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View Full Version : Gûldagnir - the ancient doom of Molnglaw


Kaare Berg
12-30-2004, 07:06 AM
Furious at the rally of the elves and the defiant magic of the Druids the Dark Disciple unleashed upon Miranna a creature born of cold shadows and invested with his hate. So great was this creature, the Gûldagnir, that the Dark Disciple was lessened after it's creation. . .

. . . in the deep dark of the forested Molnglaw the beleaguered defenders cried out in dismay as the new horror felled druid after druid. In the the end, Belgered the Windfinder, lured Gûldagnir into the deep caves under the Brûngond. There behind a natural wall of flame, in the deepest cave the druid trapped the Bane of Druids, sealing himself within.

. . . and deep under the Baruin Angol, the Caves of Brûngond were sealed by the stone-works of the dwarves and the songs of the elves. Binding the very earth to hold the Gate of Gûldagnir.

Lo and behold the horror unleashed by the unwitting mages who have dvelt to far and too deep in secrecy. Even the Mad Druid Broona dared not unleash this beast.

The creature is a massive monster, standing twice the height of a man, with the chest of a bear and black, icy cold skin. It's face a blank expanse seeking its enemies with uncanny perception. Hunched over, runnning as much with its long arms as its powerful legs the beast never seem to tire. Fear its fingers, their barbed claws drip with ice, so sharp they slice through flesh, steel and magic as if through air.
Beliefs:
I am the last true servant of the Shadow.
Magic is the light of life, it must be quenched.
Fear fire, for it alone can hurt my heart of hate and ice.
Instincts:
Keep fire away.
Kill the magic user.
When hurt consume magic.
Traits:
Body of Hate and Stone; plate on all locations.
Heart of Ice; - 2 ob hesitation, vunerable to mundane fire (armour dosen't help)
Claws of Black Iron; negates magical protection, VA 4.
Feeds On Magic; eldritch sink. Negates wounds equal to IMS of attack (eg. B16 white fire heals a MW!!!)
Magic Sense; Sees like the spell the Sense.
Tuned to Magic; + 2d on detecting magic.
Limited Vision; Sees only the world for 50 paces, it all appearing ghostlike and translucent.
Pained by Beauty; Hesitate when in presense of beauty, Heart of Ice no effect.
Numb; as written
Beserk; as written
Stats:
Will: B7
Perception: G4
Agility: B4
Speed: B4
Power: B8
Forte: G10
Attributes:
Health: G8
Reflexes: B6
Mortal Wound: B16
Steel: G7
skills:
Track: B6
Claws: B6
Brawl: B5
Climb: B5
Hide: B4
Sneak: B4
Intimidation: G5
Rampage: G6
IMS:
Claws: B4 B8 B12
Stone Blow: B5 B10 B15

Here it is, one foe to be bested shall Miranna be saved. An ancient terror that like Gostiaur the Dragon can only be defeated by cunning and planning. This beastie will chew (or rather claw) through my 6 LP very experienced players. I guess the mage player shouldn't have bragged about his great number of Persona Points. Should teach him.

Thor Olavsrud
12-30-2004, 08:11 AM
Holy CRAP! :shock:

(This monster rocks BTW. As to the Hesitation in the presence of Beauty, that's cool. I'd handle it like Elven Wonderment.)

Kaare Berg
12-30-2004, 09:31 AM
As to the Hesitation in the presence of Beauty, that's cool. I'd handle it like Elven Wonderment.

Good idea, consider it handled.

Let you know how this goes, if they get to it that is.

K

luke
12-30-2004, 11:20 AM
Kaare,

on this morning I have wept a tear of joy, and moaned the pains of a player about to die.

Holy cow. Great combination of traits -- very flavorful.

What are the XX for Health and MW? And what does the Rampage skill do? ::claps with devilish glee::

And, lastly, this is too good not to use. If the players are eager to head off in another direction, just unleash the thing on the unsuspecting world. Every so often they'll meet terror stricken refugees on the road who tell them, "Do NOT go that way."

:D

-L

Kublai
12-30-2004, 01:29 PM
Very cool! I too question the difference between Brawl and Rampage. It sounds very exciting, it does!

Thor Olavsrud
12-30-2004, 01:31 PM
Very cool! I too question the difference between Brawl and Rampage. It sounds very exciting, it does!

