Wednesday, September 30, 2015

Southland: Monster Territories Index-Circumsphere

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


SOUTHLAND-MONSTER TERRITORIES

     Trolls
     Desert Denizens
     Argula
Insect Kingdoms
     Drovers
     Dinosaurs

The Lost Capital, Circumsphere

Seven Sisters Myth: Seven Sisters, mighty sorceresses, all had a vision of the fall of their home city of Circumsphere and entire Ancient empire.  They fled the city just before the Wizard-Kings enacted the massive soul-drain that set off the Catastrophe.  From there, they began their trek across the continent, one step ahead of the destruction, looking for a way out the doomed land.  The Sisters would survive, but would be scattered to the corners of the world in their escape.  Lost and alone, they would each tell their story and share their magical knowledge with everyone they met, hoping to leave a trail that their other sisters might find someday. 

In the old tales, it was a magnificent city of immense wealth, filled with precious metals and diamonds from the Southland and from tribute taken from nations all over the world.  The stories say that the Catastrophe started there, but the city itself wasn’t destroyed.  No one has been able to find it, or even where it was.  It’s speculated that it has been knocked out of phase, or into the Astral Plane, teleported elsewhere, or bumped somewhere in time and space.  People in the Outback have claimed to catch visions of it in several different places, but none have been able to approach it. 

The story of the Seven Sisters documents their travels along the Southland, fleeing the Catastrophe.  Everywhere they stopped to rest, there’s a landmark with a part of their story.  These stories could perhaps be traced back to the Lost Capital, if they could all be collected.  This is one of those mysteries I mentioned in the setting introduction.  It is, in fact, the main mystery.  Finding this city should be the culmination of many adventures into the Outback, a supreme trial of body, mind, and spirit.

No one is sure where the capital was to begin with.  A few surviving Ancient maps (including a famous large mosaic floor map in Canberra) and various landmarks have cryptically either not shown it or placed it in different locations.  It was newly chartered creation by all accounts and during the Civil War, the term “capital” was a highly volatile and subjective designation.

Is it gone for good?  Has it reappeared somewhere and no one has seen it?  Is it invisible?  Did it slip into another dimension like the Astral Plane?  Did it travel through time?  Are the mighty Wizard-Kings still alive and inside it?  What happens if the city returns with the Wizard-Kings?  

[This mystery will be one for you, the Ref, to solve on your own.  Can’t risk having those sneaky players getting a heads up on the big score from reading this.  The other location entries will be more explicit and have monster stats to boot.]

Tuesday, September 29, 2015

Southland: Dangerous Sea Creatures

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Dangerous Sea Creatures

Great White Shark (Mount)
HD 10, Hp 65, AC 15 (Natural)
Fort +11, Ref +9, Will +4
Melee: Bite +10 to hit 2d6+7

The Gillmen often use these as personal mounts on patrol or in combat underwater.  They are not able to train them to act on their own as guard animals though.

Plesiosaurus
HD 12 (d10), Hp 120, AC 13 (Natural)
Fort +17, Ref +7, Will +3
Melee: Bite +15 to hit 3d8+6
Ram: (against ships) (against ships) +12 to hit, 3d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.
Stealth (in water) +5

Large aquatic hunter, long-necked with flippers (“Loch Ness Monster”).  They are capable of attacking ships, but usually start by attacking the crew on deck first.  The Gillmen raid the Tasmanian spawning grounds for these creatures’ eggs and raise them to serve them.  They end up being much larger than the Elasmosauruses that the Pirates control.  Gillmen use them to attack ships and as troop transports (and for captives).

Sea Serpent (Yurlunggur)
HD 15 (d10), Hp 150, AC 20 (Natural)
Fort +16, Ref +13, Will +7
Melee: Bite +15 to hit 4d8+10 or Tail Slap +10 to hit 3d6+10
Swallow Whole:  Against man-sized opponents, they are swallowed on Natural Bite hits.  Those inside take 1d10 damage each rd.  It is AC 17 and Hp 18 to cut one’s way out of the serpent’s digestive tract.  DC 12 or 18 Con check (depending on the depth) to get back to the surface.
Capsize: (against ships) +15 to hit, 6d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.

There is an Ancient myth about a great serpent who caused a Great Flood of the Southland, which directly preceded the age of the Ancients.  Well, this is that serpent.  Maybe.  Myths are real, but are interpretations of events generations removed from the event.  Who knows?  

What is known is that the Gillmen have actively courted this colossal deep sea creature and feed it sacrifices.  Perhaps they are trying to build up its power so that it can flood the land again.  Yurlunggur’s presence is the only thing keeping Antalamya from finishing off her grudge against the Gillmen.

Monday, September 28, 2015

Southland: The Great Barrier Reef

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Great Barrier Reef



Seven Sisters Myth: The Sisters reached the coast and asked for passage on a ship from the fishermen there.  The men refused and attempted to take them by force.  The Sisters cursed them to live only in the water and raised a giant coral reef as a barrier to them coming back ashore.

The undersea empire of these aquatic humanoids seems to exist somewhere near the Southland.  Nobody knows for sure as no one has seen it and lived to tell the tale or retained their sanity from the experience.  Of course, in this quasi-Medieval/Renaissance world, humanity has no means of finding it.  Their capital would appear to be somewhere in the Great Barrier Reef, but the entire east coast is within their sphere of influence.  

These green scaly fish men bring out the xenophobia in even the most open-minded individuals, and vice versa apparently.  No one knows what their origin is.  They might have been a creation of the Ancients, or perhaps they are a much older race.  They do not natively speak any offshoot of Ancient (though some of the Nobles who can and even speak Common).  They are the only Humanoids who will deal with humans even somewhat.  All that is known is that they can’t stay out of the water for more than 24 hours without dehydrating to death, so there is a limit to their aggression to this point (unless they find a way to increase their range).       

The Gillmen are in a state of open warfare against any humans they run across (thanks to the Pirate leader Hobart and his Crossbones Pirates).  It’s difficult to even judge their goals, sometimes looting and taking captives, other times razing settlements to ground and massacring and eating the inhabitants.  They raid ships (sometimes leaving them adrift with dead bodies, sometimes taking captives and torching the ships) and coastal settlements, suddenly and at will, though seemingly with no long term strategy. 

