Tuesday, February 5, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-NPC's and Monsters

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


Bluto (Ogre)
AC: 12, no armor
HD: 4
HP: 29
Fort +6, Ref +0, Will +1
Fist Attack: +8 to hit, 2d6 + 4 damage
Also likes to Grapple

Bluto is 9ft tall and dressed in an ill-fitting Zoot suit, complete with a fedora. He also wears a neck ring with a chain attached. Fritz is usually holding the other end, until he orders Bluto to action. Afterward, Bluto returns and will hand the chain back to Fritz. He is non-verbal and seems to take little pleasure in taking orders.


Fritz (3rd level Wizard)
AC: 16, +2 Magic protection ring
HD: 3
HP: 24
Fort +1, Ref +3, Will +3
.38 Pistol: +5 to hit, 2d4 damage

Spells: DC 13, +5 Spell Check

Magic Missile 1d4 +3 (To cast +5 DC 13, Ref Sv DC 14)

Expeditious Retreat: Speed increased by 30 ft, 3 turns (To cast +5, DC 13)
Hold Portal: Holds door shut, 3 turns (To cast + 5, DC 13)

Magic Weapon: Weapon gains +1 bonus. Encounter.

Fireball Wand: 1d6 + 2 level fire damage, 20-ft. radius. RS ½ dam. 24 Charges, Activation word, “Maria.”

Teleportation Smoke Bomb: Instantly transports user and anyone touched, up to 1 mile away. Has four.

Fritz is German and always impeccably dressed in a fine, black Italian cut suit. He and his sister, Maria, were in a gypsy clan facing persecution in Germany until they were smuggled out of the country to the US. Their mother was a witch of considerable power and passed along the power and knowledge to her children. Fritz fell in a bad crowd and has joined the Magic Mob, thanks to his magic skills. He is currently a lieutenant in the organization.


Mob Goons (1st level Muscle: Mel, Wes, Tick)
AC: 11, no armor
HD: 1
HP: 10
Fort +2, Ref 0, Will 0
Brawl: +1 to hit, 1d3 + 1 damage

2 x Tommy Gunners +1 to hit, 2d8 damage, burst x 1d4
1 x Shotgun +1 to hit, 2d10 damage, 2 shots, spray


Skeletons
AC: 13, no armor
HD: 1
HP: 6
Fort +0, Ref +1, Will +2
Claw Attack: +1 to hit, 1d4 + 1 damage


Zombies
AC: 11, no armor
HD: 2
HP: 16
Fort +0, Ref -1, Will +3
Fist Attack: +2 to hit, 1d6 + 1 damage

Swarm: If two or more zombie hit the same person in the same rd, the person is considered pinned, DC 12 Str check to break.

Bite: If person is pinned, zombies bite, automatic hit, 1d4 damage

Always attack last in rd.


Digger (5th level Wizard)
AC: 14, +2 Magic Cloak (Indian design), invulnerable to non-magical weapons, can turn wearer invisible at will (cannot attack while invisible). Phobia over being set on fire. Magical fire causes damage as usual. Normal fire causes no damage. However, either will send Digger into a panic, and he will be helpless for the next rd as he tries to put it out.
HD: 5
HP: 30
Fort +1, Ref +1, Will +6

+ 2 Magic Shovel: +5 to hit, 1d10 damage + stun 1 rd, bodies buried with shovel rise the next day as zombies under command of the wielder.

Magic Missile 1d4 +3 (To cast +7 DC 13, Ref Sv DC 15)

Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter, (To cast +7 DC 13)
Charm Person: Makes one person your friend. 5 turns. (To cast +7 DC 13, Will Sv DC 15)

Mirror Image: Creates decoy duplicates of you (1d4 + 3 level). Last until touched or successfully attacked or Encounter/turn. (To cast +7 DC 14)

Scare:  Panics targeted creatures of less than 6 HD. All in immediate area. 5 turns (To cast +7 DC 14, Will Sv DC 15)

Fireball: 1d6 + 3 fire damage, 20-ft. radius. (To cast +7 DC 15, Ref Sv 15 ½ dam)


Okay, enough Fantasy Core and Pulp Fantasy Core for a minute.  Next up, a Mutant Future scenario.


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