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High Dragons

In document Azamar the RPG (Page 121-128)

Only time will tell what the High Dragons intend, but they magnificent and powerful creatures worthy of the reverence most give them. Without the High Dragons, many Wizards believe the war with the Fiends was lost, and only through their blessing were the Fiends and Zintar defeated.

Hit Points: 200 Initiative: 6d

Move: 25 (Fly: 50)

Vitality: 6d (+24 Armor, Immune to non-magical attacks)

Cinema Points: 50 Experience Value: 30

Dexterity 6d, Strength 6d, Persona 6d, Intellect 6d,

Aptitude 6d Features

Breath Weapon, Ranged to Hit +6d, Range: 30/50/100,

Damage: 1d+48/45/42 the eyes of the Dragon,

Willpower, DR Epic to resist or flee as quickly as possible.

Stormwind, cast out a massive gale force of wind in all directions, throwing any creatures nearby with a force equivalent to the Dragon’s Strength +36.

Cinema Points: 1 Experience Value 1

Dexterity 5d, Strength 2d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Shrill, a Hazel can emit a deafening shriek that sometimes stuns prey, resist with a successful Stamina, DR Easy, or the target stands stunned for one (1) Round.

High Dragons

High Dragons are the most revered and honored of all creatures on Azamar. Their lives span millennia, and their memories run centuries. The High Dragons live on the South Western

isles long ago dubbed as Dragon Home. Ancient Wizards established a treaty with the High Dragons, given permission to establish the massive and magical city of Adrya Ampais. The High Dragons purged the city of its populace when the betrayal of Zintar occurred;

none since returned. The High Dragons spend only twenty years as an adolescent compared to the centuries they will spend as adults. In this way, the High Dragons remember every betrayal and promise made by the Wizards of Azamar.

There are unique differences between High Dragon families, mainly that each family

represents each major elemental force of Nature: Fire, Ice, Lightning, Wind, Quintessence (Magic), and Erosion, (called Earth). The High Dragons prefer privacy and do not involve themselves in Humanoid politics nor will they weigh in on disputes over land or sea. In recent years, the Dragons have returned to other continents, exploring again beyond Dragon

exponentially after their kind passes around a tear.

They are also curious creatures and tend to approach living beings who venture to close. Aside from very powerful magic or well-sealed physical barriers, very little is able to protect an individual from touching a Hydrean in close proximity. Hydreans can suffer physical damage by attack, though doing so goes against recommendations. Many magic users believe that attacking and killing Hydreans upsets the balance of magic on Azamar. Fiends distinctly fear Hydreans, who will always aggressively swarm a nearby Fiend over any other creature. While Fiends appear immune to the affects of the Hydrean poison, they appear to suffer great damage from the Hydreans feeding on their Fiend life forces, consequently tied to the magical energies that are similar to the tears in the Fabric. The only Fiends who appear completely unaffected by the Hydreans are Revenants, who do not normally use physical forms in Azamar. Hydreans are extremely rare creatures to run across, considered lucky to encounter in the wilderness even at a distance. Wyvine treat the Hydreans with reverence, often taking that time to meditate in their presence.

Whether a race honors or fears the Hydreans, they appear as an integral piece of the puzzle that is Azamar.

Hit Points: 12 Initiative: 1d Move: -- (Fly: 10)

Vitality: 1d (Immune to non magical attacks) Cinema Points: 1

Experience Value: 1

Dexterity 1d, Strength 1d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Swarm Cloud, all Hydreans move as group, making their overwhelming numbers completely impossible to resist if caught in them, such that anyone entering a cloud is instantly subject to Damage: 1d+120.

Teleport, the Dragon can teleport instantly to any location in Azamar where it previously traveled, Duration:

Instantaneous, Activation: Immediate.

Beckoning, any Dragon can summon other Dragons to its aid, the beckoning magically summons 2d Dragons to itself, they appear by Teleport within 1d Rounds.

Hydreans

Of the strange creatures that roam the skies of Azamar, the Hydreans are the least understood and the most feared. They are a creature formed entirely of magic.

Some elder magic users theorize that the Hydreans are a breed of creature whose sole purpose is the repair of the Fabric. When the Hydrean pass through an area, any tears in the Fabric are almost certainly and completely sealed and repaired. The Hydrean never move alone, though if one were separated from the others they are similar looking to small, albeit flying, jellyfish. Most Hydrean are small creatures, never much larger than a coin. They tend to have shifting iridescent and translucent bodies adorned by five or more tentacles. The largest Hydrean recorded was roughly the size of a small building and was solitary, though there are disputes to the account.