The Commonwealth, bearing the brunt of the attacks, is, to this point, not in a position to retaliate effectively.  (The “depth charge” retaliation attack for the Gillmen’s participation in the Cairns massacre did produce some bodies and debris.)  Certainly they’ve resisted most attempts at communication and diplomacy (but not all), since the Gillmen’s ill-fated détente with Captain Hobart and the Crossbones.  The Commonwealth leadership does not officially acknowledge these attacks as an organized threat, mostly because they can’t stop them.

There are tales from mad men and women who say the Gillmen have underwater breathing air apparatus, which they used to take them as slaves to their undersea capital.  These escapees claim the Gillmen live a large dome with air-breathing sections.  From there, the stories become a babbling mess.  Gillmen may actually reproduce normally, as clutches of eggs have been found. 

Gillmen Warriors
HD 2, Hp 11, AC 16 (Natural)
Fort +3, Ref +4, Will +4
Melee: Trident +4 to hit 1d8+3
Ranged: Heavy Crossbow +3 to hit 1d10 (5 bolts), M, fires every other rd
or Net  DC 12 Escape Artist or Str check to break, otherwise entangled 3 rds

They’re smart and brave, but simply alien in their thinking.  What they may do in any situation is subject to their inscrutable motives.

Gillmen Royalty (Nobles)
HD 4, Hp 22, AC 16 (Natural)
Fort +4, Ref +5, Will +5
Melee: Trident +6 to hit 1d8+3
Ranged: Light Speargun +5 to hit 1d8 (5 bolts), S

Gillmen live in a caste system, where certain members of their species are simply born into power.  Any raid will include at least one Noble.

Gillmen King
HD 8, Hp 64, AC 16 (Natural)
Fort +6, Ref +6, Will +6
Melee: 2 Trident attacks +9 to hit 1d8+3 (may attack two different opponents)
Pinned: If both tridents Naturally hit an opponent, they are pinned (to the ground or a wall).  DC 18 Str or Escape Artist checks to get free (with 2d6 additional damage).  (If the combat environment doesn’t allow for this type action, then it doesn’t occur.) 
Ranged: Thrown Trident +9 to hit 1d8.  A Natural hit pins the opponent to the ground or a wall.  DC 12 Str or Escape Artist checks to get free (with 1d6 additional damage).  (If the combat environment doesn’t allow for this type action, then it doesn’t occur.)  A King in combat will usually carry up to six tridents.

This massive, 9 ft tall, four-armed creature’s word is absolute law among the Gillman.  Right now that word is “Attack, kill, and enslave the humans.”  However, the King is capricious, as any absolute ruler, he could likely be pacified.  However, it is unknown what would satisfy his alien mindset.  (Getting back his magic trident from Hobart, you’d think would help, though perhaps he must win it back in combat to regain his honor.)

The four-armed, giant mutation rarely occurs among the Nobles.  When it does that creates an automatic challenge to the current King.  When mature, fully trained, and experienced in combat (and not until then), they will engage in single combat to the death to determine who will rule.  

Friday, September 25, 2015

Southland: Swamp Creatures

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Swamp Creatures

The swamps are filled with dangerous creatures.  The Lizardmen use most of them as a food source. 


Dire Platypus
HD 3, Hp 13, AC 16 (Natural)
Fort +3, Ref +7, Will +4
Melee: Bite +2 to hit 1d6+3 + Poison DC 18 Fort Sv or painful death in 1 + Con Bonus hrs.

Another Ancient creation, the otherwise shy platypus turned deadly.  Though in this case, the Ancients were doing it to enhance and harvest their venom.  If the Lizardmen were smarter, they’d be gathering it.  Of course, human assassins highly prize the venom, though acquiring it may be harder than deploying it.  Platypus eggs are considered a delicacy in the colony (a pricey one at that), but they’re not exactly easy to get either.  

Monitor Lizard
HD 3+9, Hp 22, AC 15 (Natural)
Fort +8, Ref +5, Will +2
Melee: Bite +5 to hit 1d8+4

A big lizard.  They aren’t docile, but the Lizardmen have somewhat domesticated them as a food source.  Yeah, it’s about a half-step away from outright cannibalism. 

Crocodile
HD 3+9, Hp 22, AC 15 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +6 to hit 1d8+6 or Tail Slap +6 to hit 1d12+6 + Knocked Down
Stealth +4

Improved Grab: After a successful bite attack, the Croc may choose to hold on to drag its prey underwater.  A DC 12 Str Sv is necessary to break free.  Also, if the Croc takes a hit while grabbing, it must make a DC 18 Will Sv, or it will drop its prey.

No need to make a crocodile more dangerous by calling them “dire” or something.  Lizardmen hunt them for sport and for large meals.

Giant Crocodile (“Chopper”)
HD 7+28, Hp 59, AC 16 (Natural)
Fort +9, Ref +6, Will +3
Melee: Bite +11 to hit 2d8+12 or Tail Slap +11 to hit 1d12+12 + Knocked Down
Stealth +6

Improved Grab: After a successful bite attack, the Croc may choose to hold on to drag its prey underwater.  A DC 18 Str Sv is necessary to break free.  Also, if the Croc takes a hit while grabbing, it must make a DC 12 Will Sv, or it will drop its prey.

This unnaturally large Croc is something of a legend among swamp dwellers.  Suffice it to say, he’s the biggest, meanest thing in Cape York.  His hunting grounds are the entire peninsula, and he eats anything with meat on it.  Killing this thing will bring instant fame and fortune to the hunters (even the Lizardmen may give you some respect and tribute).

Thursday, September 24, 2015

Southland: Antalamya

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Antalamya


Every month under a full moon, a Lizardmen tribe (different tribes take turns) arrives at Crater Lake to hold a ceremony there.  With at least 10, up to 100, Humanoid and sometimes human captives, the tribe makes a blood sacrifice of them.  The lake suddenly boils and steams and up rises a monstrous Shell Dragon. 


