sproose moose
04-02-2004, 05:33 PM
ROPER:
The dwarves trudged slowly through the dark tunnels, which to them appeared a shadowless realm of gray and white and black. Beyond 60 feet they could not see anything but gray, but a human would be blind without some light source, and that light source would not allow the humans to see any farther than the dwarves could. They had come to this place to find a lost comrade, Kiggon Stormhorn, a brother in arms who had come here seeking fame. As far as they knew, Kiggon was dead, but duty brought them to recover the body.
The creature paced them, moving in a parallel passage and keeping an eye on the dwarves through connecting side passages. It could see in the dark, too, just as far as the dwarves could. Its leonine body helped it to move quietly, and its dragonlike wings were folded onto its back. The creature was about 10 feet long, but it carried its massive weight well. Though not normally at home in underground places, this one had been here for quite some time. The last living visitors it had seen had also been dwarves; they had, for the most part, been very tasty. Two remained in its lair, barely alive. The creature knew the tunnels very well, and as the dwarves approached a large cavern, the creature sprang forward to get in front of them.
One of the dwarves cocked her ear, as if hearing something, but the sound was not repeated. "I think there's something down here," she said to her comrades.
"Of course there's something down here," replied one of the others. "We just have to be careful."
The creature got into the room and faced the passage from which the dwarves would come. Its large tail lashed quickly back and forth, like a cat's. It sniffed the air and waited, ready.
The dwarves were caught completely by surprise as the large head loomed out of the grayness. Vaguely humanoid, it looked a bit catlike as well. As the first dwarves stopped, the creature's tail lashed forward and a rain of spikes hurtled toward the dwarves. The spikes pierced dwarven armor easily; one spike drove through a shield and a suit of banded mail to lodge in the lung of the dwarf in front.
The dwarves immediately fell into battle formation, with the much-wounded one sheltered in the middle of the group. One cast a lightning bolt spell in the creature's direction, and two fired crossbows. The creature withdrew from view.
"A manticore," one said. "What is one of those doing down here?"
"That would explain what happened to Kiggon Stormhorn," the wounded dwarf responded. "Manticores are large and very dangerous. They can throw those spikes from their tails up to four times a day and can tear a dwarf apart with their teeth and claws. Get one where it can fly, and you're in real trouble without missile weapons. They're not very smart, though, and as soon as we are healed we can probably take it. The trick is to box it in and force it into melee. Its hide is not that tough, and it has no magical abilities. Manticores can talk, but probably this one doesn't want to."
The dwarves advanced into the large cavern and the manticore swooped at them, lashing its tail and sending another barrage of the deadly spikes into their midst. The dwarves were prepared this time, however, and focused their firepower on the creature's wings. A few arrows later, the creature was forced to land. It fought fiercely, but the dwarves brought it down in the end. The wounds inflicted by the creature required the use of all their healing spells for the day, and some rest as well, but they did not lose anyone to the creature.
The dwarves stopped to rest and set watches, pairing an armored fighter with a spellcaster or rogue. It was the rogue that heard the flapping sound and alerted his companion just as the batlike creatures appeared. Shouts awoke the other dwarves as those on watch readied their weapons.
"Stirges!" cried the rogue, drawing a pair of weapons.
Each of the batlike creatures had a large proboscis similar to a mosquito's, and each one's eight small feet ended in pincers. They otherwise resembled bats. They dove on the dwarves, who swung as they passed. Two were felled immediately, but three attached themselves to dwarves and sunk their proboscis appendages into their victims.
"They drain blood, so get them off quickly," said one of the dwarves. Working together, the dwarves killed the attached stirges and drive the rest away. When it was quiet again, they looked at the bodies.
"Yep, a stirge," said one of the fighters. "I've seen these before. They're pretty harmless except that they like to drink blood. They don't drain much, but a large cloud of the creatures can cause a lot of damage. They probably won't be back, but keep an eye out."
The stirges did not come back, and after some more rest, the dwarves broke camp. "I think we should track the manticore. If Kiggon was killed down here, that creature probably did it," one dwarf suggested. The other dwarves agreed, and so the group set out to track down the manticore.
