix
SM -1
ST 5 HP 5
DX 16 Will 10
IQ 4 Per 10
HT 12 FP 12
BS 7
Move 2 (Air Move 14)
DR 0
Dodge 13
Grapple 22: deceptive -8, effective 14, -4 to defend
Bite 18 reach C 1d-4(10) large piercing, min 1 + followup 1
(always in CC after grapple, only dodge-1 or CC party -2, no retreat
Usually at deceptive -4 to hit, -2 to defend)
Blood-Draining Lose 1HP/turn after bite, unless grapple broken
Each 3 HP drained heals strix 1 HP
Acrobatics-16, Brawling-18, Wrestling-18
wings 2#, $35, Survival to chop
whole strix 15#, $250 dead, $500 alive
At point B:
Strix Brood Mother + 4 Stirges + 4 Stirge Swarms
Strix Brood Mother
SM +2
ST 27 HP 27 thr 3d-1 sw 5d+1
DX 11 Will 10
IQ 3 Per 10
HT 14 FP 14
BS 6.25 Move 2 Fly 3
Dodge 8 DR 5
Proboscis (15) Reach 2 3d pi+
After Grapple, Blood Drain for 3d
Brawling-15 Wrestling-15
After damaged, calls Stirge Swarms. Half come, 1 every 3rd turn
Treasure:
Fine Dwarven axe
Small Steel Shield, Deflect +2, white spider logo, on elf forearm
Fine Balanced Bastard Sword, Accuracy and Puissance +1, Affects Insubstantial,
"Damarel" engraved on white metal blade in Elven
9-6:
At fork of path, Vision-4 to see old path to W
Tracking-2 to see that it hasn't been used in a long time
Invisible body: Search-10 to find
Easier with Detect Magic, extra time,
Theology-4 or Hidden Lore (Undead) to know about Groaning Spirits
If body is found, Search-6 to find Invisible Ring of Invisibility
Other treasure: Bracers of Force DR2, Fine Balanced Large Knife.
Ilyanassa, Groaning Spirit
SM 0
ST 10 HP 10
DX 14 Will 15
IQ 13 Per 13
HT 10 FP 10
BS 6 Move 6 Dodge 9
Insubstantiality
Detect (Living Creatures) 5 miles away, hard to surprise
Chill Touch(15) 1d+2, HT-2 or lose 1 point ST ($100 to fix at temple)
Fear Aura: On sight, Will-2 or flee in terror for 1d+4s. Immune for 24h after.
Keening 2x/day, 10 yard radius, Will-3 or die. Otherwise take 3d+7
9-7:
Vision-4 to spot crude holy symbol
Theology-2 to identify holy symbol of Teleus, god of Law (sword w/ light)
Dispel Magic at -4 to dispel polymorph
Kobold template http://gurpswiki.wikidot.com/rt:kobold
Attribute Modifiers: ST -4 [-40]; DX +1 [20]; IQ -1 [-20]; HT +2 [20].
Secondary Characteristic Modifiers: SM -2; Per +2 [10]; Basic Speed +0.25 [5];
Basic Move -2 [-10].
Advantages: Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin, -40%) [3];
Nictitating Membrane 1 [1]; Peripheral Vision [15]; Teeth (Sharp) [1];
Wily Little Bugger 2* [10].
Disadvantages: Cowardice (12) [-10]; Social Stigma (Savage) [-10].
Features: Born Biter
Wily Little Bugger: You know how to survive under the toughest circumstances,
especially underground. This Talent aids Prospecting, Scrounging, Survival
(Underground), and Traps. Only kobolds can have it, and may buy up to two more
levels at character creation. Reaction bonus: Miners and survivalists. 5
points/level.
