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Published by archangel777, 2022-09-30 15:29:41

PFRPG - Book 10 - Mount Nimro - PAL464

PFRPG - Book 10 - Mount Nimro - PAL464

Kusil Zed gles. By that time, however, the rest of the Terikon Clan is
likely to have grown used to life under King Blackrock, and
Terikon Clan Chieftain may not wish to leave the security and prosperity of his realm. If
that happens, then so be it. If his clan feels comfortable living
Chieftain Zed is the one who organized Clan Terikon and led under the Nimro King, Chieftain Zed will move on without
them into the Nimro Kingdom. During the long years it took them. All that really matters is that the Gromek are destroyed
him to gather his clan members, he ran afoul of some of the once and for all.
Gromek war parties that had scattered to the wind after their de-
feat at Gondajar Road. In a brief and savage battle, Zed lost Quick Stats for Kusil Zed
many of his friends and family, including his wife and three
sons. Race: Jotan
O.C.C.: 7th level Were-Shaman.
Prior to that battle, Zed had not really intended to join the Alignment: Anarchist.
Nimro Kingdom. He figured his clan would hash out some Attributes: I.Q.: 7, M.E.: 19, M.A.: 11, P.S.: 30, P.P.: 24, P.E.:
treaty with Sunder Blackrock so they would recognize the 25,P.B.:9,Spd.:13
Terikon as a separate but friendly nation. However, after the Hit Points: 53
skirmish with the Gromek, Zed became a changed man. Angry S.D.C.: 100
and bitter, he now yearns for a lasting, genocidal revenge Animal Totem: Primary totem: Canine (Identify tracks 83%;
against the Gromek, and he will side with ANY power that
promises to do just that. From the few Gromek prisoners Zed Track 79%; +4 to damage; +2 to parry and dodge). Second­
has tortured, he's learned that they were gathering their forces, ary totem: Feline (Prowl 80%, Scale/Climb Walls 76%, +2 to
too, planning for a single, massed attack on the Nimro kingdom. strike, +2 to parry and dodge).
That was 10 years ago, and Zed believes it is very likely that Attacks per melee: 5
this Gromek invasion will be coming any day now. When it Bonuses (including animal totem bonuses): +1 on initiative,
does, he will be at the front-line, helping his Giant brothers beat +8 to strike, +11 to parry and dodge, +21 to damage, +6 to
back the winged tide and destroy them utterly. pull punch, +5 to roll with impact/fall, +6 to save vs Horror
Factor, +6 to save vs poison, drugs, and disease, +5 to save
Aside from his lasting hatred of the Gromek, Zed is a fairly vs magic, and +20% to save vs coma/death.
level-headed individual who has a keen understanding and ap­ Other combat info: Hand to Hand: Expert — Kick attack
preciation for nature. As a Were-Shaman, he has mastered the (3D6), critical strike 19-20, W.P. Spear (+4 to strike and
art of changing into animal form, and often charges into battle in parry, +2 to throw), W.P. Blunt (+3 to strike, parry, and
the form of a huge bear, wolf, or lion. throw), W.P. Axe (+4 to strike, parry, and throw; +1D6 dam-
age.)
Zed is no huge patriot of the Nimro Kingdom, however, and Weapons: Zed owns a stone battle axe (4D6 damage) and sev­
he will stay by its side only as long as it serves his personal pur­ eral stone daggers (2D6 damage each), but when in combat,
pose of revenge. Once that need (to destroy all Gromek) is gone he prefers to take the shape of an enormous bear and use his
(which will probably be never, but one can never tell), Zed is powerful claws and teeth to tear his enemies to pieces.
likely to leave the Nimro Kingdom and fade back into the jun­ Armor: None. Zed forgoes it so that it will not interfere with his
shape-shifting abilities.
Magic Items: None. He doesn't care for them, believing that
most magic draws on the Old Ones in some way.
Money and other equipment: Likewise, he doesn't care for
conventional wealth, since it signifies a tie to the corrupting
force of "civilization" that has made places like the Western
Empire so oppressive. However, he does have access to the
wealth and resources of his clan (although it is among the
poorest and seldom has more than 100,000 gold available at
any given time).

