From: Graeme Willoughby (GRAEME@SPVA.PHYSICS.IMPERIAL.AC.UK)
Date: Thu 02 Dec 1993 - 22:17:00 EET
Hi all,
Tis Graeme again about the big gorp.
Someone else mentioned luring it away with food irresistable to gorp - if you tell me what food is irresistable, I'll try it!
Geoff Gunnar mentioned using a line of fires - how big fires are you talking about - I might give you 6d6 SIZ fires - 21 points - it smothers the fire out after the first round - good damage though - you only need 30 or so to do the 10% damage to send it away for a while - it might even work as long as you managed to lay the fires out along it's path.
Other interesting ideas:
How about Platewalker (or telmori) in were-form - will the acid affect him
then? Maybe not but he is in great danger from being suffocated. (as is anyone
who doesn't die immediately from the acid)
Get a "friendly" dream-dragon to breathe on it a few times. Finding one
agreeable to this may be a problem.
A True Dragon would probably be able to eat it up, but talking to these is getting into HeroQuesting in a big way, which I wasn't thinking of when I asked but is looking more necesary.
I'm beginning to believe Sandy when he says that it's beyond normal players - even Rune Masters, except for this thought?
A sorceror can cast create familiar int on the beastie (if you can find a sorceror willing to lose their INT), she then uses all of the gorp's magic points up and a humakt waiting in the wings severs its spirit. The only (ha) problem is, since you have to touch a familiar to give it the characteristic how does he avoid the damage? Well If I knew that I could tell it to the Storm Kahn I mentioned in the first posting.
This gives me ideas on why Slimestone is wandering around. Perhaps it *is* a sorceror's familiar. He came on it when is was dormant (estivating or hibernating or whatever) gave it a point of int (apparantly you don't have to overcome magic points) and is using it to get even with someone (take your pick in Dorastor!). Various people in the past may have tried this out - which accounts for the other times Slimestone has gone walkies - but the've died/been killed before they did much (well you know what I mean).
The problem is now, how do we locate and terminate the sorceror? Only slightly easier (especially if he's got Slimestone's MPs to draw on), but at least a Sunspear will be significant against him.
TTFN
Graeme
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Subject: RuneQuest Daily, Fri, 03 Dec 1993, part 3
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