(Message inbox:355) Return-Path: appel@erzo.berkeley.edu Delivery-Date: Mon, 07 Feb 94 00:42:33 -0800 Received: from localhost (uucp@localhost) by soda.berkeley.edu (8.6.5/PHILMAIL-1.10) with UUCP id AAA12939 for appel@soda.berkeley.edu; Mon, 7 Feb 1994 00:32:30 -0800 Received: from localhost by erzo.berkeley.edu (8.6.5/LUCK-AND-DEATH-1.1) id XAA00293; Sun, 6 Feb 1994 23:32:01 -0800 Resent-Message-Id: <199402070732.XAA00293@erzo.berkeley.edu> Received: from localhost by erzo.berkeley.edu (8.6.5/LUCK-AND-DEATH-1.1) id QAA07753; Sat, 5 Feb 1994 16:52:06 -0800 Received: from Sun.COM (Sun.COM [192.9.9.1]) by soda.berkeley.edu (8.6.5/PHILMAIL-1.10) with SMTP id QAA21949 for ; Sat, 5 Feb 1994 16:52:19 -0800 Received: from snail.Sun.COM (snail.Corp.Sun.COM) by Sun.COM (4.1/SMI-4.1) id AA04290; Sat, 5 Feb 94 16:51:39 PST Received: from Holland.Sun.COM (isunnl) by snail.Sun.COM (4.1/SMI-4.1) id AA15394; Sat, 5 Feb 94 16:51:22 PST Received: from yelm.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA16372; Sun, 6 Feb 94 01:51:15 +0100 Received: by yelm.Holland.Sun.COM (5.0/SMI-SVR4) id AA16495; Sun, 6 Feb 94 01:51:03 +0100 Date: Sun, 6 Feb 94 01:51:03 +0100 Message-Id: <9402060051.AA16495@yelm.Holland.Sun.COM> To: RuneQuest-Digest@glorantha.holland.sun.com From: RuneQuest-Request@glorantha.holland.sun.com Subject: Volume 10, no 7: RQ rules for Tekumel monsters (2 of 3) Reply-To: RuneQuest-Digest-Editor@glorantha.holland.sun.com Sender: Henk.Langeveld@holland.sun.com Precedence: bulk Content-Length: 8954 Status: O Resent-To: appel@soda.berkeley.edu Resent-Date: Sun, 06 Feb 1994 23:31:59 -0800 Resent-From: Shannon Appel Rules and conversions for running a Tekumel campaign with the RuneQuest rule system. By Sandy Petersen. Contents: Part 2: Outdoor Monsters Acknowledgments: Tekumel and related materials are copyright M.A.R Barker and used with permission 1-1-1994. These rules and conversions are Copyright 1994 Sandy Petersen. All rights reserved. RuneQuest is the Avalon Hill Game Company's Trademark for its fantasy role-playing game. -------------------- OUTDOOR MONSTERS DNELU (The Concealed Leaper) Hairy six-legged creatures which build underground dens covered with a thin layer of sod. From these they leap upon passing prey. They have slender rod-like antenna and a barbed prehensile tongue whith which they carry their victims down into their lair to feed at their leisure. Large groups are usually immune from the Dnelu's depredations -- it prefers solitary prey. characteristic average STR 2d6+12 19 Move 50 CON 3d6 10-11 Armor: 5 pt tough hide SIZ 2d6+9 15 Hit Pts: 13 POW 3d6 10-11 DEX 2d6+12 19 Weapon SR Attk Damage Antennae 4 50 none, but see below Tongue 4 50 1d6+1d6 Bite 10 Auto 3d4+1d6 COMBAT: The tongue and antennae have a base SR of 1. Normally attacks w/both antennae and the tongue simultaneously. If at least two out of these three attacks hit, it can bite on that same round on SR 10. It must succeed again with two hits out of three on the following round to bite again. CHOLOKH (The Flying Octopus) A six-legged, brown-gray, chitinous creature with long iridescent wings hidden beneath a shell cover. Near its powerful frontal mandibles it has eight small tentacles with which it hurls sharp fragments of rock. characteristic average STR 1d6+6 9-10 Move 20/60 flying CON 3d6 10-11 Armor: 4 pt chitin SIZ 2d6 7 Hit Pts: 9 POW 2d6 7 DEX 2d6+12 19 Weapon SR Attk Damage Bite 8 40 1d10 Thrown Rock 1/5/9 40 2d4 COMBAT: can throw stones in the same round it bites DLAKOLEL (The Steed of Sarku) This titanic insectoid (3-4m long) is somewhat intelligent and may be friendly. Its black mandibles are a byword for malign strength, and its shiny black armor gives it its nickname. It has six legs and heavy, gleaming wings. characteristic average STR 6d6+12 33 Move 20/40 flying CON 3d6+12 22-23 Armor: 6 pt chitin SIZ 6d6+12 33 Hit Pts: 28 INT 1d6+2 5-6 POW 1d6+6 9-10 DEX 2d6 7 Weapon SR Attk Damage Bite 7 60 2d10+3d6 GEREDNYA (The Winged Worm) Long slender gray-green worms with thin membranous wings. They have stings in their prehensile tails. They can also hit with needle-sharp probosces. Their wings and skins can be shriveled by fire, so this sometimes drives them off. The wing cases of a Gerednya are worth around 100 kaitars to makers of Chlen-hide armor, since they contain a chemical used in molding the hide. characteristic average STR 3d6 16-17 Move 10/60 flying CON 3d6 10-11 Armor: 4 pts SIZ 3d6 10-11 Hit Pts: 10-11 POW 3d6 10-11 DEX 2d6+6 13 Dodge: 40 Weapon SR Attk Damage Proboscis 9 40 1d10+1d4 Sting 9 40 1d6+1d4 + poison POT = CON COMBAT NOTES: the sting injects a poison with a potency equal to the Gerednya's CON. Can use both proboscis and sting simultaneously. GIRIKU (The Pterodactyl) Blue-green nocturnal