Antalamya (Shell Dragon)
HD 12 (d12), Hp 100, AC 20 (Natural)
Fort +13, Ref +8, Will +9
Melee: Bite +18 to hit 4d6+8 and 2 Claws +13 to hit 2d8+4
Ranged: Breath Weapon-Cloud of superheated steam 4d10 + Collapse from the heat (1 turn).  20’ area of effect, DC Fort 16 Save for ½ damage and no after effect, M range.  It may be used twice per encounter automatically, DC 18 for a third time.  Requires 1 turn of rest to use again.  Breath weapon is a full attack, cannot make melee attacks that rd.  Effective both on the surface and underwater.
Capsize: (against ships) +12 to hit, 5d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.
Flight ability from high pressure steam jets

Antalamya is an enigma.  Her existence is even doubted as a myth.  The Lizardmen don’t have any doubts.  There have been no reported attacks against colonial settlements, caravans, or ships.  This might be because there’s been little contact.  (Even the retribution against Lizardmen for their part in the Cairns massacre, only resulted in a brief flyover appearance by the dragon, without any conflict.)  The Humanoids have not been so fortunate, she’s the main reason that the Lizardmen still hold the peninsula against them.  The Gillmen offshore seem to be a particularly hated foe.  Antalamya’s exact relationship with the Lizardmen, her motives, history, and lair are left undefined here.  

Wednesday, September 23, 2015

Southland: Cape York Swamp

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Cape York Swamp


Seven Sisters Myth: The Sisters fled into a swamp and were captured by savage monsters there.  While the monsters fought amongst themselves over how to divide the Sisters for their next meal, the girls took a leaf and put their magic into it.  The fragrant smell of the leaf distracted the monsters and drove them mad with desire.  They offered to let the Sisters go if they would show them where the plant was.  The Sisters created the Eucalyptus tree and showed it to the monsters.  They would have eaten the girls anyway, but were too enraptured from eating the leaves to do so.

Doesn’t this look pleasant?  What dangerous creatures could possibly be hiding in such a serene looking natural environment. 

[For Ref’s who like environmental effects, this is for you.  Otherwise, just ignore this.]  For characters not acclimatized to the swamp (at least a month), they must make a DC 12 Fort Sv each day they are active (traveling for example).  Failing that Save, they can still function, but all of their Bonuses and Skills go to 0.  A day’s rest will cure this condition.  Without that rest, DC 18 Fort Sv the next day.  Success means you’re still in the same condition.  Failing it, you’re incapacitated and must rest two days to fully recover.  Also, traveling in metal armor automatically zero’s out your Bonuses within an hour and forces the DC 18 incapacitation save.  So, just put your armor on right before combat.

Lizardmen
HD 2d8+2, Hp 11, AC 15 (Natural)
Fort +1, Ref +3, Will +0
Melee: Club +2 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6
Stealth +4

Fairly aggressive in hunting and defending their territory, but they otherwise avoid contact with humans and other Humanoids. 

The Lizardmen experiment never really panned out for the Ancients.  They can only function in swamps and jungles.  Worse, they’re also too stupid to follow complex orders, being just barely a step above a complete animal.  While they have plenty of food to suit their carnivorous lifestyle in the swamp, the area where they live is marginal in magical fallout.  The Lizardmen’s reproduction is dropping precipitously as it fades (roughly once every six months, with one month maturation).  Unfortunately, they are too adapted to their environment to be able to leave it.  Within about 20 years, there will be no more Lizardmen here.   

Their lair areas are nearly inaccessible, and Lizardmen can virtually disappear into the swamps in any case.  Lizardmen actually generate eggs to replicate which are held in incubation chambers in their lairs.  Cape York is filled with eucalyptus trees.  The Lizardmen are all addicted to the leaves (part of the reason that they’re not very smart).  They are aggressively territory about it as well, not allowing other Humanoids access to it without a fight, much less human harvesting.

Troglodyte
HD 2+4, Hp 20, AC 15 (Natural)
Fort +5, Ref –1, Will +0
Melee: Club +1 to hit 1d6
Ranged: Javelin +1 to hit 1d6
Stench: DC 12 Fort Sv or sickened 1 turn, all bonuses go to 0, 30’ radius
This smell will also attract more Lizardmen and generally drive them into a frenzy.  They will be immune to fear attacks and morale checks for the encounter.  The death or retreat of the Troglodyte will automatically cause the Lizardmen to flee.

Natural born leaders of the Lizardmen.  Usually somewhat bloated and fat, they’re not even as good a warrior as the typical Lizardman.  They’re still not smart, but have a small amount of cunning.

Tuesday, September 22, 2015

Southland: Other Dragons

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Other Dragons
The Ancients created these creatures as giant, intelligent siege/assault weapons.  There was no control mechanism on them, other than they require freshly killed human (or even Humanoid) blood at least weekly.  In the Civil War, that was an easy enough requirement to fulfill.  These creatures fully regenerate themselves from any amount of damage after a feeding and 8 hours rest.      

After the Catastrophe and the loss of their Ancient caretakers, most remaining dragons warred with the various Humanoid tribes to continue feeding.  It was a losing cause for them.  The sheer numbers of Humanoids overcame them.  Most were killed.  A few badly wounded dragons hid and fell into a state of hibernation.

A dragon is too magical a creature to die a natural death unless they are completely dissected.  Even then, their remains are even magical.  Several Orc and Hobgoblin chiefs hold magic legacy weapons made from past victories over dragons.  Unfortunately, these magic items are not just rare, they’re very conspicuous.  If there’s a drawback (or curse) to owning them, it’s that they seem to bring out the avarice of everyone who sees them.  Humanoid owned dragon items only change ownership with bloody hands. 

Here are a few examples.  Feel free to make up your own and add some special effects with them.  

