You will need a copy of my Terminus Quest, freely available from my
webpage. Remember: In Steve Maurer's HeroQuest, all skill %'s are Special
chances (true % / 5)! Please feel free to send this unaltered text from place
to place. Of course, if you charge cash, I'll want a cut! ;>)
- Station (1a)
- It requires a DEX x2 +climb roll to negotiate the Jewelled Crevice
succesfully. A failure results in a terminal velocity fall of 10d6, although it
the character makes a succesful DEX x1 then they grab hold of a rock etc.. and
slow themselves down, only taking (1-6)d6 damage.
- Station (1b)
-
Jehkorghos has the following statistics:
JEHKORGHOS THE DEVOURER
STR -- INT 21 Move: 7 fly
CON -- POW 67 Hit Points: 42
SIZ 12m WILL 40 Magic Points: 67
Runes: Darkness 75, Spirit 35, Magic 20
Notes: Jehkorghos acts like a
Shade. It inflicts 5d6 points of cold based damage each round rather than a
shades normal 1 point, and can only be harmed by magical weapons. It also has 5
points of armor, meaning that you would need at least a Bladesharp 6 to inflict
damage!
- Station (1c)
- An INT x1 will allow the Quester to succesfully negotiate the chambers and
tunnels. Most Questers will be forced to make preparations to allow easier
travel through the tunnels, since, if the roll is failed, then the character is
lost and cannot find their way out without magic. Using the Truth Rune will
allow the Quester to find their way out.
- Station (2a)
- Again, an SLR 1 climb is needed to get down the Undermountain, a failure
results in the same effects as falling down the Jewelled Crevice.
- Station (3a)
-
UR-VIVAMORT
STR 152 Move: 6 R Leg 20/30
CON 161 Hit Points: 90 L Leg 20/30
SIZ 18 Magic Points: 149 Abdomen 20/30
INT 36 Runes: Darkness 70, Chest 20/36
POW 149 Magic 55 R Arm 20/23
DEX 38 L Arm 20/23
WILL 70 Head 20/30
Weapon SR att / par dmg pts
Staff 2 85 / 75 2d8+8d6 30
Note: There is a Warding 30
around the Death chamber.
- Station (3b)
- Death must be defeated as a spirit. He does, however, have physcial
attacks causing spritual damage. He attacks with both his left and rightclaws,
but may sacrifice an attack for a parry. On Round 4 Ur-Vivamort will strike for
30 MP's of damage upon Death. Once defeated, Death can be bound.
DEATH
POW 238 Runes:Death 150, Darkness 80, Infinity 30
INT 45
Weapon SR att/par dmg pts
L Claw 3 60/50 2d6 mp's 30
R Claw 6 60/50 2d6 mp's 30
As soon as Death is
defeated the Quester is a Major Hero of Humakt and gains the Runic Links
thereof! Recaculate the Runic Ties of the Quester.
- Station (4a)
-
SUNBITER THE DEATH HOUND
STR 304 Move: 7 RH Leg 35/89
CON 420 Hit Points: 266 LH Leg 35/89
SIZ 106 Magic Points: 386 Hind Q 35/107
INT 19 Runes: Darkness 50, Fore Q 35/107
POW 386 Fire 50, LF Leg 35/89
DEX 45 Beast 45 RF Leg 35/89
WILL 89 Head 35/89
Weapon SR att dmg
Bite 3 165 5d10+80
L Claw 6 175 10d6+80
R Claw 6 175 10d6+80
Breath Fire 10 Auto. Radius: 20m Fireball of 40d6 intensity
Notes:
Gets all attacks each round. Regenerates 10hp/round. Only harmed by iron,
magic and gold.
- Station (4b)
-
BIMBAROS
STR 452 Move: 12 R Leg 52/84
CON 404 Hit Points: 251 L Leg 52/84
SIZ 98 Magic Points: 184+ Abdomen 52/84
INT 22 1049(stored)= 1233 Chest 52/101
POW 184 Runes: Darkness 55 R Arm 52/63
DEX 72 L Arm 52/63
WILL 40 Dodge 62 Head 52/84
Weapon SR att/par dmg pts
Dragon Claw 0 120/90 3d8+115(db) 31
Stomp 2 48/-- 6d6+115(db) --
- Station (5)
- This requires an SLR 4 roll on Craft/armouring. The Quester can increase
his Success Level by using "special conditions". For a succesful use
of the Mastery Rune, increase the SLR by 1, for every special condition the
Quester uses (getting the Sword designed by a Diamond Dwarf, getting Humakt to
give his personal blessings, using an ancient Feldichi forge etc...) increase
the SLR by 1. If the Quester tries to forge anything but a sword, minus 1 off
of his SLR. If the character does not make an SLR 4 roll, then they fail
miserably. Tough shit.
