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Old 06-25-2012, 03:54 AM   #7
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default Re: [DF] Shadowyrm -- One-Shot Beginner Adventure

Non-Player Characters

Goreblood, Goblin Knight
281 points


Goreblood didn't stop when he killed the cruel orc who once called him slave; he killed his wife and children, too. Slowly. Horribly.
It was only the beginning of a long, bloody road for the murderous psychopath, who led his small band of rebel goblins to freedom from subjugation to a tribe of orcs.
He later returned, bringing fire, spears, and the vicious, slavering fangs of a dozen timber wolves.
It was a slaughter. Goreblood's goblins reveled in their former slavers' deaths.
The orc chief was taken alive and to his horror and pain, turned upside down and tied spread-legged between two trees by ropes running through his Achilles tendons.
Starting between his legs, Goreblood sawed the screaming orc chief in half down the middle with a knife.
As the timber wolves ate their dead chief's remains behind him, Goreblood delivered an ultimatum to the orc survivors: join me or die worse.
With orcs under his command, Goreblood began raiding other tribes, killing their chiefs and absorbing their warriors.
It didn't take long for nearby human kingdoms to take notice.
A bloody war raged for months between Goreblood's goblin-kin and the armies of mankind.
In the end, the unity of goblin-kin crumbled. Almost all who remained loyal to Goreblood died on the battlefield.
Defeated, Goreblood fled the region with only a handful of orcs and goblins. It's been a few years since he left, never yet to return.
A successful Current Affairs (Headline News or Regional) roll will allow a PC to recall hearing about an unclaimed $100,000 bounty on his head, dead or alive. Taking him alive to the far-flung human frontier kingdom may prove difficult. The dwarves have a $25,000 bounty on him as well for the assassination of a noble warrior, the former owner of his axe, long knife and whetstone.

ST 14 [40]; DX 15 [100]; IQ 10 [20]*; HT 14 [30]*.
Damage 1d/2d; BL 39 lbs.; HP 15 [0]*; Will 11 [0]*; Per 11 [0]*; FP 14 [0].
Basic Speed 7.25 [0]; Basic Move 7 [0].

Advantages
Alcohol Tolerance [1]; Born War Leader 2 [10]; Combat Reflexes [15]; Enhanced Parry 1 (Axe) [5]; Fearlessness 2 [4]; Fit [5]; Goblin [0]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Infravision [-]*; No Cowardice [10]; Rapid Healing [-]*; Resistant to Metabolic Hazards (+3) [-]*; Teeth (Sharp) [-]*; Weapon Bond (Dwarven Axe) [1]; Weapon Master (Axe) [20].

Disadvantages
Appearance (Ugly) [-]*; Bloodlust [-10]; Bully [-10]; Callous [-5]; Sadism [-15]; Social Stigma (Savage) [-]*; Total Intolerance [-10].

Quirks
Disloyal [-1]; Hates taking orders [-1]; Unnatural Feature 2 (Tiny horns and spiky facial growths, Infernal blood) [-2]; White Mohawk [-1].

Skills
Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A) DX+6 [24]-21; Bow (A) DX+1 [4]-16; Brawling (E) DX+1 [2]-16; Connoisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Axe) (E) DX+1 [1]-16†; Hiking (A) HT-1 [1]-13; Intimidation (A) Will-1 [1]-10; Knife (E) DX [1]-15; Leadership (A) IQ+1 [1]-11§; Observation (A) Per-1 [1]-10; Scrounging (E) Per [1]-11; Shield (E) DX+2 [4]-17; Strategy (H) IQ+1 [2]-11‡; Stealth (A) DX-1 [1]-14; Streetwise (A) IQ-1 [1]-9; Tactics (H) IQ+1 [2]-11‡; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-17; Wrestling (A) DX [2]-15.

* Included in or modified by goblin racial template.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War Leader.

Equipment
Backpack, small (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs.
Blanket (p. B288) [Torso] $20, 4 lbs.
Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
Canteen (p. B288) [Torso] $10, 3 lbs.
Demon Rum, 1 pint (DF10, p. 30) [Backpack] $20, 1 lb.
Dwarven Axe (Above) [Belt] ??? cut, ??? imp. $900, 4 lbs.
Dwarven Whetstone (DF1, p. 25) [Backpack] $500, 1 lb.
Heavy Cloak with arctic wolf fur trim (p. B287) [Torso] $200, 5 lbs.
Large Knife (p. B272) [Right boot] ??? cut, ??? imp. $40, 1 lb.
Leather Gloves (p. B284) [Hands] DR 2*. $30, neg.
Mail Leggings (p. B283) [Legs] DR 4/2*. $110, 15 lbs.
Mail Sleeves (p. B283) [Arms] DR 4/2*. $70, 9 lbs.
Medium Shield (p. B287) [Torso] DB 2. $60, 15 lbs.
Penetrating Long Knife (Above) [Belt] ??? cut, ??? imp. $8,960, 1.5 lb.
Personal Basics (p. B288) [Pouch] $5, 1 lb.
Pot-Helm (p. B284) [Head] DR 4. $100, 5 lbs.
Pouch (p. B288) [Belt] $10, 2 lbs.
Rations × 12 (p. B288) [Backpack] $24, 6 lbs.
Rope, 3/8" (10 yards) (p. B288) [Backpack] $5, 1.5 lbs.
Scale Armor (p. B283) [Torso] DR 4. $420, 35 lbs.
Torch × 2 (p. B288) [Backpack] $6, 2 lbs.
Wineskin of rice wine (p. B288) [Torso] $18, 8.25 lb.