Dragonscale Shield: +4 AC, +2 to all Saves, +2 Str and Con to use
Dragonscale Armor: +8 AC, +4 to all Saves, +3 Str and Con to use
Dragontooth Spear: +1 to hit, 1d8+1 damage, never breaks
Dragonclaw Dagger: +2 to hit, 1d4+2 damage
Dragonsaw Sword: (Sword with dragon teeth embedded in it) +3 to hit, 1d10+3 damage, two-handed, +2 Str to use
Dragon Fetish: (Some small part of a dragon used for a ceremony spell) +4 to Spellcheck, can only be used once, then disintegrates.

There are only three known to be awake (Abraxus-Devil’s Marbles, Antalamya-Crater Lake, and Argula-Stone City).  The others are presumed to be asleep.  They are likely hidden or covered over by the elements.  There is also a “stockpile” of never-activated dragons in a military bunker buried in the Nullarbor Plain.  All of the “sleeping beauties” require a magic ceremony and a large blood sacrifice in order to awaken.  The entire procedure, however, has not been found.   

There are other types of dragons in the Southland, beyond those listed in the setting.  Dragons are differentiated by their scale color and their type of breath weapon.  The effects are the same, 4d10+aftereffect, 20’ area of effect, DC 16 Save for ½ damage and no aftereffect.

Frost Breath-Con Sv, all bonuses go to 0 and dropped to last in Init, M
Acid Spit-Ref Sv, -1 AC to non-magical worn armor, M
Lightning Blast-Ref Sv, Stun 1 rd and knocked down, M
Acid Gas-Con Sv, all stat bonuses go to 0 and blinded and gagging 1 turn, S

Monday, September 21, 2015

Southland: Abraxus

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Red Dragon (Abraxus)
HD 10 (d12), Hp 95, AC 20 (Natural)
Fort +10, Ref +7, Will +8
Melee: Up to 4 Attacks/rd at 4 opponents, bite/claws can be used against the same opponent, but not the tail slap
Bite +7 to hit 3d6
2 x Claws +10 to hit 1d8 each
Tail Slap +5 to hit 1d10

Ranged: Breathe Fire 4d10 + 1d6 continuing damage/rd until smothered, other combustibles in the area are likely ignited as well, 20’ area of effect, DC 16 Ref Save for ½ damage, M range.  It may be used once per encounter automatically, DC 12 Fort Sv to use again, DC 18 for a third time.  Requires 1 turn of rest to use again.  Breath weapon is a full attack, cannot make melee attacks that rd.
Flight ability.  Wind Blast from the wings to take off will knock down everyone in 30’ radius (DC 18 Ref Sv).  This attack can’t be used in the same rd as melee attacks or breath weapon.  This attack is usually used to escape.

Abraxus is one of the very few awake dragons in the Southland.  At the end of the Civil War, he was badly wounded and settled down in an underground lair at the Devil’s Marbles to eventually fall into hibernation.  A gang of Kobolds hiding there brought him food as tribute and for his help in staying free of the other Humanoids.  Abraxus recovered and stayed awake.  He accepted the Kobold’s deal.  While the little creatures bring him plenty of food, Abraxus still goes out to hunt occasionally, mostly to destroy any Humanoid raiders in the area.   

The humans at Alice Springs and Abraxus have an interesting relationship.  The Humanoids pose no threat to the dragon and his lair has nothing they’d want, but early on, Abraxus decided the humans were potentially dangerous.  Too much like the Ancients, they’d come hunting for him, if he gave them a reason.  Abraxus continued his usual attacks on Humanoid columns, but left the humans alone. 

Though there’s been no formal negotiation (not to say there hasn’t been informal meetings), the human garrison got the hint.  As having the dragon there is actually a tremendous hazard to traveling Humanoid tribes, thus bolstering their own defenses, the Commonwealth has marked the Devil’s Marbles area as quarantined.  (Caught trespassers are often stripped of their gear, tied up, and left there for a presumably bad end.)  The presence of Alice Springs in turn, drives more Humanoids, thus food, into Abraxus’ reach.  The occasional Kobold cattle theft is allowed, knowing that it’s probably going to feed the dragon. 

Obliviously, Abraxus is a “thinking man’s” dragon.  He even speaks the Common tongue (probably learned from a captive).  He has some small loyalty to the Kobolds, as they’re too simple to be duplicitous.  Ultimately though, they’re only a means to an end for him.  If somehow properly approached and enticed, Abraxus has a wealth of knowledge and could be a powerful (albeit only temporary) ally.  If the current situation was somehow changed to not be in his favor, he’d be a most dangerous foe.

Friday, September 18, 2015

Southland: Devil’s Marbles

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Devil’s Marbles (Ancient-Karlu Karlu)



Seven Sisters Myth: Just after the Sisters had fled their city, Circumsphere, it suddenly disappeared.  Hoping that they might one day return to it, they carved and arranged a pile of boulders with precise directions to its former location.  Upon the stones, they set a mighty guardian.

Kobolds the runts of the Humanoid litter.  One must question their creation as they are in no way imposing, nor capable fighters.  They are simply pernicious and cruel and breed like rats.  They can replicate once a week if well fed and mature in the same time.  Most Kobolds are captured slaves of other Humanoid clans where their population is kept carefully under control (usually by the consumption of any excess numbers). 

There is only one free Kobold warren in the Southland, the Karlu Karlu Gangs.  It is not the badlands landscape of the Devil’s Marbles that protects them or their large underground warren, but rather the friendship of a large Red Dragon, Abraxus.  No Humanoid clan is foolish enough to tangle with this creature just to nab a few more miserable Kobolds.  There’s nothing else amongst this odd pile of rocks to interest anyone.  Almost nothing.

While the Seven Sisters are considered nothing but a myth, and in this case a collection tales brought together with an invented framing device, Karlu Karlu is hard to explain away.  The “marbles,” the rocks, here have clearly been magically worked on and are inscribed with magical Ancient glyphs, just like the story.  And just like the story, the guardian of the rocks, Abraxus, is simply not allowing any in depth scholarship of the writing. 

Complicating matters, the Devil’s Marbles area has been declared quarantined by the Commonwealth government.  They say there’s some sort of plague there associated with the Kobolds or Dragon, but few believe it.  They do believe that the Dragon and his little helpers are dangerous.  What little knowledge has been recovered by human trespassers has been jealously kept a secret as well.  There are at least 50 inscribed rocks.  Their message might be concise, physical directions, a riddle, or even a teleporting incantation.  Until all of the writings have been recovered and deciphered, no one knows.    

