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Chaosium Digest Volume 28 Number 02

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Chaosium digest
 · 1 year ago

Chosium Digest V28.2 
Date: Sun, 11 Apr 1999

Pendragon Encounters, continued

NICOR
These scummy beings are the dread of anyone travelling through
swampland. Spongy, gray-skinned beings of human size and appearance,
Nicors are like water-logged Neanderthals, with vestigial suckers
along
the insides of their arms and across their chest. Their quasi-human
faces have sunken into a disgusting sucker-like mouth long ago, with
no nose, and only baleful black eyes below a heavy brow. They tend to
be unarmed.

SIZ 15 Move: 3
DEX 15 Damage: 4d6
STR 15 HP: 27
CON 12 Armour: 2 + 2 (furs and rags)
APP 5

Attacks: double-claw attack @ 18 (the Nicor gets to roll its skill
twice and choose the best result against its opponent, though the
attack is against only one opponent ever, for 4d6), one bite @ 12 for
3d6 damage, or grapple @ 30 (this is assisted by the Nicor's suckers;
once grappled, the victim is usually dragged into swamp-water and
drowned).
Avoidance: 5
Glory to Kill: 25

PLINY'S PEOPLE
This is just one of the races of men which the famous Pliny the Elder
"discovered" while "sailing" in his boat "the Poppy." Traces of this
hunter-gatherer race can still be found amidst the semi-magical
islands to Ireland's west and Britain's north. They appear as pale,
big-boned humanoids, normal in every respect except for having their
heads located in the top-half of their chest. They are generally a
peaceful people and live a perilous life trying to remain in harmony
with the magical/mythical beings of the islands.

SIZ 13 Move: 2
DEX 11 Damage: 4d6
STR 14 HP: 28
CON 14 Armour: 0 + 6

Attacks: Spear 14, Dagger 8
Sig. Traits: Generous 16, Prudent 14, Trusting 16, Honest 12
Sig. Passions: Loyalty (Elder) 12
Sig. Skills: Hunting 12, Fishing 16, Boating 12, Industry 12, Faerie
Lore 15, First Aid 10.
Glory to Kill: 10 (but only if the People initiate the fight).

PTERODACTYL
These leathery birds have two hobbies: circling active volcanoes and
attacking travelers for little reason other than food. Again, these
beasts are an anachronism still to be found in the islands off the
west coast of Ireland.

SIZ 25 Move: 4 (12 flying)
DEX 20 Damage: 5d6
STR 18 HP: 39
CON 14 Armour: 6

Attacks: Pterodactyls generally attack with their beak @ 16, swooping
down upon their prey.
Avoidance: 20
Glory to Kill: 50

RISULKI (Scandinavian Water Maiden)
Two sets of stats are provided here. The Risulki appears normally as a
Russian, Finnish or Scandinavian maiden washing in a stream, and has a
magical song which can instill a great desire on hapless males and
females alike to share the bath. The Risulki can also transform into a
gigantic amphibious fish, like a cross between a giant salmon and a
claw-bearing toad (yes, ugly).

Maiden
SIZ 12 Move: 4 (8 swimming)
DEX 15 Damage: 5d6*
STR 21 HP: 30
CON 18 Armour: None
APP 21

Attacks: Grapple 12, Brawl 6
*The maiden is usually unarmed, thus 2d6 must be deducted from
Brawling damage.
Magic: Maiden's Song @ 25; consider this the same as Evoke Emotions
(Lustful). The Song's effect lasts even if the Maiden turns into her
Monster form.