Touching a Hydrean is dangerous as like their sea-faring brethren, the jellyfish, they dispense a deadly poison by touch. Most Hydreans also emanate a dim light, which generates a fair amount of light at night.

The Hydreans tend to move gently with the wind, though as a cloud, they appear to move as desired.

They appear to feed on the magical tears in the Fabric to some degree, as the clouds often grow in size

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Kongamato

Often mistaken for a small Dragon, the Kongamato is a creature that lives in the Wild Lands of the land of Azamar.

The Kongamato is highly territorial however it tends to attack natural prey, and avoids most of the travelers who frequent the Wild Lands. The creature is large enough to swoop in and lift a wagon, however does not have the strength needed to lift it. In most recorded encounters, a Kongamato will take pack animals or food stores quietly in the night.

Hit Points: 48 Initiative: 3d Move: 7 (Fly: 18) Vitality: 4d Cinema Points: 2 Experience Value: 3

Dexterity 3d, Strength 4d, Persona 1d, Intellect 2d, Aptitude 1d

Features

Kraken

While the Kraken lives in the Bay of the Kraken, this massive and ancient shellfish regularly stays surfaced, happy to expose itself to the world. There is no creature in all of Azamar as large as the Kraken, and no other Kraken exists, so far as anyone knows. The Kraken is a simple creature, peaceful and relatively quiet. No one has ever managed to get it angry to find out what it would do.

Hit Points: 500 Initiative: 1d

Move: -- (Swim: 30) Vitality: 6d (+48 Armor) Cinema Points: 100 Expierence Value: 75

Dexterity 1d, Strength 6d, Persona 1d, Intellect 6d, Aptitude 1d

Experience Value: 8

Dexterity 4d, Strength 5d, Persona 1d, Intellect 2d, Aptitude 1d

Features

Snatch, on a successful Grapple, it may swallow a humanoid victim (or smaller) whole without any further rolling.

Lurker

Lurkers are small creatures that emerged only after the Fracturing. They are reptilian in appearance, but are humanoid in shape and capable of using weapons and tools. Typically, they travel in small groups and seem drawn to living near Lake Loragaarn. While the Lurkers are a nuisance, the Immyr keep their kind Impale, with a specialized thrust a Kongamato can impale

a single victim, Brawl, Damage 1d+12

Korac

The Korac is an extremely aggressive and dangerous sea creature, as well as one of the fastest swimming creatures in the seas of Azamar. They have attacked seafaring vessels, quickly emerging from the ocean and grabbing a hapless victim on deck, only to drag them underwater where it swallows them whole. The Korac’s skin is coveted for the strength and nearly seamless runs between its scales. They are incredibly difficult to kill and those few who have bested a Korac take great pride in that success.

Hit Points: 100 Initiative: 4d

Move: -- (Swim: 40)

Vitality: 5d (+24 Chitonous Armor) Cinema Points: 3

124 in check for now. Lurkers communicate with clicks and pops, and previous encounters demonstrate their limited ability in organizing coordinated attacks.

While they are a primitive race, the potential for them to become a greater threat for the people of Azamar looms in the future. The Immyr stay vigilant of this race of bizarre and dangerous creatures known as the Lurkers.

Hit Points: 24 Initiative: 4d Move: 5 Vitality: 2d Cinema Points: 2 Experience Value: 1

Dexterity 4d, Strength 2d, Persona 2d, Intellect 2d, Aptitude 2d

Features

Animal Senses, Lurkers are extremely perceptive and difficult to sneak up on, Search +4d.

Long Breath, a Lurker can hold its breath for 1d hours underwater.

Shifty, Lurkers easily hide from sight, Sneak +1d

Nauvowl

Nauvowl are the loyal, fierce, and native riding animals of the Tre’uoall. An untamed Nauvowl is a cunning creature, capable of devastating attacks and moves swiftly when hunting through even the

most difficult of terrain. Nauvowl, often referred to as riding rats by many of the people across Azamar, have magical roots that intertwine deeply with the Tre’uoall. From historical records, the Nauvowl underwent binding by Anteprofidian magic to the Tre’uoall people, several Millennia ago. This binding causes devout loyalty between the two, in some cases making it possible for a Tre’uoall to share senses with a Nauvowl.