Born Biter: You have an elongated jaw optimized for trapping prey. You can opt
to hold on after you bite; thus, the bite doubles as a grapple. On later turns,
you can worry, which counts as an attack but always hits - simply roll biting
damage! If your victim's SM is three or more greater than yours, you can only
do this to an extremity (hand, foot, etc.), and the grapple is considered
one-handed. If his SM is only one or two larger, you can target anything, and
the grapple is treated as two-handed. The same is true if his SM is equal to or
smaller than yours, but you can also attempt to pin him while standing! The
catch is that foes get +3 to target your protruding snout, allowing them to
attack your face (not skull) at only -2.
Galdiera, polymorphed into Kobold
SM -1
ST 9 HP 18 thr 1d-2 sw 1d-1
DX 14 Will 13
IQ 11 Per 11
HT 15 FP 15
BS 7 Move 6 Dodge 11
Block 11 Parry 12
DR6 (Tough Skin, Ring, Armor)
Tough Skin DR1
Languages: Draconic, broken Common, broken Elven, broken Celestial
Born Biter, Sharp Claws, Sharp Teeth
Dark Vision, Peripheral Vision
Healing (heals 2 HP per 1 FP)
Combat Reflexes
Giant Weapons 1
Caltrops: LT123
Vision roll every s, at speed penalty for Move. -2 if not watching ground
Step on Margin of Failure caltrops
Each does thr-3 imp, based on victim's ST, max 2 HP
2 Ready maneuvers to remove
Bad Footing, B387 +1 MP/hex, -2 to attack, -1 to defend
Broadsword-17 Riding-16 Shield-15
Cheap Broadsword(16) 1d cut Reach 1 Parry 12
Bless (like spell but works on self) +1 on everything, then as Luck
Ring of Protection DR2, piecemeal armor, small steel shield, Ring of Sustenance,
Pouch of Endless Caltrops
Rat Mount
SM 0
ST 14 HP 12 thr 1d sw 2d
DX 13 Will 10
IQ 4 Per 10
HT 13 FP 13
BS 6.5 Move 6
DR 2
Dodge 9
Night Vision 5, Scent
Sharp Teeth
Brawling-15
Climbing-15
Swimming-15
Bite (15) 1d cut
Filth Fever R-HT, 1-3 DX and 1-3 HT after 1-3 days R-poison applies
9-8:
Buulff, Delver
SM 3
ST 27 HP 30 thr 3d-1 sw 5d+1
DX 11 Will 12
IQ 12 Per 12
HT 14 FP 14
BS 6.25 Move 6
DR 14
Slam (15) 2d cr + 2d acid, 2d/turn for 2 more turns unless washed off
armor/clothing dissolve unless DX-3 check is made
weapons striking delver dissolve unless DX-3 check
Speaks Terrain, Undercommon -4 to Diplomacy if no common language
Intoxication:
+3 ST
-4 to Diplomacy checks
-2 to DX checks, resistance rolls
-4 to skills requiring concentration
Wants precious metals. Copper: -10, Silver -8, Gold -6, Platinum -2
For < 500 coins, -1 per 100. For > 500 coins, +1 per 100 (max +5)
Immune to acid
Stone Shape, every 10 minutes
Randomly attacks. Slam into pit: 2d + 2d + 2d acid. DX-2 or fall in on top,
for another 6d + 2d.
Retreats at 1/3 HP
9-9:
6- to be sensed by one within 10 minutes, +1 every 10 minutes.
Purple Worm
ST 42 HP 42 Speed 6
DX 12 Will 12 Move 6/12
IQ 5 Per 12
HT 12 FP 12 SM 5
Dodge 9 DR 4
Bite (15) 4d+1 cut Reach C,1 grapple vs. SM 2 or less
Swallow: Grapple, then Takedown (QC ST vs. ST/DX/grappling skill),
then Pin (RC ST + SM, +3 for most free hands), Pin = swallow
Swallowed: take 3d cr + 1d acid per turn
Escape: 20 cutting to make a hole
Sting (15) 4d+2 large pi, follow up 1d FP, Reach C-5
Acute Detect 4; Enhanced Move (Ground); Extra Attack 1;
High Pain Threshold; No Brain; No Eyes; No Neck; No Vitals;
Regeneration (1 HP/12 hours); Regrowth; Resistant to Disease 3;
Resistant to Poison 3; Uncontrollable Appetite (12) (Mortal Flesh);
Unfazeable; Universal Digestion; Vermiform; Wild Animal.
