Bell Digest vol10p07-2.txt

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Subject: Volume 10, no 7: RQ rules for Tekumel monsters (2 of 3)
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	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.