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Goblin Lake, Part Deux

A Tunnels and Trolls® play-by-post adventure run by khara_khang

Final Stats

Krandor

Identity

Attributes

Second and third attributes are for his Wolfman and Wolf forms, respectively. (Wolf attributes as per Monsters! Monsters! Werewolf multipliers.)

Other Stats

Magic

"In their human guise, these creatures are quite normal, but in their beast forms, they gain superhuman strength and near-invulnerability at the cost of half their intelligence and nearly all their dexterity. Silver is deadly to them, but ordinary wounds heal with amazing swiftness.

"After each regular turn (but not during combat), the monster's CON repairs itself by the same number of hits as the monster's luck. It will not repair itself beyond its original rating, of course---and if CON is reduced to zero at any time, the monster dies like anyone else." --Monsters! Monsters!

Abilities

claws and teeth combined do 3d6 damage

Languages

Common, Canine

Nationality/Place of Residence

?

Equipment

Background/Personality

Krandor is a human who, by means of an amulet he wears around his neck, may shift to either wolf or wolfman forms. The amulet used to be cursed, and he used to be trapped in wolf form, as a result. The evil Wizard Vlachos was going to remove the curse, but instead double-crossed Krandor and transformed him into a Wolfman. Finally, the Goblin King's Vizier Nook removed the curse, allowing Krandor to shift freely between the three forms.

Appearance

He is a handsome male human, and speaks rather eloquently.


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This page updated: Mon Jan 09 14:22:16 2006
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