The tracks led deeper into the earth, but the dwarves did not get lost. Eventually they came to the creature's lair. Six dwarven bodies littered the floor, mostly in parts. They had clearly been picked clean by the manticore, since only bones remained. Two more dwarves were hung on the wall on rocky protuberances. Their bodies were whole, and the dwarves quickly ascertained that they were alive. They pulled them off the wall and began to revive them.
"Neither of these is Kiggon Stormhorn," one dwarf reported, "but this one looks like his cousin. They've been here a long time. Healing magic will get them moving, but we don't have enough to restore them to complete health."
"Do the best you --"
The rogue had been checking one of the smaller side passages, and suddenly let out a yelp that was cut off. The other dwarves looked and saw that he was not moving, but that something was moving past him into the room. The creature was 10 feet long, with a segmented body like a worm's or a centipede's. Tentacles grew from below its tooth-filled jaw, and a stench of rotten meat flowed into the cavern. Two of the remaining four dwarves rushed the creature, but frowned fiercely before striking and missing as the stench met her nostrils. The other landed a solid blow, but the insectlike creature hit it with several tentacles and the dwarf froze in place.
"A carrion crawler," said the coughing dwarf. "No, make that two," he added as another creature appeared behind the first. "Their attacks don't hurt, but they can paralyze you. They start eating once all their foes are paralyzed. Ranged attacks are best against them, but we have to get our comrades away from them now. The paralysis won't last long, but Klandar and Jeddin are vulnerable while the creatures are so close. The creatures are pretty mindless and might decide to stop for a meal if we all hang back. But watch the smell; it's stinky."
The four mobile dwarves pulled out crossbows and shot at the creatures to weaken them, always keeping the monsters in their vision range and backing up to draw the hideous monsters off their paralyzed comrades. The carrion crawlers moved on their many tiny legs, but the dwarves kept them from making more than one attack at a time. Another dwarf was paralyzed in the fight, but eventually the last of the carrion crawlers split open as a dwarven waraxe cut through its body. By this time, the first two paralyzed dwarves were shaking off the effects of the crawlers' sticky paralyzing substance. Half a minute later, the other dwarf revived as well, while the cleric cast his last healing spell.
"We'd better get out of this dungeon with our friends while the getting is good. We've faced only a small selection of the nasties that could have moved in here. I really don't think we can face 80-foot-long purple worms that can swallow us whole, or beholders with their magical eye beams, or gray oozes that absorb and digest living beings, or ropers, or . . ."
"We get the picture, Jeddin. We've found what we came seeking, or so we hope, and we'll take these remains back to Kiggon Stormhorn's family."
As the dwarves began their trek back to the surface world, Klandar asked Jeddin, "what's a roper?"
"A roper is a creature that looks like a stalagmite with long tentacles, and it has a jaw full of crystalline teeth. It causes weakness with its tentacles, then drags its prey into its maw. It's immune to electricity, and it resists spells as well . . ."
the roper:
Hit points: 68
armour: 0%
movement: 4 spaces
power: to drag one unit
blocking: 50% (25%)
reocvery: 2 turns and focus it stays under for 5 turns
ADDITIONAL:
there are a few tricks to this it can only stay under for 5 turns this is a focus abilitie if the focus is broken and you are protecting a unit the attack does all damage when if the focus had not been broken it would have just protected it say... you bring under a unit and you brake focus while under it does 15 damge tothe unit you were trying to protect. It may seem risky but it not as risky as you think. it has three space attack radius
TACTCIS:
have it back with a furgon so when you heal you can protect the cleric and make bushes around you may think why not make bushes around the cleric, it could be shot though where as if you make bushes around the ropper it is able to block for the cleric too
VISALLY:
it looks like a huge squid green and 6 legs
im making some changes
2. when it attacks it stays under the ground this is unable to be hit
But when it raises it can be hit.if someone stands one that tile
he comes up right next to him it is able to pull your guys down to protect them
is able to attack your own guys if they stand on the tile
Tactics:
When able to move again go to the same place
Some where at the back behind a guy since it has no turn
Recovery for moving it can guard a spot. or to protect your units
by taking them under groud doing no damge
The dwarves trudged slowly through the dark tunnels, which to them appeared a shadowless realm of gray and white and black. Beyond 60 feet they could not see anything but gray, but a human would be blind without some light source, and that light source would not allow the humans to see any farther than the dwarves could. They had come to this place to find a lost comrade, Kiggon Stormhorn, a brother in arms who had come here seeking fame. As far as they knew, Kiggon was dead, but duty brought them to recover the body.