reptiles with long beaks set with three rows of needle teeth. Their six eyes see easily in the dark, and they usually hunt during dark overcast or even stormy nights, when their prey are blind, or nearly so, thus giving the Giriku a significant advantage in combat. They emit a peculiar repellent musty odor. characteristic average STR 4d6 14 Move 20/80 flying CON 4d6 14 Armor: 4 pts SIZ 2d6+3 10 Hit Pts: 12 POW 3d6 10-11 DEX 2d6+6 13 Dodge: 50 Weapon SR Attk Damage Bite 9 50 1d8 KHESHCHAL (The Plumed Bird) Semi-intelligent bird-like beings which are covered with brilliant plumage used for feather capes, helmet crests, etc. Their feathers are thus highly valuable (1d20 x 100 kaitars?) They are wary, and fear humans. They can be captured and tamed (worth even more than a dead one's plumage). INT 2d4 is typical. They are quite large birds, bigger than seagulls, but not so large as turkeys. KYNI (The Falcon) Brownish avians with a limited intelligence plus the ability to speak if properly trained. They are usful as hunters and spies both, since they can report back to their masters on troop dispositions, terrain, etc. They can be trapped, lured down with Tsural buds, or shot down with blunt-headed arrows smeared with glue. Kyni are extremely wary. INT 2d6 is typical. Kyni are the size of terns or small hawks. LRI (Flying Stinger) Stilt-like insectoid creatures related to the hideous Hluss. They sting with their long, segmented tails, paralyzing their victims, then flying them off to the nest, where the Lri feeds the hapless victim immediately to its young. Several Lri normally share a single nest (as many as 20, sometimes). A paralyzed victim can be cured by an Alleviation spell. characteristic average STR 3d6+12 22-23 Move 20/80 flying CON 4d6 14 Armor: 6 pt chitin SIZ 4d6+12 26 Hit Pts: 20 POW 3d6 10-11 DEX 2d6+18 25 Weapon SR Attk Damage Sting 5 50 1d8+2d6 COMBAT NOTES: sting injects paralyzing venom with POT equal to the lri's CON. SHANU'U (Flying Killer) Long slender winged killers which are warmblooded and covered with grayish fur. They are relatives of the Hlaka, and a Hlaka can match its POW vs. a Shanu'u's POW. If the Hlaka wins, the Shanu'u obeys the Hlaka until it can break free (by matching its POW vs. the Hlaka's each round). Once it has broken free, the Hlaka cannot control that Shanu'u any more. A Shanu'u is 6-9 meters long, including its long tufted tail. Despite their size, Shanu'u do not always attack humans, and sometimes evade even single humans or small parties. characteristic average STR 4d6 14 Move 50/80 flying CON 2d6+12 19 Armor: 5 pt fur and hide SIZ 6d6 21 HP: 20 INT 1d6 3-4 POW 3d6 10-11 DEX 3d6+6 16-17 Weapon SR Attk Damage Bite 5 50 1d6+1d6 Claw 5 50 1d6+1d6 COMBAT NOTES: a shanu'u bites and uses both claws each round, for three simultaneous attacks. TEQEQMU (Flying Fungoid Creature) A spongy khaki-colored shapeless bag of noxious gases floats on the wind in mountainous, forested, or swampy regions. When it sees potential prey, it drops down and exudes poisonous gas. It can also hit with its whip-like central tentacle. STATS NOT YET DONE. VORODLA (The Flying Undead) Dingy blackish creatures which hover near tombs and ruins. They are the restructured bodies of ancient warriors, set originally to fight in defense of the Citadel of Ksarul. They have huge, leather wings and dwell in caves. They are mindlessly malign, like Mrur. A slain Vorodla regenerates 2 hit pts per round until it is alive again. Burning the corpse prevents this regeneration. Vorodla are not harmed by sunlight, but their skills are reduced by 20 percentiles. characteristic average STR 3d6 x 2 20-22 Move 20/80 flying CON 3d6 x 2 20-22 Armor: 3 pt cuirbouilli SIZ 2d6+6 13 HP: 18 POW 3d6 10-11 DEX 4d6 14 Weapon SR Attk Damage Claw 9 90 1d6+1d6 + see below COMBAT NOTES: a vorodla's attack and parry is normally equal to his DEX x 5. Anyone wounded by a vorodla must match his POW vs. the vorodla's POW, or he permanently loses a point off his STR, CON, or POW. Different vorodlas attack different statistics. VRINGALU (The Flying Snake) Ropy blue-black feathered snake-like creatures are extremely vicious. The wings of these animals make excellent leather for boots and clothing. A tanner may pay 100 kaitars per wing. Vringalu poison is dangerous to touch, not just to inject. characteristic average STR 3d6+12 22-23 Move 20/80 flying CON 1d6+12 15-16 Armor: 3 pt scales SIZ 3d6+12 22-23 HP: 19 POW 3d6 10-11 DEX 4d6 14 Weapon SR Attk Damage Bite 7 70 1d6+2d6 COMBAT NOTES: the vringalu's teeth contains poison which produces a hideous rotting gangrene. An anti-disease spell or drugs must be used within the hour or the victim is doomed to die. there is no resistance roll -- if you are bitten, you die unless cured.