Garundyer
Yet another expansion to the existing Munchkin Quest line-up. Specifically in Garundyers case I wanted to expand his powers greatly so that he is the most powerful Orlanthi HeroQuester in Glorantha, whereas previously he was just a jumped up rune lord. Many of the spells and references here are from my Thunder Rebels and Storm Tribes conversions, and the Stone Rain spell comes from the subcult of Siglolf Cloudcrusher in my Henotheistic Church write-up, and the skill Del Chliss is from my Heroic Skills rules.
Garundyer
Male Human, Hero of the Seven Storms, High Priest of Orlanth Four-Weapons, Associate Priest of all other aspects of Orlanth, Associate Priest of Heler, Associate Priest of Mastakos, Watchman of Rigsdal, Initiate of Harmast Barefoot, Age 39
| STR | 26(52) | Move | 9 | R Leg | 19(61)/12(18) |
| CON | 18(36) | Hp | 17+26(str.enc.)=34(52) | L Leg | 19(61)/12(18) |
| SIZ | 16 | Fp | 44-36=8(52) | Abd | 19(61)/12(18) |
| INT | 16 | Mp | 34+72(allied)+21(crystals)+96(spirits)=223(132) | Chest | 19(61)/14(21) |
| POW | 34 | | | R Arm | 19(61)/9(13) |
| DEX | 24(48) | | | L Arm | 19(61)/9(13) |
| APP | 16 | DEX SR | 1 | Head | 19(61)/12(18) |
| Weapon | SR | att/par | Dmg | pts |
| Framdyner |
2 |
385/270 |
2d10+14+2d6 |
25/2.0 |
| 1H Spear |
2 |
320/270 |
1d10+1+2d6 |
|
| Target Shield |
6 |
55/295 |
1d6+2d6 |
18/3.0 |
| Broadsword |
4 |
135/110 |
1d8+1+2d6 |
15/1.5 |
| Thr. Javelin |
1/5/9 |
310/-- |
1d8+2d3+11(del chliss) |
8/1.5 |
| (Framdyner |
2 |
416/301 |
2d10+14+3d6 |
) |
| (Target Shield |
3 |
86/326 |
1d6+3d6 |
) |
| (Thr. Javelin |
1/5/9 |
341/-- |
3d10+3d3+11(del chliss)+multimissile 12 (1d10+12+3d3 each) |
) |
Spells Cast: Above bracketed statistics include Co-ordination 12, Strength 10, Countermagic 10, Multimissile 12 on three javelins (cast by allied spirit so only requires one casting), Protection 14, Second Sight, Vigour 9, Falling Star Javelin three times, Shield 14, Spirit Block 4. In addition Garundyer may use Fighting Storm, Undying Storm etc... as the situation dictates. He commonly opens up with weather magics to slow down his foes rather than engaging them openly (such as Black Rain, Rain, Increase Wind etc...). Given that if he burns about 50 points of rune magic it will have all returned within about two days, Garundyer is free and easy with his rune magic. He also has Bladesharp 13 and truespear cast via his runic ties on Framdyner, and Mobility 6 on himself, again from runic ties.
Spirit Magic(206-36=170%): Blow Down Foe 5, Co-ordination 6, Cutting Wind Blast, Detect Enemies, Fanaticism, Mudrunning 5, Repair 3, Shield Soul(2), Strength 5, Squeeze 7, Wash Away Blood, Vanganths Strength 8.
(known by Orlanth allied spirit; 182%): Countermagic 5, Demoralise (2), Heal 7, See Through Rain (2), See Through Mist(2).
(known by Hedkoranthi allied spirit; 96%): Hedkoranths Hurl 6, Ram Climbing 8.
(known by Rigsdal allied spirit; 142%): Farsee 6, Multimissile 6.
(matrix): Dispel Magic 4, Light.
(intellect spirits): Protection 8, Slow 3.
(known by magic spirit; 232%): Detect Lead, Heal Sheep 3, Second Sight(3), Vigour 9, Visiblity (2).