The creature paced them, moving in a parallel passage and keeping an eye on the dwarves through connecting side passages. It could see in the dark, too, just as far as the dwarves could. Its leonine body helped it to move quietly, and its dragonlike wings were folded onto its back. The creature was about 10 feet long, but it carried its massive weight well. Though not normally at home in underground places, this one had been here for quite some time. The last living visitors it had seen had also been dwarves; they had, for the most part, been very tasty. Two remained in its lair, barely alive. The creature knew the tunnels very well, and as the dwarves approached a large cavern, the creature sprang forward to get in front of them.
One of the dwarves cocked her ear, as if hearing something, but the sound was not repeated. "I think there's something down here," she said to her comrades.
"Of course there's something down here," replied one of the others. "We just have to be careful."
The creature got into the room and faced the passage from which the dwarves would come. Its large tail lashed quickly back and forth, like a cat's. It sniffed the air and waited, ready.
The dwarves were caught completely by surprise as the large head loomed out of the grayness. Vaguely humanoid, it looked a bit catlike as well. As the first dwarves stopped, the creature's tail lashed forward and a rain of spikes hurtled toward the dwarves. The spikes pierced dwarven armor easily; one spike drove through a shield and a suit of banded mail to lodge in the lung of the dwarf in front.
The dwarves immediately fell into battle formation, with the much-wounded one sheltered in the middle of the group. One cast a lightning bolt spell in the creature's direction, and two fired crossbows. The creature withdrew from view.
"A manticore," one said. "What is one of those doing down here?"
"That would explain what happened to Kiggon Stormhorn," the wounded dwarf responded. "Manticores are large and very dangerous. They can throw those spikes from their tails up to four times a day and can tear a dwarf apart with their teeth and claws. Get one where it can fly, and you're in real trouble without missile weapons. They're not very smart, though, and as soon as we are healed we can probably take it. The trick is to box it in and force it into melee. Its hide is not that tough, and it has no magical abilities. Manticores can talk, but probably this one doesn't want to."
The dwarves advanced into the large cavern and the manticore swooped at them, lashing its tail and sending another barrage of the deadly spikes into their midst. The dwarves were prepared this time, however, and focused their firepower on the creature's wings. A few arrows later, the creature was forced to land. It fought fiercely, but the dwarves brought it down in the end. The wounds inflicted by the creature required the use of all their healing spells for the day, and some rest as well, but they did not lose anyone to the creature.
The dwarves stopped to rest and set watches, pairing an armored fighter with a spellcaster or rogue. It was the rogue that heard the flapping sound and alerted his companion just as the batlike creatures appeared. Shouts awoke the other dwarves as those on watch readied their weapons.
"Stirges!" cried the rogue, drawing a pair of weapons.
Each of the batlike creatures had a large proboscis similar to a mosquito's, and each one's eight small feet ended in pincers. They otherwise resembled bats. They dove on the dwarves, who swung as they passed. Two were felled immediately, but three attached themselves to dwarves and sunk their proboscis appendages into their victims.
"They drain blood, so get them off quickly," said one of the dwarves. Working together, the dwarves killed the attached stirges and drive the rest away. When it was quiet again, they looked at the bodies.
"Yep, a stirge," said one of the fighters. "I've seen these before. They're pretty harmless except that they like to drink blood. They don't drain much, but a large cloud of the creatures can cause a lot of damage. They probably won't be back, but keep an eye out."
The stirges did not come back, and after some more rest, the dwarves broke camp. "I think we should track the manticore. If Kiggon was killed down here, that creature probably did it," one dwarf suggested. The other dwarves agreed, and so the group set out to track down the manticore.
