FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Adventure Index
NPC & Monster Index
Mara Keening
Pleasant looking older teen girl. There is sadness and cunning intelligence in her eyes.
Mara’s witchly background is something of open secret in the area, but her marriage to a Kavanagh cousin, Jack Keening, gave her respectability. It was a happy marriage, until one of the Fey Sisters of the Glade, Nim, took a shine to Jack, as he gathered herbs around the lake for Mara. He regrettably resisted her advances and she took his heart by force, literally, to work a love spell on it. Mara made a daring raid into the glade and managed to recover his body, before Nim could finish the ceremony. (Di told Mara what was happening and let her into the glade.) Mara has blamed herself for Jack’s death and burned for revenge ever since. She has flirted some bad company (Ines and the Fomorians) trying to find a way to break Jack’s enchanted dormancy and to get back at Nim.
Currently, Jack’s body (which is still perfectly preserved) is kept in a tomb in the abandoned dwarf mine at Keeper Hill. Mara knows a secret dwarf entrance into the tomb. The Grimlocks shun the area because of the (insert your own desired guardian), which Mara has befriended (but isn’t able to help her against Nim). Mara’s witch workshop is also here, which she usually teleports back and forth to and from home.
1st level Witch, Hp 6, AC 13 (none)
Fort +0 Ref +2 Will +3
Melee: Won’t use any weapons.
Ranged: Magic Wand (Scorch), Fireball 1d8 DC 13 Ref Sv ½ damage. 10 charges. Requires magic skill and activation word, “Zap.” This item was a legacy from her mother, passed down for several generations. She is able to recharge it with a 1 turn ceremony.
Spells: Mara knows all first level Witch due to her extensive familial training.
Heal spell: All hp damage. (To cast +4 DC 13) Ceremony, once per day
These are spells Mara might use in combat.
Charm Person: Makes one person your friend. 1 turn. (To cast +4 DC 13, Will Sv 13)
Expeditious Retreat: Your speed increases by 30 ft. 1 turn (To cast +4 DC 13)
Sleep: Puts 4 HD of creatures into magical slumber. (To cast +4 DC 13, Fort Sv 13)
Shocking Grasp: Delivers 1d6 electricity damage. (To cast +4 DC 13, Ref Sv 13)
Protection Amulet: Protected against all spells. May teleport holder only twice per day, up to 10 miles, with activation words, “Carry me away to
Darkvision Mask: Can use to see in the dark and invisible people or creatures. Mara crafted this item.
Scarecrows
A pumpkin-headed magical construct that obeys the orders of its owner.
Mara has inherited two of these creations for guarding her property. They are Raggedy Jack and Raggedy May. If reduced to 0 hp, they will reconstitute themselves in 1 day. They can only be permanently destroyed if a successful Dispel Magic spell is immediately cast over their remains (DC 14).
HD 5d10+20, Hp 47, AC 16 (Immune to cold, Fire does x2 damage)
Fort +1, Ref +1, Will +1
Melee: 2 Slam attacks +5 to hit 1d8+3 + Fear (DC 12 Will Sv or stunned 1 rd)
Ranged: Gaze Attack DC 12 Will Sv or stunned 1 turn (or until damaged)
Ines
An exotically beautiful creature in human form, covered in bright paint and arcane symbols. She is a disciple of the famous witch, Irnan, and is a lycanthrope that can assume a giant spider form.
Ines is looking to start a coven in this area, since she’s on the run from her home county and is looking to return for revenge. Her association with Mara was short-lived, as they were incompatible in tastes. (Literally, Ines has an occasional taste for human blood, in addition to draining raw livestock.) The other two witches in the area are firmly loyal to Fenris. Ines has had to content herself with Nim’s company (a little revenge by pairing up with Mara’s enemy) and courting one of the Formorian clans in the area as allies. She is providing the Orcs with magical concoctions to raid the locals in return for future favors (and a couple of cows for Ines to feed on). Ines has the power to take the form of a giant spider at will, which she will use to attack and feed.
HD 4d8+4 (3rd level Witch), Hp 22, AC 14* Silver or Magic or to hit
Fort +5, Ref +4, Will +1
Won’t fight with weapons in human form, but will parley.
Giant Spider Form (may take this form at will in 1 rd)
Melee: Bite +4 to hit (1d8+3 plus lethal poison DC 14 Fort Sv)
A failed Fort save vs. lethal poison automatically reduces the character to 0 hp and unconsciousness. They must be given an antidote (spell or potion) in 1 + Con bonus days or die.
Ranged: Web spray DC 12 Ref Sv or held. DC 12 Str or Escape Artist to get free.
Spells: Ines may use these spells in human form. These are the spells she would use in combat.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (To cast +3 DC 14, Will Sv 14)
Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. (To cast +3 DC 14, Fort Sv 14)
Darkness: 20-ft. radius of supernatural shadow. 3 turns. (To cast +3 DC 14)
Acid Arrow: 3d8 acid damage. (To cast +3 DC 13, Ref Sv 14)
Mirror Image: Creates decoy duplicates of you (1d4 +2). Lasts until touched or successfully attacked or Encounter/turn. (To cast +3 DC 14)
Minor Summoned Demon (Mr. Leadly)
A stereotypical minor devil with horns and a tail.
2 HD, Hp 16, AC 12
Melee: Claw +2 to hit 1d6+2
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