Hit Points: 48 Initiative 4d

Move: 7 (Sprint: 15) Vitality: 4d

Dexterity 4d, Strength 4d, Persona 2d, Intellect 2d, Aptitude 1d

Features

Danger Senses, Nauvowl can sense danger prematurely, they never suffer Sneak Damage and have a bonus to Search +3d

Scratch, Nauvowl are ferocious fighters and gain Brawl +2d, Damage 1d+9 to all attacks

Orcs

Orcs are ugly monsters bred specifically for warfare and are truly the stuff nightmares are made from.

These humanoids thrive off hate and suffering and

Hit Points: 50 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 3 Experience Value: 4

Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d, Aptitude: 4d

Equipment: Armor (+12 Vitality), Long Sword (Str+18/

x2d), Broad Axe (Str+36/x2) Shamans

The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind.

Hit Points: 36 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 5 Experience Value: 4 have been the natural enemies of the Dwarven race

for generations.

Warriors

Warriors are the fodder of Orc culture. Expendable, these ranks are continually replenished in Orc infested strongholds.

Hit Points: 36 Initiative: 3d Move: 7 Vitality: 3d Cinema Points: 2 Experience Value: 2

Dexterity 3d, Strength 3d, Persona 2d, Intellect 2d, Aptitude 4d

Equipment: Armor (+6 Vitality), Short Sword (Str+12/

x2), Dagger (Str+6/x2).

Shock Troopers

Life expectancy for Orcs is rather low given the violent nature of their culture. Those Orcs that survive a number of successful campaigns go on to be trained as Shock Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting the Shaman in major battles.

126

Attacks:

(Primary) Bolt Rifle (Damage: 1d+21/+18/+15, Range: 25/50/100 Ammo Cartridge: 5 Conceal: Hard) (Secondary) Dagger (STR+12/x2,)

Features

Activation, A powerful curse Wizards that can place on both Humanoids and Creatures. Even a creature, long forgotten will still conduct their former Master’s bidding. They will remain dormant for long periods of time, until careless adventurers who stumble into the trap reactivate them. In order to spot a Sentinel, players need to successfully Search, DR Moderate. If successful, the Sentinel is spotted by the player. Once the player gets within 15 squares of the Sentinel, it will reanimate and attack the players.

Arrow of Corruption, The Sentinel can imbue a bolt Dexterity 2d, Strength 3d, Persona 3d, Intellect 4d,

Aptitude 4d Features

Magic

Dark Shield, the Shaman raises a shield of impenetrable darkness that moves with the Shaman, making them nearly impossible to hit with ranged attacks for the duration, providing Dodge +4d, Duration: 1d Rounds, Activation:

Instantaneous

Rite of Healing, when an Orc Shaman blood lets, the Shaman may heal another’s Hit Points +15, Duration:

Immediate, Activation: Instantaneous

Mauling Strike, at a distance an Orc Shaman may swing a weapon and project that swing at a target through Magic, Willpower replaces Melee to hit, Damage: Willpower+6, Duration: Immediate, Activation: Instantaneous

Rite of Concession, an Orc Shaman may trade one (1) Hit Point for one (1) Cinema Point as desired, suffering Damage immediately

Sentinels

Sentinels are animated Skeletons who are placed in a strategic position and who’s sole purpose is to guard either a location or items of magical importance. While only a select few Wizards understand the procedure of how to create Sentinels, the practice itself isn’t sanctioned by the Order of Wizardry, most consider the practice cruel and evil. Sentinels can be created from any of the major races.

It is preferred that the victim is still alive was the curse is performed.

Hit Points: 34 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 2 Experience Value: 2

Dexterity 4d, Strength 3d, Persona 3d, Intellect 2d, Aptitude 3d

Experience Value: 15

Dexterity 6d, Strength 5d, Persona 1d, Intellect 3d, Aptitude 1d

Features

Specialized Attacks

Bite, (Brawl), Damage: Strength +48 Claw, (Brawl), Strength +24

Shadow Move, the Shangilar moves with intense speed while maintaining stealth, +6d Sneak

Echolocation, the Shangilar can “see” with sounds and motion, +6d Search

Seize, the Shangilar often grabs and pins a target before attacking them prone, +6d Grapple

In document Azamar the RPG (Page 121-128)