A secret door here is similar to the one in Room #18 to Room #19. Finding that one makes finding this one easier; an extra 1 (on a d6), a +16% (d%), or +3 (on d20).
This room contains Treasure Types A, G, and H. There is also a sword +3 here. The sword and all the treasure here is cursed. Removing any of it from this room results in the possessor needing to make a saving throw vs. Magic or begin losing 1 point per turn to a random ability: d6 1=Strength, 2=Intelligence, 3=Wisdom, 4=Dexterity, 5=Constitution, 6=Charisma. To stop the drain the items must be returned to this room.
Thirteen Parsecs: Adventures Beyond the Solar Frontier is the latest tabletop role-playing game project from Elf Lair Games, producers of Night Shift: Veterans of the Supernatural Wars and Wasted Lands: The Dreaming Age. It forms the third of our trilogy of core games - we've given you modern and fantasy, and now we bring sci-fi to the forefront with the same rules, completely customizable and ready for you to build exactly the type of science fiction gaming you want. As always, it's your game your way when it's Powered by O.G.R.E.S.!
I am so excited for this. I have been dying to work on a solid sci-fi game since forever.
A bit of background, I think I have mentioned in the past that prior to switching gears to become a psychologist I had actually started out in physics, and astrophysics in particular. I got to a point in calculus where I just stopped understanding it, so I had to switch. BTW this makes my former Actuary (with degrees in math) wife laugh her ass off all the time.
So it will be wonderful to put all this knowledge I have about astronomy, space, and science to good use.
Launch is not till later in the year, but Jason is already working out all sorts of great things. I hope to resurrect Space Truckers, get some more mileage out of Dark Star (formerly BlackStar), and more.
On the other side of Room 12-17 from Room 18 is another set of stairs to an ornate tomb. This one belongs to the Vampire Queen's Majordomo, the Dwarf Fizko.
Fizko was in charge of the household of the Vampire Queen. She rewarded his faithful service by turning him into a Death Knight.
Death Knight
Armor Class -1 [20]
Hit Dice 12+36 (90hp)***** Attacks 2 × weapons (1d10+4) + Special THAC0 6 [+13]
Movement 120’ (40’) Morale 12 Alignment Chaos XP 5,900 Number Appearing 1 (1)
Treasure Type None
The Dwarf Fizko is a supernaturally strong Death Knight.
He attacks with a great mattock +3 that he can use to hit twice per round. He can summon 2d6 Haugbui twice per day.
As a death knight, he has the powers and spells of a 12th level anti-Paladin. His "lay on hands" ability causes damage instead of healing.
Fizko is fanatically loyal to the Vampire Queen, whom he believes is a Goddess and he swore his oath to her.
This section of the larger area is the home to the graves of the Queen's Elven sacrifices. Rising from the graves are Grave Terrors, the halfling undead.
Grave Terror are halfling wights.
Grave Terror
Armor Class: 5 Hit Dice: 3d8+6 (31 hp) Movement: 90" (30") Attacks: 1 claw or weapon (+2 to hit, 1d6+2 damage) Special Attacks: Fear aura, Spectral Blades Special Defenses: Immune to sleep, charm, and hold spells Saves: As 3rd level Fighter Morale: 12 (Fanatic) Treasure: Nil (grave goods destroyed with their undeath) Alignment: Chaotic Evil
These creatures were warriors among the halflings until they were cursed to undeath. They had high Strength and Constitution scores while alive (16+ each) and were formidable fighters.
They attack with a claw or a rusty sword for 1d6+2 points of damage. They can also summon a spectral blade to attack another opponent at the same level of proficiency.
These undead creatures have Aura of Fear that acts like the spell Fear 15' Radius. They are immune to sleep, charm, and hold spells. They are turned as Ghouls.