Rune Magic(136-36=100%): Armouring enchantment, Arrow Catcher 3, Analyze Magic 2, Avoid Dragon Breath(2), Black Rain 7, Bless Woad 6, Blinding Flash,
Carry Companion(2)x8, Command Worshippers x4, Command Cult Spirit(2)x3, Command Sylph x4, Dark Walk
x3, Decrease Wind 9, Destor's Sight, Dismiss Magic 26, Divination (Orlanth)x6, Divination(Heler)x1, Divination (Rigsdal) x4, Dragon Leapx2, Enhance Thunderbolt 6, Extension 12, Face Chaos x2, Falling Star Javelin x4,
Fighting Storm(2), Flight 12, Flooding Rain 12, Great Parry(3), Guided Teleportation(3)x2, Hail 22, Increase Wind 8, Initiation (Orlanth) x7, Initiation (Heler), Initiation (Rigsdal), Mindlink 7, Mist
Cloud 4, Never Sleep(3), Night Watchman, Obscure Daylight(2) 6, Overcome Storm 8, Pierce Dragon Hide(3), Return Thunderstone 3 (one-use), Sanctify x3, Searing Bolt 13, Shield 14, Spare Me(2), Spirit Block 9, Still Whirlwind 4, Stop Rain 6, Teleportation(3)x2, Terrifying Storm(2) 5, Throw Far 4, Thunderbolt(3)x3,
Truesword x2, Undying Storm(2)x2, Warding 4, Weaken Priestly Authority 5 (one-use), Wind Words x4, Worship(Orlanth) x2, Worship(Rigsdal), Worship (Heler).
HeroQuests Known: Shield of Arran, Scarf of Mist, Sandals of Darkness, LightBringers Quest, Finding Orlanths Rattle, Capturing the Trickster, Hill of Gold, Wind Meets Dark, Orlanth versus Aroka, Alakoring defeats the Diamond Dragon, Rescuing of Lightning Boy.
Skills:
Agility(+18): Avoid Dragons Best Attack 83, Climb 176, Dodge 184, Fight In Rain 97, Jump 150, Ride 92, Swim 70, Throw 58, Vanganthi Fighting Style 140.
Communication(+19): Fast talk 46, Orate 86.
Knowledge(+6): Animal Lore 57, Craft/iron 63, Evaluate 63, First Aid 114, Human
Lore 81, World Lore 112.
Manipulation(+28): Conceal 110, Del Chliss 103, Devise 74, Sleight 44.
Magic(+36): Ceremony 125, Enchant 114, Rain Dancing 56, Summon 78.
Perception(+20): Listen 181, Scan 203, Search 122, Track 114.
Stealth(+4): Hide 124, Sneak 143.
Languages: Theyalan 115/85, Hsunchen 86, Safelstran 39/31, Trade 51/40,
Darktongue 26/--, Stormspeech 100/95.
HeroQuesting Powers:
- Garundyer is the Hero of the Seven Storms and thus gets the following powers. From the North Wind he has the power to cast Snow and Blizzard at will with pointage equal to his POW, and can cast Command Snow Demons once a round on SR 10. From the West Wind he can summon a sylph at will with a SIZ of one cubic metre per magic point expended under his control (he can expend up to the Wind STR in magic points on such a sylph). The sylphs only last for fifteen minutes, even if bound. He can use this power once per day. From the South Wind he can cause a number of willing volunteers to a maximum of the Wind STR to go Beserk (as per the spell). He can use this power once per day. The East Wind can be used in two ways, the first is to attack buildings - inflicting damage equal to three times the Wind STR to the structure. The second ability is to steal sheep and carry them up to 10km away with a powerful wind with a STR equal to his POW and can steal a number of sheep up to his POW. Both powers can be used 3/day. The Lower Wind allows him to use Dark Wind at will (see Book of Drastic Resoltuions #3). The Upper Wind can be summoned, taking 10 minutes to arrive, and can take Garundyer and up to fifty others to the Sky World and back again. Mastery of the Inner Wind gives no game effect, but has made Garundyer very wise.
