Editing Beneath Castle Everglory: LEVEL 2: Vault of the Scribes
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In Combat, the Elemental likes to cast Mud Jet on groups of enemies, followed by Stone Missile. Anyone who damages the elemental in combat will really annoy it and is likely to be the subject of a Flesh to Stone spell. If fearing for its life, the elemental may cast Walk Through Earth to get away from the PCs, but it will be back to finish the fight as soon as it thinks the PCs don’t know where it is, hoping to come at them from an unexpected direction. If defeated, the elemental will be willing to cast Flesh to Stone on any petrified characters, as well as doing whatever else it needs to do to survive long enough to escape. | In Combat, the Elemental likes to cast Mud Jet on groups of enemies, followed by Stone Missile. Anyone who damages the elemental in combat will really annoy it and is likely to be the subject of a Flesh to Stone spell. If fearing for its life, the elemental may cast Walk Through Earth to get away from the PCs, but it will be back to finish the fight as soon as it thinks the PCs don’t know where it is, hoping to come at them from an unexpected direction. If defeated, the elemental will be willing to cast Flesh to Stone on any petrified characters, as well as doing whatever else it needs to do to survive long enough to escape. | ||
− | {{GURPSNPCTraits|25|11|8|14|40|12|9|40|4|6|1| | + | {{GURPSNPCTraits|25|11|8|14|40|12|9|40|4|6|1|4|9|9|N/A|2 x Punch-16 2d+2 Crushing|Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Limbs (5 Arms / Legs); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).|Brawling-16; Innate Attack (Beam)-16.|Elemental|Speaks the language of Earth Elementals and broken Dwarvish.}} |
'''Spells:''' The elemental knows all of the Hard spells of the Earth College except Entombment and Steelwraith at level 20. | '''Spells:''' The elemental knows all of the Hard spells of the Earth College except Entombment and Steelwraith at level 20. | ||
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===9 Giant Rats=== | ===9 Giant Rats=== | ||
{{GURPSNPCTraits|9|13|5|13|9|10|12|13|6.5|7|-1|1|9|N/A|N/A|Bite-15 1d-1 Cutting|Night Vision 5; Semi-Upright; Striking ST +2 (ST 11); Wild Animal.|Brawling-15; Stealth-15.|Giant Animal|None.}} | {{GURPSNPCTraits|9|13|5|13|9|10|12|13|6.5|7|-1|1|9|N/A|N/A|Bite-15 1d-1 Cutting|Night Vision 5; Semi-Upright; Striking ST +2 (ST 11); Wild Animal.|Brawling-15; Stealth-15.|Giant Animal|None.}} | ||
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==Treasure== | ==Treasure== | ||
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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| | + | {{GURPSNPCTraits|40|15|3|12|40|15|14|40|8|4|2|3|9|11|N/A|2 Barbed Tentacle Slash-15 3d 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= |