- Station (6b)
- The character can use the Sword to sever his connection to Air. Reduce Air
Rune to 0%.
- Station (7a)
-
JOTIMAM THE DEVIL
SIZ Probably APP Unlikely
INT Maybe WILL 70
POW Possibly Runes: Chaos 100, Void 150, Infinity 50
Attack: A
WILL versus WILL contest, inflicting damage upon Spirit. To harm the Devil
requires you to match the damage caused against Jotimam's Will. If he resists,
no damage is inflicted, if not then he takes half the damage to his Spirit.
- Station (7b)
-
KAJABOOR THE DEVIL
STR 583 POW -- Move: 3/10 fly
CON -- DEX 35 Hit Points: 200
SIZ 200 WILL 70 Runes: Chaos 100, Death 75, Mastery 50,
INT errrm... Magic 50, Infinity 25
Weapon SR atk dmg
Acid Spray 1 100 see below
Bite 3 40 5d6 +140(db) +POT 76 poison
Pincer 6 180 see below
Tail 9 60 1d6 +140(db) +knockback
Inversion 1 auto see below
- Acid Spray : This attack can target one human size victim. The Devil
sprays acid from it's mouth, striking like a missle weapon (i.e. cannot be
parried, but shields can be used to cover locations) hitting 3 random missle
locations with POT 20 acid.
- Pincer : The pincer inflicts variable damage each time. Roll 1d6:
- (1) Take 10 +5d6 POT acid
- (2) Take 15d6 damage and 2d20 POT poison if armour is penetrated
- (3) Take 10d6 physical damage
- (4) Take 10d6 physcial damage and must resist mp vs. mp's or spontaneously
combust for 1d6 rounds taking 5d6 general HP each round. May act at half
percentiles while burning.
- (5) Take 10d6 physical damage and lose 1d20 of a random statistic if armour
is penetrated and the Devil suceeds in a WILL vs WILL. If an attribute is
reduced to 0 the target does not die but must survive without it (i.e. someone
without POW can no longer gain magic points).
- (6) Grappled. Take 4d6 damage each turn direct to general hit points,
armour countsuntil overcome. To release oneself, you must either kill the Devil
or win in a STR vs. STR contest.
- Inversion : Once every five rounds the Devil can turn itself inside out and
spill it's acidic contents out over the area. For 10 SR's everywhere within 150m
is caught in a waterfall of acid of POT 80. It cannot be dodged by those on the
ground who will take 80 points of acid damage to all locations every SR for an
entire round as they are immersed in flowing acid!! Those who can fly must
still avoid the acid waterfall, but get a dodge. It will do this every five
rounds, starting with the fifth round from when combat starts.
- Chaos Features :
- Immune to most direct magical attack due to lack of POW etc... so Sever
Spirit and Shattering have no effect.
- Reflects magics up to 10 points.
- Anyone within 100m are affected by a 20 mp Fear spell.
- Every weapon that strikes the Devil is effected by a cumulative 1d6 points
of Dullblade that last until the Hero leaves the HeroPlane... i.e. the first
round a 3 is thrown, so the weapon is affected by a Dullblade 3, the second
round a 4 is thrown so the weapon is effected by a Dullblade 7, the third round
a 5 is thrown so the weapon is affected by a Dullbalde 12.
- The anti-light vortex, where the head is supposed to be disorients those
fighting the Devil, and the attack roll must be made at -10% (spcl).
- Has no hit locations, dies at 0 hp and suffers no deterioration before.
- Station (7c)
- To destroy the Well of Death, a Quester must match their WILL against the
WILL of the Well, which is 55. If they suceed then the Well is defeated, other
wise the character is devoured.
Alternatively, the GM may consider doing a "Will
Combat", exactly the same as a "Spirit Combat" except it involves
a WILL vs. WILL instead of a POW vs. POW, and inflicts damage to Spirit. During
the combat the Quester would whirl around the well as it's deathly contents
surge forwards like some writhing levithan, threatening to suck him up. The
Quester would be screaming oaths and blood bonds, and last words of freedom, as
he tries to get Death under control.
- Other notes
- You still need to caculate the Support Points behind the Quester to find
out how powerful the sword is.
You must remeber therefore that the
Supporters also end up giving the Quester extra WILL!