K - Creatures:
Kantar
Knight Orb throwers.
Potentate Two Knights sealed back to back. Orb throwers + make up some other powers or just increase the power of the Knight significantly.
Katurr
Single species / breed. Wolf-like Lycanthrope (very long fore and back-paws very curious), Lrg. eye (oval).
Kazar
Ape
Bat
Cat
Coyote
Crow
Dragonman
Eagle
Falcon
Fox
Hawk
Hyena
Jackal
Lion
Lizardman
Lycanthra (cat)
Lycanthrope (wolf)
Lykur (wolverine)
Minotaur
Mongoose
Owl
Pegacorn
Black
White
Pegasus
Black
White
Rat
Raven
Spider
Tiger
Undead
Skeleton
Harrowlith
Red
White
Vampire
Female
Male
Unicorn
Black
White
Vulture
Wolf
Forest
Timber
Wolverine
Knight
Black
Chaos
Dim’Knight Skeleton Not an undead, but a living skeleton knight.
White
Kragkaw
Reptilian, cunning, weak physically.
Krakkin
Great Serpent: All Seas
Titan
Kurrin
Circumstances encountered in: Tied up just inside the entrance of this cave. Their owners have gone into the cave, and will return in 3-D20 (roll 3 D-20) minutes.
Tied up just inside the entrance of this cave. Their owners have gone into the cave. There will be 10-60% (roll 1 D-6 x10) chance of the owner(s) never coming back out again. G.M.: This will be up to you as to what has happened.
Wandering just inside the entrance to the cave, attempting to find food. This encounter of Kurrin is starving as it, or they, have no owner.
Wandering just at the entrance to the cave, grazing on grains and straw put out for them. This encounter of Kurrin has been well tended and taken care of.
This encounter of Kurrin is tied up and have been slain by something that is visibly at the entrance of the cave now. All characters must make a successful avoidance-roll vs. “Awareness” in order to site this predator. Roll on the following chart to see what this creature is:
%Roll Predator types:
01-10 Character:
11-20 Lizard, Fire
21-30 Lizardman, Fire
31-40 Marchman
41-50 Race
51-60 Salamander, Fire
61-70 Sandarin
71-80 Troll
81-90 Wolf, Fire
91-00 Worrm
This encounter of Kurrin and the master is taking shelter inside the entrance to this cave. Roll up a random race type within this Desolate Desert Region.
This encounter of Kurrin are being tended by a traveling band of merchants on their way to a civilization to sell their wares. Roll on the following chart to see what type of civilization merchants are headed for:
%Roll Civilization types:
01-05 Castle
06-85 City
86-95 Town
96-00 Village
Now roll on the following chart to see what types of wares are being sold:
%Roll Types of wares: Notes:
01-20 Rich variety: There will be a 90% chance (11+ roll) of this merchant having an item the Kurrin could carry.
21-60 Common variety: There will be a 50% chance (51+ roll) of this merchant having an item the Kurrin could carry.
61-80 Poor variety: There will be a 10% chance (91+ roll) of this merchant having an item the Kurrin could carry.
81-00 Treasure shop: This merchant is a traveling treasure shop. He will have 20-200 items (roll 20 D-10) he will be selling. Roll all treasure items one at a time (not multiples of each as done when rolling for treasure found in a lair or den. Begin rolling on the Uncommon Chart and ignore Other Valuable Items (O.V.I.) and Gems.
He will have in his employ 4-7 character types (roll 1 D-4 +3), two of which will be guardians. Roll on the “Characters:” chart to determine the types of characters that will be hired on to protect and escort these Kurrin and their merchant safely from destination to destination:
%Roll Character types: Level range:
01-05 Argonaught 11-20th
06-07 Anti-assassin 11-20th
08-09 Assassin 11-20th
10-11 Deminaught 11-20th
12-13 Druid 6-13th
14-16 Forest-Knight 11-20th
17-25 Guardian 21-30th
26-40 Healer 6-13th
41-42 Juggernaught 11-20th
43-57 Magician 6-13th
58-62 Monk, Vekkarian 11-20th
63-64 Mutant 5-17th
65-66 Necromancer 6-13th
67-76 Psychic 6-13th
77-80 Thief 11-14th
81-00 Warrior 11-20th