Kobold
HD 1 (d6), Hp 3, AC 12 (None)
Fort +2, Ref +2, Will -1
Melee: Javelin +1 to hit, 1d6 or Stone Dagger +1 to hit, 1d4 (used in Swarm) or Claws +1 to hit, 1d3
Swarm: Up to 8 Kobolds may attack a single man-sized person.  Roll +5 to hit for the whole mob, roll once for damage then multiply by 4.
Ranged: Sling +3 to hit 1d3, S
Stealth +3

Small, primitive creatures, but there are a lot them.  They live off of hunting herd animals, preferring the domesticated animals around Alice Springs, but they will go after some of the wild natural animals.  They hunt constantly around the Devil’s Marbles region, needing to eat constantly to maintain their high replication and to get tribute for their protector dragon.
  
Their cackling laughter and giggling and crying can be clearly heard around the rocks, though they are seldom seen.  The Kobolds live underground in elaborate warrens.  (These don’t seem to be of their making either, since they’re man-sized.  They might have been part of a military bunker or a prison complex.)  There are a multitude of rat holes with hidden entrances in the area that they can dart down to hide to reach them.  Once inside, there are many set traps to discourage intruders.  Swarm attacks and ambushes are also readied.  Of course, one of them could always go get the dragon for help.   

There are several “gangs” of them.  They constantly mock fight one another, but never to any harm.  Mostly they compete to see who gain the dragon’s favor by bringing the best tribute food.  Kobolds will seldom engage in a standup fight with any competent-looking foe.  They will usually run and then seek to ambush or encircle persistent foes (or get the dragon).    

(Captive Kobolds will only have claws for weapons and are vicious animals from harsh slave labor and being used for food.)

Kobold Gang Leader
HD 3 (d6), Hp 9, AC 14 (Leather)
Fort +3, Ref +3, Will +1
Melee: Bone Sword +4 to hit 1d6+1
Ranged: Javelin +5 to hit 1d6
Stealth +5

The biggest and strongest of the Kobolds “put on the skins” (leather armor) and naturally take command.  Unfortunately, they are only slightly braver.

Kobold Warlord
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +5, Ref +4, Will +2
Melee: +1 Magic Long Sword “Victory” +8 to hit 1d8+3

Occasionally, a “mighty” warrior comes about amongst the Kobolds.  He can unite the gangs temporarily for a major raid.  This individual is given the title of “Warlord” and given an Ancient magical sword as an ensign of power.  Warlords often die quickly, being far too brave.  Kobolds will go to any lengths to recover his sword if he dies in combat (there are individuals assigned exclusively to the task).     

Kobold Fire-Breather  
HD 1 (d6), Hp 4, AC 14 (Leather)
Fort +3, Ref +2, Will +1
Melee: Dagger +1 melee (1d4) / Short Sword +2 melee (1d6)
Ranged: Fireball 7 damage + 1d6 continuing damage until extinguished, 10-ft. radius. (Ref Sv ½ damage), other combustibles in the area are likely ignited as well, M range.  May breathe fire every other rd, up to 3 X in an encounter.

This is a nasty little mutant version of the standard Kobold.  Their proximity to a red dragon might somehow be influencing this development.  The Fire-Breathers are fairly rare, but every gang has at least one.  Usually, they’re reserved for warren defense and major raids.  

Thursday, September 17, 2015

Southland: Dangerous Prairie Animals

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Dangerous Prairie Animals

The prairie is actually dense with potential prey for the Gnolls.  Wandering troops of other Humanoids and humans are their favorites, mostly for the challenge.  Their staple meals, however, are the various herd animals on the plains.  Unfortunately for anyone else looking for an easy meal, these animals are all dangerous.

Wild Dire Kangaroos
HD 3, Hp 22, AC 13 (Natural)
Fort +6, Ref +4, Will +1
Melee: Kick +3 to hit 2d4 + Stun 1 rd
And Pouch Attack (for Kangaroos carrying young) Bite +1 to hit 1d4

Stampede: (requires 5) Attacks at +5 to hit, 1d4 x 3 damage + Stun 1 rd, and effects up to three adjacent combatants, may execute this attack once per encounter.
Can hop at 25 mph

The Ancients essentially weaponized an otherwise unassuming natural animal.  The large, vicious Dire version has completely replaced it.  Rampaging hoards of these creatures are hopping around the continent.  They devastate an area’s vegetation and move on.  Commonwealth farmers battle them constantly for real estate.  There are bounties on them as have some value for their pelt and meat.

Killer Sheep
HD 3+12, Hp 25, AC 16 (Natural)
Fort +6, Ref +3, Will +2
Melee: Bite +4 to hit 1d8+3
Stampede: (requires 5) Attacks at +6 to hit, 1d6 x 3 damage + Stun 1 rd, and effects up to four adjacent combatants, may execute this attack once per encounter.

Another weaponized natural animal.  While not carnivorous, Killer Sheep have no qualms about biting and killing anyone getting near the flock.  Commonwealth sheepherders are constantly vigilant about keeping this species away from their docile variety.  The killer version is still valuable for their meat and wool, so there are bounties on them. 

Dire Rabbits
HD 1, Hp 4, AC 15 (Natural)
Fort +3, Ref +5, Will +3
Melee: Bite +3 to hit 1d4

Hop: Often their first attack on intruders, Claws +3 to hit 1d8, may execute this attack once per encounter
Swarm: (requires 10) +5 to hit 1d8 x 3, next rd 2 rabbits will continue attacking by biting, may execute this attack once per encounter, often to retreat

Rabbits are not native to the Southland, but were brought in by Commonwealth land owners as an easy meat supply that could survive on marginal land.  With no natural predators, they went out of control quickly.  Worse, a group of rabbits came into contact with something supernatural (another mystery?) that turned them vicious.  They have since become the dominant rabbit species.  Not only do they devastate farmland, they can defend themselves as well.  They have some small value for their pelts and meat.  Bounties for these animals are everywhere in the Southland.     