The tracks led deeper into the earth, but the dwarves did not get lost. Eventually they came to the creature's lair. Six dwarven bodies littered the floor, mostly in parts. They had clearly been picked clean by the manticore, since only bones remained. Two more dwarves were hung on the wall on rocky protuberances. Their bodies were whole, and the dwarves quickly ascertained that they were alive. They pulled them off the wall and began to revive them.
"Neither of these is Kiggon Stormhorn," one dwarf reported, "but this one looks like his cousin. They've been here a long time. Healing magic will get them moving, but we don't have enough to restore them to complete health."
"Do the best you --"
The rogue had been checking one of the smaller side passages, and suddenly let out a yelp that was cut off. The other dwarves looked and saw that he was not moving, but that something was moving past him into the room. The creature was 10 feet long, with a segmented body like a worm's or a centipede's. Tentacles grew from below its tooth-filled jaw, and a stench of rotten meat flowed into the cavern. Two of the remaining four dwarves rushed the creature, but frowned fiercely before striking and missing as the stench met her nostrils. The other landed a solid blow, but the insectlike creature hit it with several tentacles and the dwarf froze in place.
"A carrion crawler," said the coughing dwarf. "No, make that two," he added as another creature appeared behind the first. "Their attacks don't hurt, but they can paralyze you. They start eating once all their foes are paralyzed. Ranged attacks are best against them, but we have to get our comrades away from them now. The paralysis won't last long, but Klandar and Jeddin are vulnerable while the creatures are so close. The creatures are pretty mindless and might decide to stop for a meal if we all hang back. But watch the smell; it's stinky."
The four mobile dwarves pulled out crossbows and shot at the creatures to weaken them, always keeping the monsters in their vision range and backing up to draw the hideous monsters off their paralyzed comrades. The carrion crawlers moved on their many tiny legs, but the dwarves kept them from making more than one attack at a time. Another dwarf was paralyzed in the fight, but eventually the last of the carrion crawlers split open as a dwarven waraxe cut through its body. By this time, the first two paralyzed dwarves were shaking off the effects of the crawlers' sticky paralyzing substance. Half a minute later, the other dwarf revived as well, while the cleric cast his last healing spell.
"We'd better get out of this dungeon with our friends while the getting is good. We've faced only a small selection of the nasties that could have moved in here. I really don't think we can face 80-foot-long purple worms that can swallow us whole, or beholders with their magical eye beams, or gray oozes that absorb and digest living beings, or ropers, or . . ."
"We get the picture, Jeddin. We've found what we came seeking, or so we hope, and we'll take these remains back to Kiggon Stormhorn's family."
As the dwarves began their trek back to the surface world, Klandar asked Jeddin, "what's a roper?"
"A roper is a creature that looks like a stalagmite with long tentacles, and it has a jaw full of crystalline teeth. It causes weakness with its tentacles, then drags its prey into its maw. It's immune to electricity, and it resists spells as well . . ."
the roper:
Hit points: 68
armour: 0%
movement: 4 spaces
power: to drag one unit
blocking: 50% (25%)
reocvery: 2 turns and focus it stays under for 5 turns
ADDITIONAL:
there are a few tricks to this it can only stay under for 5 turns this is a focus abilitie if the focus is broken and you are protecting a unit the attack does all damage when if the focus had not been broken it would have just protected it say... you bring under a unit and you brake focus while under it does 15 damge tothe unit you were trying to protect. It may seem risky but it not as risky as you think. it has three space attack radius
TACTCIS:
have it back with a furgon so when you heal you can protect the cleric and make bushes around you may think why not make bushes around the cleric, it could be shot though where as if you make bushes around the ropper it is able to block for the cleric too
VISALLY:
it looks like a huge squid green and 6 legs
im making some changes
2. when it attacks it stays under the ground this is unable to be hit
But when it raises it can be hit.if someone stands one that tile
he comes up right next to him it is able to pull your guys down to protect them
is able to attack your own guys if they stand on the tile
Tactics:
When able to move again go to the same place
Some where at the back behind a guy since it has no turn
Recovery for moving it can guard a spot. or to protect your units
by taking them under groud doing no damge