Monster
SIZ 50 Move: 5 (10 swimming)
DEX 12 Damage: 10d6
STR 35 HP: 75*
CON 25 Armour: 12

*The monster has no unconsciousness statistic, and must be reduced to
0 hit points.
Attacks: The monster has a combined charge/bite attack @ 21 for full
damage, or one claw @ 15 (the monster uses it's claw when it has been
wounded past the point of normal unconsciousness and can no longer
move swiftly).
Mod. to Valorous: -10, +10 Prudent
Glory to Kill: 350

TREE SPIRIT
This creature is the manifestation of a sort of Ysbryd (Nature Spirit)
which usually appears to attack the unwary adventurer cutting down
trees to make forts, rafts etc. It appears a green and greenery-tinged
humanoid, gaunt but with immense upper body muscles. An animal's
skull-like face is set with ram or bull horns, and a bull's tail hangs
from scrawny withers. The Tree Spirit has long arms set with dangerous
claws. It never uses weapons of its own, though it will cheerfully
grab up those dropped by adventurers.

SIZ 20 Move: 4
DEX 16 Damage: 7d6
STR 25 HP: 42
CON 22 Armour: 6
APP 4

Attacks: 2 claws @ 17 against one or two opponents (if 2 claws are
used against one opponent and both succeed, consider the opponent
grappled; it will the use its bite @15 until the opponent is dead), or
any scavenged weapon @ 12. Though it is a weaker attack, Tree Spirits
will opt to grab a weapon if possible.
Avoidance: 50
Mod. to Valorous: -10
Glory to Kill: 80

WATER SPRITE

These kinds of Fae are water elementals that dwell predominantly in
rivers and lakes. To one with the sight, they take the form of
beautiful men and women in fine raiment, living out their existence
horizontally in the current and tide of the water. They are capricious
and can be appeased with either sacrifices or offerings, otherwise
take delight in drowning riders and their horses. This is especially
true if they lie in wait as guardians to a sacred place that can be
found on yonder side of the water. On rare occasion, these sprites can
be conversed with and even courted. Sprites have been known to give up
their more base urges for a pretty song or interesting tale from a
comely bard.

SIZ 10-18 Move: 4 (8 swimming)
DEX 15 Damage: varies, by weapon type.
STR 15-20 HP: 31-36
CON 16 Armour: 0 or 12 (Faerie Chainmail)
APP 16-21

Attacks: Male Water Sprites can be treated in all regards as
Extraordinary Knights for their attacks. Both males and females
additionally have a Grapple @ 17 with which to drown passers by. When
drowning, they prefer to attack in gangs, appearing to the uninitiated
as a raging current sprung from nowhere.
Sig. Skills: as appropriate.
Avoidance: 10 versus Sight
Glory to Kill: 30

WEHR-WOLF
A breed of Lycanthrope occurring amongst the Saxons, this man-wolf
shapeshifter passes for normal most the time. In groups of Saxon
raiders, the Wehr-wolf may even be an accepted member of the group,
feared and respected for his (or her) obvious Otherworldly touch. The
statistics given here are for an average member of the ilk, though
stats may vary between individuals.

SIZ 18 Move: 5
DEX 15 Damage: 6d6 or weapon
STR 21 HP: 39
CON 16 Armour: 6 or armour and shield

Attacks: the Wehr-wolf can transform and attack as a wolf of giant
kind, or partially transform and employ a claw attack @ 18, for 6d6
damage. Of course, as a berserk warrior the creature has other options
also available.
Sig. Skills: Hunting 14, Awareness 12
Sig. Passions: Madness 12
Avoidance: use Hunting
Glory to Kill: 50

WOODEN MEN
Wooden Men are the magical creations of Enchanters, and amongst the
Fir Bolg spell-smiths are often created to assist with menial chores
as well as personal protection. They are mindless except to the one
who created them. They appear as a large, almost random agglomeration
of wooden blocks, splinters and odds-and-ends, and are only kept
together and mobile through magic.

SIZ 30* Move: 4
DEX 8 Damage: 9d6
STR 30 HP: 60
CON 30 Armour: 8**

* This SIZ rating reflects the density of the Wooden Men as well as
their physical height.
**Weapons which normally gain +1d6 against shields gain this bonus
against Wooden Men.
Attacks: 1 jagged wooden bludgeon @ 12
Vulnerability: Wooden Men are obviously susceptible to fire, though
they lack the intelligence to realize this.
Mod. to Valorous: -10
Glory to Kill: 100







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