Wednesday, September 16, 2015

Southland: The Gnoll Hunting Grounds

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Gnoll Hunting Grounds
The most dangerous group of humanoids in the Outback are the anthropomorphic Dingo-men, or Gnolls.  Their hunting grounds are essentially all of the prairies in the Outback surrounding the desserts.  They are hunters, pure and simple.  Anything with meat on them that wanders into their territory gets killed and eaten.  They have no cities or towns, only making temporary camps in the wilderness.  The various Gnoll tribes nomadically make circuits around their marked territories.  Other humanoid tribes will avoid marked Gnoll territory. 

Unlike other Humanoids, the Gnolls are fearless, smart, and relentless.  Their packs swarm, encircle, wear down, then finally overwhelm their prey.  They will fully utilize the terrain to their advantage in an attack, harassing an opponent in skirmishes and psychological warfare, until they sense they can be overrun.  A favored tactic is to move the Outback road markers and lead caravans into ambushes.  (Another reason why having a Ranger is so valuable.)

Gnolls will typically harass an enemy first, not showing their true numbers.  They’ll snipe with arrows and send squads to pick off stragglers, rear guard, and scouts.  When they can maneuver an enemy into terrain where the Gnolls have an advantage and have thoroughly scouted them, they’ll attack en mass.  Howling first to demoralize and then sending a shower of arrows.  Screening warriors will move to the defender’s weakest point to deliver a lancer party, who will charge directly at it.  The warriors will follow into the gap with their Flind, who will immediately seek out the most dangerous defender for combat. 

They do not work with other Humanoid species, nor do they take slaves, except to hold them for later hunting and consumption.  They wipe out all other predators and intelligent creatures in their territory.  Any remaining animals are their personal game stock.  Gnolls are strict carnivores and actually on a bit pickier diet than other Humanoids.  They won’t eat each other or decayed flesh (it must be fresh).  They prefer nice fat herd animals as a staple.  Humans and other Humanoids are an exotic change of pace and satisfies their need to be challenged in a hunt.  They need to eat immediately after strenuous action, but can otherwise fast for up to a week between meals.  Gnolls can replicate once every two months.  New Gnolls mature quickly in about two weeks.

Gnoll Warrior
HD 2+2, Hp 11 (18 Sgt), AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Battleaxe +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Boomerang (for hunting) +3 to hit, DC 12 Fort Sv or KO 1 rd, S, returns to thrower on a miss
(Characters wanting to learn how to use one will need to see it used in action and then practice it themselves.  They will require a DC 12 Ref Sv to avoid potentially being knocked out on the return.  After making 3 such Ref saves, they will no longer need to make that save to use it.)
Track +5
Howl: 10 or more Gnolls howling for one rd, out of sight of their enemies, causes a DC 12 Will Sv.  Failing the save, enemies are panicked for 1 turn, they will not have the initiative in the encounter and will require a DC 18 Will Sv if the group leader is killed, or they will flee.

For creatures who are essentially fighting to hunt for their next meal (and they’re always hungry), Gnolls are amazingly disciplined.  Their tactics in battle are sound and well-practiced.  They are highly mobile in the field.  An armored Gnoll can run at 15 mph for four hours, though they’ll have to eat a large meal at the end of the march.

Warriors units can even still somewhat function without their leaders (though usually an organized retreat, instead of a rout).  Enemies who can withstand their psychological warfare and charges or use unorthodox tactics will generally cause them to withdraw and reconsider their plans, rather than simply doubling down on them (as other humanoids do).

Gnoll Lancer
HD 2+2, Hp 18, AC 11 (None)
Fort +4, Ref +0, Will +0
Melee: Spear +3 to hit 1d8+2
Charge: Causes Max dam + Stun 1 rd, breaks spear
(Backup weapon: Short Sword +3 to hit 1d6+2)
Ranged: Hurled Spear +3 to hit 1d8

Charging Howl: 10 or more Lancer Gnolls in a charge, requires the defenders to make a DC 18 Will Sv, or they will immediately flee.  (Highly disciplined defenders, DC 12.)

A lightly encumbered Gnoll can run at up to 30 mph (once per turn/encounter for 1 rd), which is means they can functionally make a charge as though they were on a horse.  Lancers are berserkers in combat, usually painted up in bright colors.  With a successful charge, they’ll draw their swords and backup the warriors, who should be following them.  On an unsuccessful charge, members will fling spears to cover their escape. 

Gnoll Chieftan (Flind)
HD 6+2, Hp 36, AC 15 (Leather, Heavy Steel Shield)
Fort +6, Ref +2, Will +2
Melee: Spiked Chain +8 to hit 2d4 + Disarm or Knock Down (Flind’s choice) on Natural hits, 10’ reach
Ranged: Longbow +8 to hit 1d8

Gnoll leaders are “born.”  Flinds are naturally larger and more intelligent than other Gnolls.  If they had thoughts beyond how to feed themselves and their pack, they might be smarter than the average human (one reason why the Ancients tried to exterminate them after creating them, they were too dangerous).  There can only be one Flind in a pack.  Others born into a pack will split the pack and divide their territory.  Leaderless Gnolls will offer themselves and their territory to the strongest nearby pack. 
    
It is the Flinds who keep the peace between the various packs, who would otherwise be at each other’s throats, as the other humanoids are.  They clearly mark their territories and don’t enter another’s without asking permission.  The Flinds pass information and tactical ideas amongst each other.  They will even form temporary alliances to attack major targets of opportunity.  Flinds are the Gnolls’ greatest asset, though potentially their biggest weak spot if eliminated.   

Dire Dingo
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Large wild dogs roam the Outback.  Usually even this Dire variety avoids contact with groups of Humanoids or humans, but packs would attack one or two individuals alone.   Gnolls have befriended them and use them to guard their camps.