Clan Gulthur (Gigante)

The Gulthur Gigantes (est. pop. 8,000) live a life very much
like the other two Great Clans of mutants in the Nimro King­
dom. Except for running security for the Kingdom, they really
have no formal duties. All they have to do is not wreak havoc in
other parts of the Kingdom, and they can do whatever they like.

To give these Gigantes something to do, and to keep invaders
from entering the Kingdom from the west, the Gulthur Clan live
in a territory that hugs the border with the Baalgor Wastelands.
That means any invaders coming over the Baalgor Wastelands
must first get through Gigante-held lands before they make it to
the more "civilized" parts of the Kingdom. As anyone who has

108

m

ever tangled with a Gigante can attest, the notion of getting past
one Gigante watchman is daunting enough, the prospect of trav­
elling through the home of 8,000 of them is reason to run and
never return.

To further encourage the Gulthur Gigantes to rip apart any
non-Kingdom visitors, King Blackrock personally pays out
modest bonuses to Gigantes who produce a certain number of
Gromek scalps each season. Not only does this keep the border
safe, but it also encourages the mutants to launch raids into the
largely Gromek-held Baalgor Mountains and the border of the
Wastelands to collect some bonus money. Just two years ago, a
large Gulthur war party actually made it all the way up to Raag
Vire, the Gromek city high atop the Baalgor Mountains, and
slew over 30 Gromek before beating a very hasty retreat. Of this
war party, only one Gigante survived, so his story would have
been suspect, if he hadn't also brought the 30+ Gromek scalps
he and slain friends had collected with him.

The Gulthur Stronghold is the shell of an ancient Jotan For-
tress built thousands of years ago. Today, the fortress is a crum­
bling ruin consisting of a breached outer wall, a severely
broken-up keep, numerous ruined buildings, a huge pit where a
quarry of some kind had been dug and now lies filled with wa-

Grevyth

109

ter, and several other ruins. For Gigantes, this is like a small par­ Attacks per melee: 6 (including an extra attack because he has
adise, since they didn't have to build it, and the place is four arms).
crawling with all sorts of monsters, animals and Goblins, all of
which make for excellent eating, by Gigante standards. Very lit­ Bonuses: +10 to strike, +9 to parry and dodge, +18 to damage,
tle official business is conducted here, and only the biggest, cra­ +4 to roll with punch/fall, +4 to pull punch, +7 to save vs
ziest Gigantes have made this place their home. Anybody who Horror Factor, +7 to save vs poison, +6 to save vs magic, +1
wishes to deal with them must enter at their own risk. to save vs drugs and disease, and +26% vs coma/death.

