Editing Beneath Castle Everglory: LEVEL 2: Vault of the Scribes

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The death of the last rat is the beginning of the party’s problems.  A few seconds after the combat finishes, a stinking breeze blows through the room and a Necrodentus arrives from nowhere.
 
The death of the last rat is the beginning of the party’s problems.  A few seconds after the combat finishes, a stinking breeze blows through the room and a Necrodentus arrives from nowhere.
  
===Necrodentus===
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Necrodentus
  
 
For reasons unknown, the extermination of a group of rats can sometimes result in the summoning of a Necrodentus, a cow-sized air elemental, cloudy brown-black with floating dust and grit, in the rough shape of a rat.  The Necrodentus is evil but is not undead.  Its first action upon being summoned is always to try to slaughter whoever slaughtered the rats.  If it succeeds, it may return to whatever stranger plane it comes from, or it may decide to remain and hunt for flesh.
 
For reasons unknown, the extermination of a group of rats can sometimes result in the summoning of a Necrodentus, a cow-sized air elemental, cloudy brown-black with floating dust and grit, in the rough shape of a rat.  The Necrodentus is evil but is not undead.  Its first action upon being summoned is always to try to slaughter whoever slaughtered the rats.  If it succeeds, it may return to whatever stranger plane it comes from, or it may decide to remain and hunt for flesh.
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ST: 20 HP: 24 Speed: 8.00
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DX: 10 Will: 16 Move (Air): 6
  
{{GURPSNPCTraits|20|13|8|13|24|17|16|20|8|6|2|0|10|N/A|N/A|Bite-15 1d Impaling|Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse), No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks x2).|Brawling-15.|Elemental|The bite of a Necrodentus may be Dodged, but not Blocked or Parried.  Armor does not protect, though magical defenses, including enchantments on armor, do.}}
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IQ: 8 Per: 16 Move (Ground): 0
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HT: 12 FP: 20 SM: 2
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Dodge: 7 Parry: 7 (DX) DR: 0 [0]
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Bite (14): 1d impaling.  The attack may be Dodged, but not Blocked or Parried.  Armor does not protect, but magical defenses, including enchantments on armor, do.
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Traits: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse), No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks x2).
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Features: Susceptible to elemental-control magic.
  
 
A Nectrodentus can do all of the following once every three minutes as free actions:
 
A Nectrodentus can do all of the following once every three minutes as free actions:
 
 
1. Extinguish all small fires in 30’.  Light and Continual Light spells in the area are the subject of a Dispel Magic (17).
 
1. Extinguish all small fires in 30’.  Light and Continual Light spells in the area are the subject of a Dispel Magic (17).
 
 
2. Utter a piercing high-pitched howl in a cloud of dark dust, causing a Fright Check at -4 for animal allies, drowning out the music of bards, and doing 1d corrosive damage to the flesh of any creature that hears it.  Armor does not protect.
 
2. Utter a piercing high-pitched howl in a cloud of dark dust, causing a Fright Check at -4 for animal allies, drowning out the music of bards, and doing 1d corrosive damage to the flesh of any creature that hears it.  Armor does not protect.
 
 
3. Make its black eyes blaze a brilliant red as it attacks its chosen target with its bite.  As long as the target can see the eyes blaze and regardless of whether the bite hits or not, the target must win a quick contest of Wills or suffer 1d of corrosive damage to the eyes.  Armor does not protect.
 
3. Make its black eyes blaze a brilliant red as it attacks its chosen target with its bite.  As long as the target can see the eyes blaze and regardless of whether the bite hits or not, the target must win a quick contest of Wills or suffer 1d of corrosive damage to the eyes.  Armor does not protect.
  
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The Lurker in Filth is a slimy, greenish-brown, invertebrate scavenger that lives on rotting organic matter and dung.  It has six short legs, three on each side of the body, and four tentacle arms that feed the toothless mouth found on the underside.  The Lurker can see and hear perfectly well, despite the lack of any visible sense organs apart from a mass of feeler-tentacles at one end (the end that happens to contain the brain, such as it is). In battle, the Lurker will do its best to face away from danger, which does not hamper its ability to perceive its enemy or to fight, but will convince most enemies to attack its rear end rather than the end that contains its brain.
 
The Lurker in Filth is a slimy, greenish-brown, invertebrate scavenger that lives on rotting organic matter and dung.  It has six short legs, three on each side of the body, and four tentacle arms that feed the toothless mouth found on the underside.  The Lurker can see and hear perfectly well, despite the lack of any visible sense organs apart from a mass of feeler-tentacles at one end (the end that happens to contain the brain, such as it is). In battle, the Lurker will do its best to face away from danger, which does not hamper its ability to perceive its enemy or to fight, but will convince most enemies to attack its rear end rather than the end that contains its brain.
  
{{GURPSNPCTraits|40|15|3|12|40|15|14|40|8|4|2|4|9|12|N/A|2 Barbed Tentacle Slash-20 4d Cutting|360 Degree Vision; Discriminatory Smell; Doesn’t Breathe; Extra Attack; Extra Arms (4 Tentacles); Extra Legs (6 Legs); High Pain Threshold; Infravision; Invertebrate; No Fine Manipulators.|Brawling-15|Mundane| The Lurker in Filth’s barbed tentacles are filthy and envenomed.  Any character wounded by the Lurker in Filth must roll vs. HT.  Failure will reduce that characters HT by 1 for a number of days equal to the degree of failure.  Effects are cumulative.  This counts as both as poison and disease for resistance and curing.}}
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{{GURPSNPCTraits|40|15|3|12|40|15|14|40|8|4|2|4|9|12|N/A|2 Barbed Tentacle Slash-20 4d Cutting|360 Degree Vision; Discriminatory Smell; Doesn’t Breathe; Extra Attack; Extra Arms (4 Tentacles); Extra Legs (6 Legs); High Pain Threshold; Infravision; Invertebrate; No Fine Manipulators.|Brawling-15|Mundane| The Lurker in Filth’s barbed tentacles both filthy and envenomed.  Any character wounded by the Lurker in Filth must roll vs. HT.  Failure will reduce that characters HT by 1 for a number of days equal to the degree of failure.  Effects are cumulative.  This counts as both as poison and disease for resistance and curing.}}
  
 
=11.  The Stairs Down=
 
=11.  The Stairs Down=

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