Manns Encounters 2

Temple Encounters

A: The High Priest
K: Trapper
Q: Ghul Patrol
J: Burning Men
10: Giant Spider
9: Skeletons
8: Ceiling Collapse
7: Unnatural Gas
6: Unquiet Spirits
5: Zombies
4: Necromandrills
3: Large Cat
2: Curse

The High Priest (WC)

The High Priest

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d6
Skills: Athletics d4, Faith d8, Fighting d6, Notice d6, Persuasion d4,
Pace: 6; Parry: 5; Toughness: 8 (1)
Feats: Arcane Background (Miracles)
Special Abilities
Armor +1: Leather Robes
Claws: Str+d6
Fear -2: The High Priest is unnaturally terrifying.
Infravision: Halve illumination penalties
Spellcasting: 15 PP, Darkness/Light, Darksight, Divination, Healing, Relief, Slumber
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison.

Trapper (WC)

Artisans cursed to build traps for the unwary throughout the temple. They look much as they did in life, except that their skin has taken an unnatural, waxy sheen and their arms are inhumanly long while their legs are short.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Repair d10
Pace: 5; Parry: 6; Toughness: 8
Edges: Frenzy (Imp)
Gear: Chainmail +2 Armor, Hammer (Str+d6)
Special Abilities:
Low Light Vision: Trappers ignore penalties for Dim and Dark Illumination.
Powers: Entangle, Stun, Blind
Trapping: At the start of combat, there is a trap somewhere hidden in the room. Notice at -4 to find it.

Ghul Patrol

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Persuasion d8, Stealth d6, Taunt d10
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges:
Gear: Boiled Leather Jacket (+2), Short Sword (Str+d6), 2 Throwing Knives (Str+d4)
Special Abilities:
Bite: Str+d6.
Opportunist: When the Ghul gets a raise on a Test, it can make an attack on that target as a free action. It can only do this once per turn.
Shapeshifter: Ghuls can take the form of any humanoid creature whose corpse they've eaten. No matter what shape they take, however, they always have the hooves of an ass for feet.

Burning Men

Shambling, walking men on fire.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6 Fighting d6, Notice d4
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
Burning: Creatures adjacent to the burning men at the end of their turn take 2d4 damage. In addition, Burning Men are immune to fire, but take +4 damage from cold-based attacks.
Fire Fists: Str+1d6 Fire Damage
Flare: On death, 2d4 damage to all creatures within 2"

Giant Spiders

Two giant spiders crawl from holes in the wall.

Skeletons

Two skeletons, plus one per hero, wander into the room.

Ceiling Collapse

Parts of the ceiling break off, falling onto the heroes. Agility at -2 to avoid 2d6 damage.

Rushing Rapids

As the heroes cross a gentle river, they hear a thundering, rushing sound from upstream. This is a multi-person Dramatic Task. They have three turns to reach the other side. They need three successes for every member of the party. Success brings them to high ground safely. Failure causes a level of fatigue to each hero, hireling, and pack animal, and the loss of half the party's rations. Recommended skills for this challenge are Athletics, Notice, and Survival. However, encourage players go come up with creative solutions, like using Academics to realize quirks of geography that affect the flow of the river, or Intimidation to get packbeasts and hirelings out of the way faster.

Unnatural Gas

The room begins to fill with a strange, red haze. One round later, the heroes must make Vigor checks or take a level of fatigue. Each round spent within the room gives a cumulative -1 penalty to the check. It dissipates after ten minutes.

Unquiet Spirits

The heroes have awakened angry spirits that want to know why the heroes have come. This will be a social conflict as one spirit demands the heroes be punished while the players defend themselves.

Failure results in a curse. Success results in a blessing.

Zombies

A small horde of zombies wanders through. Two zombies per hero.

Necromandrills

Small figures with glowing red eyes drop from the ceiling. Moldering fur and patchy skin cover wiry limbs. They scramble over each other as they move towards you.

One per player

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d4
Pace: 6; Parry: 5; Toughness: 5
Edges:
Special Abilities:

  • Claws: Str
  • Climb:
  • Size -2 (Small): These small monkeys are 2 feet tall.
  • Swarming: Up to two necromandrills can fit into a single space. Gang-up bonuses from other necromandrills can go up to +6 rather than +4.
  • Undead:+2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison.

Large Cat

A leopard has wandered into the temple. The players can attack it or convince it (through persuasion or intimidation) to leave.

Curse

The players are struck by the evil magic of this place. They must each make a Spirit roll at or contract a curse. Each time this occurs, the roll is at a cumulative -1 penalty. This penalty can be removed by the Relief power.

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