Tremorsense
9-10:
5 Stone Giants (Guard template)
Lowrek
SM +2
ST 23 HP 23 thr 2d+1 sw 4d+1
DX 13 Will 10
IQ 10 Per 11
HT 14 FP 14
BS 6.75 Move 6
DR 5 (tough skin 3, hide 2)
Dodge 9 Parry 9
Dark Vision, High Pain Threshold
Overconfidence, Sense of Duty (friends)
Brawling-13, Knife-13, Wrestling-12, Throwing-15, Axe/Mace-13,
Armoury (various)-9, Climbing-12, Stealth-14, Jumping-13,
Riding (purple worm)-14, Parry Missile Weapons-13
Languages: Giant, broken Common, broken Undercommon
Stone Giants throw rocks like Heavy Slings
Thrown Rock (15) 4d+3 cr
Knobbed Club (13) 4d+2 cr parry 9
Treasure: hide armor, big club, sack of junk, spear, $239 total for the 5
Fjorjek
SM +2
ST 21 HP 21 thr 2d sw 4d-1
DX 14 Will 10
IQ 12 Per 13
HT 14 FP 14
BS 7 Move 7
DR 6 (tough skin 3 + hide 2 + familiar 1)
Dodge 10 Parry 9
Dark Vision, High Pain Threshold, Magery 3, ER 9 (some from Sard)
Overconfidence, Sense of Duty (friends)
Brawling-13, Knife-13, Wrestling-12, Throwing-15, Axe/Mace-13,
Armoury (various)-9, Climbing-12, Stealth-14, Jumping-13,
Riding (purple worm)-14
Spells: Simple Illusion, Daze, Sound, Repair, Apportation, Levitation,
Shield, Missile Shield - 14
Languages: Giant, accented Common, accented Undercommon
Stone Giants throw rocks like Heavy Slings
Thrown Rock (15) 4d+3 cr
Knobbed Club (13) 4d+2 cr parry 9
Treasure: hide armor, big club, 2 large knives, sack of junk, $212
5 casks Underdeep mead, $200 total if can find a buyer
Sard, Armadillo Familiar
SM -2
ST 3
DX 11
IQ 6
HT 12 FP 12
BS 5.75, Move 5, Dodge 9
DR 4, roll into ball for DR 6
Grants 6 FP and 1 DR
Stealth-15, Good hearing, Bad vision, telepathy
If knocked off path by rock, 3d damage falling down hill
Drinking: underdeep mead: R-HT or sick for hours
Worm Riding:
Jumping-3 to get on the worm's back, 3d falling damage if you miss
Holding on: contest of ST, vs. 42. Bonuses for riding skill (+2),
using an impaling weapon for 7 points damage (+4),
knot tying or lasso - 6 (+4)
throw from purple worm's back: 4d damage and prone, acrobatics roll
to reduce and not be prone
Margin of victory = time on worm's back
win: stone giants give passphrase to trap in 9-11
try but lose: directions to Bleak Theater but no passphrase
refuse to try: fight
9-11:
Traps-7 to find
Traps-7 to disable
proximity trigger, lightning cloud, both exits close
if within 1 hex of exit, Dodge-2 to jump out
if 2 hexes, Dodge-5
If stuck in the room, 4d6 electrical damage per turn for 15 turns
passphrase "Hail Thane Hrolad Vejik, and May His Beard Grow Long"
new passphrase "Elves must be eradicated and bows should be illegal."
deactivates for 5 minutes
stone doors: DR 8, 100 HP, Lockpicking-6 then ST-5 to open