Grevyth Other combat info: Hooked, insectoid claws (+1D6 to all hand
attacks); exoskeleton (A.R. 12), bladed tail (3D6 damage), a
Gulthur Clan Chieftain secondary mouth inside Grevyth's mouth that springs out and
can bite for 1D6+3D6 in poison damage; kick attack (3D6
This monstrous freak has come to power by slaying all of his damage), foot sweep, backward sweep, and critical strike
rivals and sending their heads back to King Blackrock as proof. 18-20.
The Nimro King sent Grevyth a return message to tell him that
he was recognized as Clan Chieftain of the Gulthur, to stop kill­ Weapons, armor, magic items, money, and other equipment:
ing rivals, and to start killing Gromek along the Baalgor border. None. Grevyth lives like an animal and has little desire to
Grevyth took the position with glee, and has been collecting collect things that other people find valuable. Even if he did,
Gromek scalps and skulls (as well as those of weaker Gigantes, his lack of memory would make him forget that he had them,
outsiders, and even a few friendly Giants on official business making him particularly susceptible to theft, since he'd never
from other Great Clans) ever since. notice that his things were missing.
That said, Grevyth has accumulated an incredible pile of
Grevyth's tendency to kill anybody who is not a Gigante, in­ bones over the years from his countless victims. If one were
cluding the occasional Shorty and True Giant of other Great to pick through these bones, they could probably find enough
Clans, has made the Gulthur something of an outcast clan best exotic ones to fetch lD4x 10,000 from a respectable alche­
to be avoided. Not that the anti-social Gulthur mutants care. mist in a more civilized part of the world.
Most of these Gigantes barely understand what the Nimro
"Kingdom" is, other than "a big gathering of True Giants to kill Clan Yoajan (Algor)
things." Grevyth and the other Gigante Warlords of the Clan
have a reasonably good understanding, but don't much care, ex­ Only a handful of Algor have come to the Nimro Kingdom,
cept that they are being encouraged to hunt and kill, which mostly because of the difficulty in getting there from the North-
pleases them. To this end, they work to keep the more savage ern Wilderness, the lack of a cool, comfortable environment in
and ignorant mutants in line, and from slaying too many the Nimro Region, and because the Algor generally distrust
"friendly" folk from other parts of the Kingdom. Wanton King Blackrock's motives. However, there are mavericks in ev­
slaughter of all passersby simply won't do, especially since so ery crowd, and such is the case with the Yoajan Algor Clan (est.
many supply-trains travel along the Gondajar Road from Mount Pop. 300).
Nimrod to the Mountain City of Gurthasi Tor (see the Baalgor
Wastelands sourcebook for more on this place). Consisting mostly of men of magic, the Yoajan was founded
as a cross between a True Giants' wizardry guild and a kind of
Aside from his loosely defined duties as a Gromek-killer, commune for spell casters, where all clan members would have
Grevyth spends his time in the Gulthur Stronghold, eating any- a safe haven for them to conduct their magical research. Once
thing he can catch and generally living like an animal. Which, Sunder Blackrock realized the Yoajan's needs, he went to work
for all intents and purposes, is what he is: a very big, very un­ fulfilling them. First, he had a handsome stronghold built atop
predictable, very dangerous animal, driven by base emotions the highest peak in the Yin-Sloth Mountains, a lightly
and mental instability. snow-covered summit that Algor find just barely within their
comfort level, temperature-wise. Then, the Nimro King prom­
Quick Stats for Grevyth
ised that any and all Algor who came to the Nimro Kingdom
would never be required to fight on its behalf. Rather, they were
Race: Gigante
being recruited for their advice in the ways of magical knowl­
R.C.C.: 7th level Gigante Warlord
edge and incredible breadth of historical expertise.
Alignment: Diabolic

Attributes: I.Q.: 7, M.E.: 2, M.A.: 2, P.S.: 33, P.P.: 27, P.E.:
When the Algor arrived, the King made good on his prom­
27, P.B.: 2 (horrifyingly ugly), Spd.: 20
ises, and for the last 40 years or so, the Yoajan Clan has resided
Hit Points: 57
in relative peace and solitude, far away from the rest of the
S.D.C.: 150
Nimro Kingdom. Periodically, they receive some message from
Mutations: Grevyth is a rail-thin freak covered by a glossy,
King Blackrock, or entertain visitors from other Great Clans, but
for the most part, the Yoajan live and work by themselves. They
jet-black exoskeleton which lends him a frightening, know that if ever the Nimro Kingdom should truly need them,
bio-mechanical look. He can spit acid (20 feet/6 m; 4D6 they will offer their services, but only in such a way that won't
damage) and has incredibly fast reflexes, as well as high seriously endanger the clan. The Yoajan still remember how
strength, agility, and resiliency (the bonuses for which have their kind were decimated thanks to their manipulation at the
already been factored into his stats). hands of the Elves during the Elf-Dwarf War.
Defects/Insanities: High food requirement, susceptibility to
cold, no short-term memory, curse: mumble, insanity: mind-
less aggression.

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