Maybe Rampage is a Martial Art? Sort of like Great Wolves' Savage Attack?

Kaare Berg
12-30-2004, 04:30 PM
Rampage
Root: will
Some creatures are so driven by hate and anger that in combat they become raging machines lashing out at anything be it a bulding, a tree or a fleshy object. The rage often consumes the creature and it fights simply. Rampage is the skill where the creature rides his anger and to some extent controls the direction of his fury.
The following martial moves are the only one allowed by a creature rampaging: Grab (get inside and lock for big boys)
Strike
Throw
Push
Crush (damaging lock)
Chew (strike when grabbing)
Skill type: Martial
Tools: None (only natural weapons allowed)

What are the XX for Health and MW?

No book at work, and couldn't remember the formula. Check the edited version above.

And, lastly, this is too good not to use. If the players are eager to head off in another direction, just unleash the thing on the unsuspecting world. Every so often they'll meet terror stricken refugees on the road who tell them, "Do NOT go that way."

They'll face him. No doubt. At the outset of next session the first scene will be: The Council of Candlekeep, where they will learn of four problems facing them.


"spoiler alert"


A letter from young Gwen (Npc saved in Tirnen Pendrath, End of a Beginning) to Locklear (killed by Gostiaur) is delivered from Lord Stennarch. Gwen studies magic at the Baruin Angol. She speaks of troubled times and the City of Honesty consumed by secrets.
Shea the half-elf (NPC) speaks of a malady of the soul having affected Skara Brae. A loss of will and a pervasive aura of melancholy spread by a ragged prophet.
King Adrahil II, High King of Minoc, brings ill news from the south. His summons to New Dranna have gone unanswered and his envoys have not returned. Merchants speak of a wicked tyrant and a brutal corsairs having siezed the vacant throne, subjucating the humble sheperds and fishermen of this island kingdom. Black ships now sail these straits.
From Trinsic comes Fédred, envoy of the Young King (and much hated foil) and the King's Champion, Tengel the Swordbearer. They bring worriesome news. For all the Jehlom mercenaries have been called home and that rumours only speak of war. Have Jehlom's people turned to the Shasow or is it only their King who has gone mad.


This is why I said they might not meet Gûldagnir yet. Time will move forward no matter what path they choose, so yes they might meet fugetives on the run from the Mage Bane. But they won't be peasants, they'll be sorcerors and mages.

Oh, glad you like it. Like the feel better after the minor tweaks suggested by you guys.

Drozdal
12-30-2004, 04:32 PM
- Magic Sense; Sees like the spell the Sense.
- Limited Vision; Sees only the world for 50 paces, it all appearing ghostlike and translucent.

My only issue: Does limited vision affects Magic Sense? Otherwise Gûldagnir might as weel be blind - with magic sight he can see everything anyway. And this "it all appearing ghostlike and translucent" totally contradicts Mage sense, because with sense you can see magical auras. So what's up with that?

Kaare Berg
12-30-2004, 04:45 PM
In my world we have estabilshed that the Sense gives a vision kinda like the one Frodo experiences whenever he wears the ring. It is mainly colour.

The limit on the vision has something to do with my image of this monster relentlessly following the magical tracks left by a spell-caster as he desperatly flees. Dûldagnir can tell by the tracks how far away a mage is, so if he or she is close it will speed up. And this beasty can run for a looong time. :twisted:

Beauty will shine extra strongly in this ghostly mage sense world, therfore the Pained by Beauty trait.

And Dûldagnir sees out to fifty paces 360 degrees, through stone and rock. Through wood or grass. If it is close it will see you, so i disagree that the monster is blind. Limited maybe, but it is created by in Darkness by a servant of Shadow and can not be perfect. Even the One failed at creating perfection for such is the nature of things.

Kaare Berg
01-03-2005, 03:40 AM
Dûldagnir is dead.

luke
01-03-2005, 10:47 AM
Dûldagnir is dead.

Lol.

What happened?

-L

jc_madden
01-03-2005, 02:11 PM
My guess is the party used fire and cooked him.

Kaare Berg
01-04-2005, 09:01 AM
Here (http://www.indie-rpgs.com/viewtopic.php?p=147310#147310) is how they killed it.

K

Kublai
01-04-2005, 11:31 AM
Sweet.