lasko@regina.DEC (09/24/84)
And just to show that I'm not all noise, here is my submission for the second contest mentioned. I sometimes build scenarios by starting with one powerful magic item, and then building up legends and guardians around it. Tim Lasko {decvax, ihnp4, allegra, ...}!decwrl!dec-rhea!dec-regina!lasko lasko%regina.DEC@DECWRL.ARPA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ One of the most fascinating More Figurines of Wondrous Power for AD&D(tm) pieces of magic that one can ///////////////////////////////////////////////// get in the AD&D(tm) game is one of the several Figurines of Wondrous Power. Here are half a dozen and one more types of Figurines for your enjoyment. In general, any of these Figurines (unless stated otherwise) will grow and shrink to their own unique command word, and can be used for up to six continuous hours, twice a week. And, as with all other Figurines, if the grown creatures are killed, they will automatically revert to their Fig- urine form. If that form is shattered, then the magic is lost forever. All of the figures mentioned are worth 1,500 GP per Hit Die, or 250 XP per Hit Die, unless otherwise stated. Aquamarine Dolphins (2): This pair of Figurines will only function near a ------------------- large body of water. When they are thrown into the water, and the command word is spoken, they will change into large dolphins each with a separate function. The first is the Dolphin of Traveling which will support up to 400 lbs. on it's back. When holding up to 250 lbs., it can swim at 52". When holding more than 250 lbs., it swims only at 48" per turn. This Dolphin has an armor class of 3 and 4+1 hit dice. The second dolphin is the Dolphin of Burden, able to carry up to 750 lbs. and swim at 30" per turn under any load. The load must, of course, be securly and evenly attached to the Dolphin. This Dolphin has an armor class of three also, but has 5+2 hit dice. the Dolphins are not affected by magic such as the Trident of Commanding Water Creatures. These Dolphins have High intelligence, so detailed instructions can be given to them. Diamond Cougar : The Diamond Cougar Figurine is similar to the Golden Lion -------------- Figurines in function, except that the Cougar may also be told to stalk a creature. The Cougar must be given the scent of the creature to be tracked in some fashion. The Cougar can track like a Ranger, but at a 20% advantage underground, and a 24 hour advantage aboveground. The Cougar is different from other Figurines in that it must be fed some sort of meat after each kill, or it will turn upon the owner and may never be summoned by the user again. If the Cougar is fed, it will return to Figurine form. The cougar has an armor class of 2, moves at 12" per turn, and has 6+2 hit dice. It attacks with a bite for 1-8 points of damage, and has two claw attacks for 1-6 points each. If both claws connect in a melee round, the Cougar will attack with a bite and it's back claws, each of those doing 2-7 points of damage. If the Cougar is stalking, it will surprise the victim on a 1-5. The Cougar may also leap a distance of 4". Jasper Python : The Jasper Python Figurine is shaped as a coiled snake with ------------- it's head raised. It may be one of several types of Python, as determined by the table below: 01 - 50 Constrictor Python 51 - 85 Poisonous Python 86 - 95 Spitting Python 96 - 00 Amphisbaena Python When the command word is spoken, the Figure is tossed at the intended victim, after which the Figurine will grow to full size in 1 segment and attack. The Pythons have characteristics corresponding to the same type of Snake, as described in the Monster Manual. They have full hit points and one higher armor class than their counterparts, and any with poisonous bites to 5-20 points of damage, unless the victim makes his saving throw, then taking only 3-12 points. The Python will return to normal form after killing the victim. The Python will attack whatever target it is near to, so the speaker of the command word would be ill-advised to hold onto his Python. Malachite Donkey : The Malachite Donkey is the quintessential pack animal. It ---------------- can carry up to 1200 lbs. on level terrain, and up to 600 lbs. over nearly any other type of terrain. It cannot attack in any effec- tive way, nor can it stand extremes in temperature. It has 3+1 hit dice, an armor class of 6, and will only move at 10", under any load. The Donkey will function for up to twelve hours a day, after which it will revert to Figurine form for twelve hours. The Donkey is worth 3,000 GP and 500 XP. Opal Roc : The Opal Roc is another warrior, made for aerial combat. When the -------- command word is spoken, and the Figurine is tossed in the air, it will transform into a huge roc with full hit points and an armor class of 2, and a manuverability class of A. The Roc will attack the nearest flying creature, or the creature pointed to by it's owner. The Roc may pick up a boulder weighing up to 500 lbs. The Opal Roc will never carry a passenger willingly, and will break off an attack to throw the rider off. Quartz Scorpion : When the command word is spoken over this Figurine, it will --------------- change into a giant scorpion up to six times (after which it will no longer function) or into a large scorpion twice per week. It is usually used to attack other large or giant insects and is very proficient in doing so (+3 to hit and +2 to damage), although it will attack other targets. The large scorpion has 3+3 hit dice, an armor class of 5, moves at 12" per turn, and is 4' long. It's attacks cause 1-8/1-8/1-3 points of damage, and it's poison sting does 1-2 points of damage, halved if the victim makes his saving throw. The giant scorpion has full hit points, an armor class of 2, and a poison sting which does 1-6 points of damage and injects a deadly poison into the victim. If a victim makes his saving throw against death, he will take 3-12 points of damage. Sandstone Deer (3): The Sandstone Deer share common characteristics when the -------------- command word is spoken, however they have different pur- poses and appearance. Each of the Deer has 3+3 hit dice, an armor class of 6, moves at 18" per turn, and has no effective attack. The Deer of Sighting has especially keen senses and can telepathically tell the owner of the Figurine what creatures and plants are within a sixty yard radius. The Deer of Flight grows to the size of an Irish Deer (10' tall) and can carry a fully armored man on it's back, but only if used to retreat from battle. And the Deer of Freindliness will allow the owner and his allies to pass through and among any number of natural creatures without harm, as if a Freindship to Animals had been cast, but with a duration as long as the Figurine is full size. "A pox on mummies!" Tim Lasko {decvax, ihnp4, allegra, ...}!decwrl!dec-rhea!dec-regina!lasko lasko%regina.DEC@DECWRL.ARPA