Orc Wizard
252 points (
Under Construction)

This is where the story goes.
PC's may notice that he speaks without even the slightest hint of orcish accent. In fact, he knows little of the goblin-kin tongue. After all, he's a human displaced from his body, the victim of a double cross from a former comrade. Goreblood and his group has no idea, believing the orc wizard is a shaman from a far off land where goblin-kin speak a different language.

Design notes: Since the Wizard is of advanced years, I removed 40 points from DX, dropping it to 10, and 10 points from HT, also dropping it to 10. I took 9 points from FP. Then, I took 5 points from increased Basic Speed, dropping it to 5. Added the Psychic Guidance perk (Thaumatology: Magical Styles, p. 29).

Psychic Guidance allows him to use his mind to guide a thrown Ice Dagger instead of hurling it like a bolt or a grenade. He uses his effective skill with the spell instead of the Innate Attack skill to attack as well as to cast.

ST 10 [0]; DX 10 [0]; IQ 15 [100]; HT 10 [0].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 10 [0].
Basic Speed 5 [0]; Basic Move 5 [0].

Advantages (108)
FP 10 (Usable only for spellcasting, -10%) [27]; Magery 6 [65]; Orc [15]; Psychic Guidance (Ice Dagger) [1].

Disadvantages (-35)
To be determined [-35].

Quirks (-5)
To be determined [-5].

Skills (40)
Alchemy (VH) IQ [8]-15; Diplomacy (H) IQ-2 [1]-13; First Aid (E) IQ [1]-15; Hazardous Materials (Magical) (A) IQ-1 [1]-14; Hidden Lore (Demons) (A) IQ [2]-15; Hidden Lore (Magical Writings) (A) IQ-1 [1]-14; Hidden Lore (Spirits) (A) IQ-1 [1]-14; Innate Attack (Beam) (E) DX+4 [12]-14; Knife (E) DX [1]-10; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX [2]-10; Strategy (H) IQ-2 [1]-13; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ [1]-18†; Meditation (H) Will-1 [2]-14; Occultism (A) IQ [2]-15; Research (A) IQ-1 [1]-14; Writing (A) IQ-1 [1]-14.

Sub Total: 193

Air Spells† 5
Purify Air (H) IQ+4 [1]-19; Create Air (H) IQ+4 [1]-19; Stench (H) IQ+4 [1]-19; Shape Air (H) IQ+4 [1]-19; Body of Air (H) IQ+4 [1]-19.

Body Control Spells† 4
Itch (H) IQ+4 [1]-19; Spasm (H) IQ+4 [1]-19; Clumsiness (H) IQ+4 [1]-19; Fumble (H) IQ+4 [1]-19.

Communication and Empathy Spells† 3
Sense Foes (H) IQ+4 [1]-19; Sense Life (H) IQ+4 [1]-19; Sense Emotion (H) IQ+4 [1]-19.

Fire Spells† 6
Ignite Fire (H) IQ+4 [1]-19; Create Fire (H) IQ+4 [1]-19; Extinguish Fire (H) IQ+4 [1]-19; Shape Fire (H) IQ+4 [1]-19; Flame Jet (H) IQ+5 [2]-20.

Healing Spells† 5
Lend Energy (H) IQ+4 [1]-19; Lend Vitality (H) IQ+4 [1]-19; Recover Energy (H) IQ+5 [2]-20; Minor Healing (H) IQ+4 [1]-19.

Light and Darkness Spells† 12
Light (H) IQ+4 [1]-19; Continual Light (H) IQ+4 [1]-19; Flash (H) IQ+5 [2]-20; Darkness (H) IQ+4 [1]-19; Blackout (H) IQ+4 [1]-19; Blur (H) IQ+5 [2]-20; Night Vision (H) IQ+4 [1]-19; Hawk Vision (H) IQ+4 [1]-19; Dark Vision (H) IQ+4 [1]-19; Invisibility (H) IQ+4 [1]-19.

Mind Control Spells† 2
Fear (H) IQ+4 [1]-19; Panic (H) IQ+4 [1]-19.

Movement Spells† 5
Haste (H) IQ+4 [1]-19; Apportation (H) IQ+4 [1]-19; Glue (H) IQ+4 [1]-19; Grease (H) IQ+4 [1]-19; Deflect Missile (H) IQ+4 [1]-19.

Necromantic Spells† 11
Death Vision (H) IQ+4 [1]-19; Sense Spirit (H) IQ+4 [1]-19; Summon Spirit (H) IQ+4 [1]-19; Animation (VH) IQ+3 [1]-18; Steal Energy (H) IQ+4 [1]-19; Skull-Spirit (H) IQ+4 [1]-19; Turn Spirit (H) IQ+4 [1]-19; Zombie (H) IQ+4 [1]-19; Control Zombie (H) IQ+4 [1]-19; Turn Zombie (H) IQ+4 [1]-19; Zombie Summoning (H) IQ+4 [1]-19.

Water Spells† 6
Seek Water (H) IQ+4 [1]-19; Purify Water (H) IQ+4 [1]-19; Create Water (H) IQ+4 [1]-19; Shape Water (H) IQ+4 [1]-19; Ice Sphere (H) IQ+4 [1]-19; Ice Dagger (H) IQ+5 [2]-20.

Spells: 59

* Included in or modified by goblin racial template.
† Thaumatology and all spells include +6 for Magery.



To be continued...
__________________
.
"How the heck am I supposed to justify that whatever I
feel like doing at any particular moment is 'in character'
if I can't say 'I'm chaotic evil!'"? —Jeff Freeman

Last edited by Stripe; 07-06-2012 at 01:28 AM.
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