Tuesday, September 15, 2015

Southland: Biviron

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Biviron (Giant Undead Octopus)
HD 8 (d12), Hp 47, AC 18 (Natural)
Fort +7, Ref +8, Will +3
Melee: 8 x Tentacles +10 to hit 1d4+5, may make up to 4 attacks on a single opponent
Grapple: If two Tentacles hit the same target, the opponent is grappled.  DC 18 Str check or Escape Artist skill or held.  Next rd, Bite +5 melee (1d8+2) + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp. The tentacles have 5 hit points each.  Biviron will retreat after losing four tentacles.
Constrict: Alternately, Biviron may grapple and squeeze for 2d8+6 damage
Ranged: Ink Jet +8 to hit Stuns and blinds opponent 1 rd, also clouds water and acts as a jet to propel Biviron underwater

Stealth: +4, can change colors to match environment
Escape Artist: +8, can contort body to squeeze through small spots

How this sea creature ended up in an inland mine drainage lake, much less undead, is a tale that could only disappoint compared to one’s imagination.  (Or I’m just ripping off Lord of the Rings.)  At 15’ in length, this creature is actually quite puny in relation to other members of its species, but it could only grow to fit its environment. 

Biviron can fully regenerate after a successful Energy Drain attack and 1 turn of rest.  It can travel on land, slowly, for short distances.  It will tend to relent after it has killed and dragged its prey underwater for consumption.  Its lair is a dry cave reached underwater and is filled with gear and treasure from various victims.    


[You players are lucky I decided that a Giant Undead Sharktopus was too ridiculous.]

Monday, September 14, 2015

College Football Journal Aggies vs Panthers 9-12-15

Yes, really.

I missed the epic end of the Blue Jays/Yankees first game of their double header, the Texas Rangers game that night, and the last El Paso Chihuahuas game of the season for this.  (And the Mayweather “fight.”  No loss there.)  However, I was not at all cheated. 

(I did get to hear the Chihuahuas’ final inning and the last of the post game.  Congratulations to the dogs on a great season and making that late run to get into the playoffs.  Friday night’s playoff win was their best of the year.  That six run inning to come back from four down was loudest moment in franchise history, as even traffic behind the stadium was brought to a halt.  I’d never heard Tim Hagerty call an inning more passionately.  The emotional highlight was fan favorite, Cody Decker, getting plunked on the head to drive in a bases loaded run.  After the inning ended, Cody was briefly left alone on the field and the crowd started chanting his name.)              

As Ron had invited me to his business get-together to see the Chihuahuas a couple of weeks ago, I invited him likewise to the Aggie football game and my business’ tailgate.  I don’t think I’ve been to an Aggie game since they moved into their current stadium, and that is a long time.  I have been to a couple of Cruces/Mayfield High School games, which is THE annual sporting event here in Las Cruces.  As disappointing as the NMSU football team traditionally is, I was expecting a pretty good crowd, but not much of an event. 

This was a big deal.  There were rows of individual tailgaters and a large section for businesses.  We were set up at a couple of kiosks with a large grill.  Two different local bands played next door to us.  NMSU certainly treats the tailgaters as Pistol Pete and the Cheerleaders and the Aggie Pride band and dancers both went around performing for everyone.  The Aggie baseball team came by and introduced themselves too.  Regrettably, I was too shy to get my picture taken with any of these people.   

Who is the better mascot: Pistol Pete or Chico of Chihuahuas?  Chico has to be praised for his sheer athleticism for working and doing one-handed pushups in such a large suit.  Pete, on the other hand as I learned from the program, is actually based on an historical figure, who was a crackshot.  It’s a tie!  Everybody loves them.  Pete was briefly, and shamefully, politically corrected him a few years ago as they took away his guns and made him “Lassoin’ Pete.”  Thankfully that nightmare is in full remission.  The Cheerleaders’ signature phrase is even “Guns Up!” telling people to make guns with their fingers (which unfortunately also makes it impossible to clap).  The school has also fully embraced their Aggie heritage.  The announcer during the game would routinely call for “Cowbells!” and fans would ring their souvenir cow bells.  “Moo!” was also a frequent cheer.  


I developed a sincere appreciation for these performers as it was 90 degrees with a hot sun overhead.  (The event organizer told me to remind her to schedule this event for later in the fall next year.)  I got a taste of the action as I helped working the grill briefly, or more accurately, spent 30 minutes in a fiery hell.  I think I was trying to impress a girl, who probably wasn’t, as I was being burned, choked, and blinded by fire and smoke.  I ate one burger before working the grill.  Afterwards, I decided to become a vegetarian.  I was somewhat soothed by the sight of the highly disturbing blue panther (the opposing team) piñata being destroyed.  This thing had been in the office for three weeks and was large enough that I had been doing double takes when I walked past it at night, thinking there was someone there. 

On the way into the stadium, you certainly felt welcome, as a multitude of greeters and people handing out programs and paddle fans met you on the way in.  (I should also mention that the parking is free.)  Ron looked around the stadium and wondered why all the other local banks were represented in the signage, but not mine.  My dad, watching the game on TV, also wondered about this.  According to the program, the as yet uncompleted skyboxes on the east side of the stadium will be sponsored by us, presumably with a large sign.  The El Paso Chihuahuas marketing department can also take a bow.  I noticed at least seven team hats around the stadium.

We were seated four rows from the field around the 20 yardline.  We were close enough to actually send down plays to the coach.  (And he really shouldn’t have taken any of my advice.)  We were also directly in front of the Cheerleaders for the entire game.  I developed even more admiration for them, as they kept up the cheering and stunts all game long (and unfortunately sometimes interfering with being able to watch the actual game). 

The most impressive maneuver was one of the girls doing a flip while being held up by feet by one of the guys, and then going into a handstand on his hands.  Perhaps needless to say, all the girls were rather petite, while the guys were pretty big.  There was also, I guess, a cheerleader camp for little girls before the game.  They were brought in at various points to show off what they’d learned and take a picture with the group.  It was cute.  Also cute was one of the guy cheerleaders getting called over to the stands by his girlfriend and embarrassing him (at least that’s what it looked like). 

