Monday, July 15, 2013

Fantasy Core RPG: Jianghu Setting Adventure Monsters & NPC's 1

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Sample Adventure “Dark Waters Have Unknown Depths”
NPC’s and Monsters 1


His past is questionable, his honor is not.
Lord Hanso, ruler of Shinju-Mata village
Formerly a powerful, up and coming samurai lord, who lives in virtual exile because of a scandal. His need for redemption leads to some reckless actions.

6th Level Samurai, Hp 48, AC 13 (none) Enhanced Initiative +3
Fort +6, Ref +3, Will +5
Melee: Katana +7 to hit 1d10+1, on Nat 16 and up, 14 dam
Dual Strike: 2 att. Katana and Wakizashi +7 to hit 1d8+1
Detection +4
Immune to Charm and Fear


The only people who trust him less, are those who know him well.
Sub-Minister Tai of the East Chamber
Looking to make a name for himself in the Governor’s court. Tai is proactive in taking action to make himself look good. His superior, Minster Xun, views him as a rival he’d like to have quietly deposed. Tai has similar goals.

5th Level Shaman, Hp 18, AC 12 (none)
Fort +1, Ref +3, Will +6
Melee: Short Sword +5 to hit 1d6
Ranged: Special Technique-Combat Acupuncture-Needle +7 to hit 1 + paralysis Fort Sv DC 12 or stunned until needle is removed or 1 turn

Immune to fear and charm effects.
Stealth +5
Detect Undead/Demonic/Celestial 30’ radius
Divine Radiance 3d6 damage to Undead and Demons 30’ radius
First Aid +5

Spell Check +5, 2 failures/encounter, only combat spells listed
DC 15 3rd Level: Fireball: 3d8 fire damage, 20-ft. radius. Ref Sv DC 15 ½ dam.
DC 14 2nd Level: Acid Arrow: 3d8 acid damage. Ref Sv DC 15
DC 13 1st Level: Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
- Magic Missile: 3d6 magic damage. Ref Sv DC 15
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 15



The strong spine of the Empire, unbending, unbroken.
Imperial Soldier
Well-disciplined fighters, will only run if their leader is killed or are being completely routed.

1st Level Fighter (2nd Sgt), Hp 11 (16), AC 13 (leather and shield)
Fort +3, Ref +0, Will +0
Melee: Long sword +2 (+3) to hit 1d8+1
Ranged: Short bow +1 (+2) to hit 1d6


Some spirits are simply annoying.
Kappa
Mischievous minor spirit, sort of a cross between a monkey and a cat

HD 1/2, Hp 2, AC 16
Fort +0, Ref +2, Will +2
Melee: Bite +2 to hit 1d3 + Poison (Fort Sv DC 12 or Stunned 1 turn)
Never surprised

Powers: Each may be cast once a day, effects last 1 rd, automatic success casting.
Confusion: Distraction, Will Sv DC 12
Dancing Lights: Distraction, Will Sv DC 12
Dimension Door: Disappear and reappear elsewhere, line of sight
Mirror Image: Will Sv DC 12
Invisible: 0 BAB to hit
Ventriloquism: Distraction, Will Sv DC 12
Illusions: Distraction, Will Sv DC 12
Polymorph Inanimate: Turn object into something else
Haste: 2 actions in rd


Men of clay crumble to dust.

Terra Cotta Statues
Minor magical creations. Almost useless in combat, but they’re cheap and can scare off untrained warriors if used in numbers.

1 HD, Hp 1*, AC 10 (none)
Fort +0, Ref +0, Will +0
Melee: Clay Sword +1 to hit 1d6*
*Terra Cotta Statues crumble upon being hit or even if they score a hit on another.

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