- Can Incarnate the Four Aspects of Orlanth. Each one gives him different powers. He can incarnate them once a week, for one hour at a time, but only one at a time (although he can prematurely end his incarnation of one aspect to use another). As Orlanth Four Weapons he becomes immune to all
physcial and magical attacks i.e. weapons, lightning, falling damage, Sever Spirit etc.. and all his combat skills are Powered. As Orlanth the Thunderer all his Storm and Weather magic is maximally effective and instantly overcomes other Storm Magics that it faces. He is unable to incarnate Orlanth Rex currently until he is a King (a prospect which greatly worries Kochalong). It gives him immunity to wyters and the ability to cast Command Worshippers at will and an additional 20 effective magic points. Garundyer can only Incarnate Orlanth the Farmer once he has renounced his ability to incarnate the other three aspects. Once incarnated his land will be tended excellently, all of his comrades will work to the best of their ability and his produce will be free from disease.
This is impossible to bypass except by the Infinity Rune.
- Can cast Lightning 8 at will and no magic point cost, for he is Yavors grandson.
- Can cast Night Vision and Vigilance 3/day with pointage = POW for he has served time in Orlanths Stead as a Watchman against the Dark.
- Can talk to shadowcats, who will find him very amiable (double all communication skills involving them) after he befriended Yinkin and returned one of his lost claws.
- Can hurl any flint tipped spear at a range of 80m and can guide it magically around corners,
units of men or peoples heads etc.... Once it has travelled 80m it falls to the ground. He
can also hurl a spear, leap atop it and guide it with his feet. He travels at move 12 and
travels for 3 rounds before stopping.
- Can start the Lightbringers Quest at will, with no ritual. This is a one time only power.
- Can call upon Siglolf Cloudcrusher (see below).
- Has a maximum POW of 28 from Divine Heritage (which is increased further by runic ties).
- Has triple Free INT as long as only spirit magic from Orlanth is learnt and stored in his own mind.
- Has the following Heroic Castings; Truesword and Shield.
- Can recover Orlanth rune magic at the rate of 1/hour without prayer or need to be in a
temple for he is the blessed of Orlanth.
Runics Ties: The following powers come from Garundyers runic ties. +8 STR, +10 POW, +5 DEX, has a permanent Mobility 6 (included in stats) and Bladesharp 13 and truespear (both cast on Framdyner and included in stats) - if dispelled they can be returned simply by Garundyer expending the magic points for every point in the spell (no action cost). Can cast Thunderbolt once a round at no magic point cost on SR 10.
Special Items:
- A ring plundered from the elves which is a binding enchantment for both
a healing spirit and a light matrix.
- Has a crest from Orlanth. He wears it on his armour and it binds both a powerful magic spirit and has a 47 point magic point matrix.
- A POW 4 Healing Focusing crystal is attuned to his Orlanthi allied
spirit and a special POW 8 spell enhancing crystal attuned to him, his Rigsdal allied spirit and his Hedkoranthi allied spirit. It can be bound to upto three entities at once. He also has a 13 and 10
point unpowered crystal.
- His magical wolf fur, taken from Vustria on a HeroQuest. It is an indestructible wolf pelt which holds
four non-magical throwing daggers and his power spirits.
- A magical bone horn that
allows him to hear conversations upto 50m away if placed next to his ear and to project
his voice across the battlefield if placed at his lips.
- An enchanted iron target shield with
the painted sign of a raging wind. It has 38 uses of Increase Wind bound into it. Once
used, they do not return.
- Framdyner, his spear. It is magically flint tipped and the shaft is
made of iron. Bound into it is his Orlanthi allied spirit. It has the ability 1/day to be thrown at a
distance of 300m as if it was normal range. It has 25 AP's.
- Carries a magical javelin from Rigsdal. If thrown it returns to the attacker at the end of the round. It is also his Dispel Magic 4 matrix.
- A Thunderstone of 10 points. When used it does not shatter and can be used again after a twelve hour ritual to Hedkoranth. It binds his Hedkoranthi allied spirit.
