87L
BRIG. This room holds five cells. Four dread skulls are here,
including one officer.
Hook
Hand Yakko, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F5;
hp 26; #AT 1; D See below; SD Sharp
weapons score half damage only, limited spell immunity; XP
381)
Hook
Hand Yakko is missing his left hand. He uses prosthetic hooks
instead, of which he has five. One is on his wrist the other four
hang from his belt. He is so proficient at changing his hooks that
he can attack with a different hook each round if he so chooses.
Hook
|
Description
|
XP
Value
|
GP
Value
|
Silver
Hook
|
1-6
damage can be used against monsters only hit by silver or +1
weapons
|
450
|
2000
|
Red
Hook
|
1d6+3
heat damage, gives light as a torch when hooked in
|
-
|
200
|
Spinning
Hook
|
2d6
damage, works like a food processor
|
-
|
100
|
Spyglass
Hook
|
Works
like a single cusp of eyes of the eagle
|
1750
|
9000
|
Grappling
Hook
|
Has
thirty feet of rope, if aimed at a person it does 1d6+1 damage
(short = 1”, medium = 2”, long = 3”), can be reeled back in
|
-
|
200
|
A
person who cuts off their hand and who practices can master the use
of the hooks and use them just like Hook Hand Yakko does (because
they are magic). The amount of time required is 20 months less 1
month for each point of dexterity. Any one doing this is then unable
to use two handed weapons, including bows.
3
Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 7, 8; #AT 1; D By
weapon or 1-6; SA Fear; SD Sharp
weapons score half damage only, limited spell immunity; XP 21,
21, 22)
The
8 hit point dread skull uses a battle axe +1 (it belonged to
Larf the Barbarian (see below). The other two use scimitars. Each
has 3-18 silver spanners and 2-8 gold crescents.
The
room is furnished like a small office. The keys for the cells are on
a small table.
Cell
1: Larf the Barbarian, Neutral male human Berserker Fighter (AC 7;
MV 12"; F4; hp 25; #AT 1; D By weapon +1 to damage due to
strength; S 17, I 5, W 4, D 15, C 16, Ch 13; XP 215)
He
wears rough hides which act as some armor.
Cell
2: Lacedon (AC 6; MV 9"; HD 2; hp 14; #AT 2 claws, 1 bite; D
1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 93)
Cell
3: Empty
Cell
4: Empty
Cell
5: Snorra Alkabaad, Neutral female half pixie/half gnome Thief (AC
6; MV 6”/12”; T4; hp 14; #AT 1; D By weapon; SA Magic use; S 6, I
15, W 14, D 18, C 13, Ch 16; Size S; MR 25%; XP 350)
Thief
skills: PP 55%, OL 52% F/RT 40% MS 43% HS 99% HN 25% CW 73% RL 20%
[Her
thief skill racial bonuses are +10% hear noise, -15% climb walls
(although she has wings) and always 99% hide in shadows]
Snorra
has small wings and is 2½ feet tall. She can use the following
spell-like abilities once
per day: dispel
magic
(at 8th level/ability), dancing
lights,
ESP,
and Otto's
irresistible dance.
She is unarmed and unarmored. She has also lost her
thieves' tools. Larf and Snorra were part of the same adventuring
party as Fiametta Sollarkones and Hermis Trigaminot (see Room 86I).
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