Notes |
He will appear suddenly and silently whenever anyone digs into the burial ground of his subjects or enters his crypt. His aim is to scare off intruders; to do so he will display his fiercest visage and rear back his sword menacingly as he charges forward.
The combination of seeing his fiery looks and feeling the cold, clammy effect of his sword passing through the body should cause an inexperienced adventurer to either free in his tracks for one or two rounds or flee immediately with great speed. Contact with the ghostly sword will cause the victim to lose 1 Constitution point, or 2 points if the results would normally indicate a Critical hit, and also causes a level of fatigue on any who fail an opposed endurance roll vs the hit. Even a hardy adventurer will feel uneasy under such circumstances and will have to force himself to keep his ground.
If intruders are in the crypt, and the King's efforts to scare them off has failed, he will drift off to the trapped doors leading to his burial room (19) and disappear through them, in the hope of enticing the intruder(s) to go there instead of to his son's burial room.
NOTE: If Arfandhil, wearing the amulet (which will have to be secured from Caldamir, of course), enters the tomb, King Beregor will let him and his companions pass.
Attacks bypass all except magical defence. Ignore STR, CON and DEX stats. |