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|10|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.}}
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{{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.}}
 
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===
 
 
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.
 
 
{{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.}}
 
 
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).
 
 
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.
 
  
 
==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|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|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=

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