- Wears enchanted iron
chainmail everywhere except his head and has 8 points of armouring enchantment all
over. Carries an enchanted iron broadsword, 2 bronze javelins and carries four 6pt.
woads.
Advantages: Absolute Direction, Blessed (Orlanth) Level 10, Blessed (Rigsdal) Level 5, Blessed (Heler) Level 5, Breath Underwater Level 5, Combat Reflexes, Contrary, Detect Illusions Level 3, Fast Draw.
Disadvantages: Animosity (trolls), Animosity (dragons), Disfavoured (Orlanth Rex) Level 2.
Spirits:
Orlanthi Allied Spirit, Wind Of Thunder (INT 16, POW 31)
Rigsdali Allied Spirit, Eryfin (INT 18, POW 24); whenever Eryfin casts multimissile or speedart it affects all javelins on Garundyer (or whoever Eryfin is allied to).
Hedkoranthi Allied Spirit, Big Stone (INT 14, POW 17)
Healing Spirit (POW 17)
Magic Spirit (INT 18, POW 39)
Intellect Spirit (INT 8, POW 24; INT 3, POW 14)
Power Spirits (POW 20,19,17,15,12,12)
Sylph 9m, 8m, 8m, 7m, 6m.
Passions: Hate (Otkorioni) 15, Hate (enemy tribesmen) 13, Hate (Chaos) 27, Hate
(Trolls and creatures of Darkness) 34, Hate (Fire Worshippers) 15, Love (family) 23, Loyalty (family) 29,
Loyalty (clan) 31, Loyalty (Iron Ring Members) 50, Piety (Orlanth) 32.
Runes: Storm 81, Mobility 45, Mastery 41, Magic 38, Death 63, Man 32, Darkness 24, Fertility 33, Luck 46.
Additional Notes: Garundyer never goes anywhere without his Iron Ring which includes the legendary Harandaros the Iron Brain. His personal retinue numbers nearly fourty astounding men and women of great talents and one hundred camp attendants, scribes, cooks etc...
Siglolf Cloudcrusher
In brief, Siglolf is a relative of Hedkoranth, and is the Cloudcrusher. After being rescued by Garundyer from one of the Cloud Castles of Orlanth that was beseiged in Godtime, Siglolf has vowed allegiance to the Hero of the Seven Storms. Even when Siglolf was worshipped in Otkorion, he remained loyal to the promises he made to Garundyer.
Siglolf does not personally appear normally. However, Garundyer is followed by one of his manifestations, an enormous storm cloud, inhabited by the spirit of the Cloudcrusher. It is about 200m in radius, and can move up into the air, or settle on the ground (where it causes -50% visiblity penalty). If somehow defeated, Siglolf's manifestation is forced to return to the HeroPlane where it remains for one season:
POW 300
INT 17
Move 60
Spirit Magic (1507%): Detect Enemy, Detect Iron, Detect Rain, Detect Cloud, Heal 6, Hedkoranths Hurl 5, Visiblity.
Rune Magic (207%): Divination (Hedkoranth) x3, Hail 30, Initiation (Hedkoranth), Throw Far 20, Worship Hedkoranth x10.
Runes: Magic 40, Storm 95, Mastery 20, Death 30.
Passions: Loyalty Garundyer 10, Loyalty Storm Tribe 30, Love Hedkoranth 25, Hate Chaos 30, Hate Darkness 10, Hate Fire Worshippers 20.
The manifestation has numerous powers:
- Can teleport willing volunteers which are touching it. They are sucked up into Siglolf, who can then whisk them away. He can teleport upto 10 people every round, and can "carry" a maximum of 70.
- Can travel through Middle Air as high as the Sky World.
- Can cast Stone Rain at will with an effective 150% chance to hit.
- Is classed as a minor temple to Siglolf, and a shrine to Hedkoranth.
- Within it's body it can generate wind STR up to it's POW.
- Can act as Cult Support, giving 3 Support Points.
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