On the other side of the stadium were the band and the dancers.  My ears were ringing after the first half from the crowd and the cheerleaders.  I can only imagine what it was like sitting next to the band.  The dancers were performing in front of the band, facing them, the whole time.  Kind of seems like a waste there (no offense).  The dancers performed with the band for halftime, which I didn’t see.  Sorry again, no offense, going to the bathroom and concession stand took the whole intermission (expect lines).  The dancers came out by themselves to perform in the endzone between the 3rd and 4th quarters.  I kept wondering if there was some sort of rivalry between the girl cheerleaders and the all-girl dancers.  Half the girl cheerleaders weren’t watching, while all the guys were.  Also, stuck near the endzone, were about 20 people cheering for the other team.  Not every school travels well.

Most of the action seemed to take place on the other end of the field.  I’m sure the people at the other end thought the same.  People in the middle probably wondered what was going for the whole game.  Thankfully, you could turn to the Jumbotron for any obscured plays as it was carrying the game in real-time.  There were a couple of brothers sitting behind us during the first half, who had apparently played football.  They were giving non-stop, fairly insightful commentary.  I’m thinking, “This is great.  I’m at the game, and I’m getting play-by-play and color commentary, just like I’m watching TV.”  I missed them for the second half. 

I’m not giving a detailed account of the game.  It was a close, hard fought game for the Aggies.  In spite of Ron’s dire predictions, the team did play well in a 34-32 loss to the Georgia State Panthers.  About a third of the crowd left when the Aggies went down by two touchdowns in the 4th, but I was fairly confident they’d make a comeback.  The difference was two missed extra points.  At the end of the game, the Aggies did have a chance to win it on a field goal.  Unfortunately, they sent Charlie Brown back out and Lucy pulled the ball away from him again.  That’s not fair.  It was a 44 yard kick and most people were blaming a false start penalty on the previous play for knocking him out of range.

There was one amusing sidebar to the kicking game.  The nets behind the goals failed to catch any of the balls.  At one point, one of the nets got fouled and they delayed the game to fix it.  Why?  The ball was just going to fly over it anyway.

There was a rare ejection of a player during the game.  One of the Panthers was taken out for aiming at someone’s head while tackling.  The hit didn’t seem like that malicious honestly.  They did put him up on the Jumbotron as he was being escorted from the field.  The Cheerleaders immediately started chanting, “Na Na Na Na, Hey Hey Hey, Goodbye.”

It was great overall.  I think the fans were was a bit disappointed in the outcome, but had a good time.  I have to mention that for everyone who says baseball is boring, there is probably even more dead time in football.  Worse, the action sometimes started after a long delay with no warning, when you’re not even watching.  What football does have is plenty of distractions while you’re waiting, especially if you’re sitting in front of the Cheerleaders.  There was also any number of recognitions of dignitaries (like PGA pro and alum Rich Beam and his father, Rich even did a little victory dance) and stuff like the tee-retrieving dog.  If the team could at least be competitive, I’m pretty sure the fans would show up in force like they did tonight.  The free tickets we had were usually $10, easily worth it (especially not having to pay for parking).  I’ve still got the shirt and hat.  I’m ready for another game.  


Southland: Ranger Mine

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Ranger Philosopher’s Stone (Uranium) Mine



[A big radioactive pit with a lake at the bottom.  How dangerous could this be?]

Seven Sisters Myth: A Spirit in a lake offered to save one of Sisters in return for a sack of diamonds.  One of the Sisters offered her sack to the lake Spirit.  Suddenly, a tentacle sprang from the water and grabbed her and the sack, and dragged them both underwater.  The Sister then opened her sack, which was instead filled with magic stones.  The magic killed the creature and the Sister escaped.   

Hobgoblins are smarter, larger goblins, likely caused from their constant exposure to the Philosopher’s Stone (uranium).  There is only one tribe of Hobgoblins, united under one King.  While there are raiders traveling all over the continent (there’s a significant outpost in Mount Connor), their homeland is the mine and where they reproduce.  They are tenuously allied with the creature in the pit lake, Biviron.  It guards their lower entrances, and in return they regularly feed it captives.  

[So what’s the radioactive effect on the characters?  I’d say if they aren’t moving in or making a habit of visiting, probably nothing, since it’s not that “hot.”  On the other hand, if the players are okay with their characters acquiring random mutations, like they think they’re playing Gamma World, go ahead and make up a table with good and bad ones.  There should be some specific triggering event, more than just wandering into the mine.]

While they patrol and guard the mines, the Hobgoblins can’t cover every entrance or the myriad of mine tunnels.  Brave “jumpers” find ways inside, and using Detect Magic spells or devices, find the Philosopher’s Stones, and quickly dig them out.  Being discovered inside is nearly a death sentence, as the Hobgoblins quickly organize to trap intruders.  Escape may be possible into the deeper mines, but even the Hobgoblins avoid those reaches.  That is the spawning ground for mutated, unearthly creatures like Biviron.  It should be noted that other Humanoid tribes are also envious of the Hobgoblins’ demesne and often send out forces to try and conquer it themselves.   

Hobgoblins are carnivorous, but can subsist on vegetation for a short while.  They can replicate once every 6 weeks if well fed.  New Hobgoblins take two months to mature.  They are carefully nurtured as a unit.  New troops are typically sent on a “Walkabout” the continent to prove their worth in combat and return as veterans.  Needless to say, Hobgoblins are tough and highly disciplined. 



The mine is located in the Kakadu, a large jungle and wetlands area.  It is teeming with life, so the Hobgoblins never go hungry.  They replicate often, but their severe training process may take up to a year, with large numbers of casualties.      

Hobgoblin Soldier
HD 1+2, Hp 6 (10 Sgt), AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M
Phalanx: Requires at least 10 Hobgoblins and an officer to start, 1 rd to form, increases AC to 17.  Archers may be behind them and gain the same AC.  Formation will be disrupted by death of the officer or 50% losses.

The individual Hobgoblin is only slighter braver than a Goblin, but when massed under an officer, they become a truly fearsome foe.

Hobgoblin Officer
HD 3+2, Hp 18 (30 Captain), AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1, Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L

The officers are aligned along actual military lines, with an orderly chain of command.  Each are responsible for a certain area and unit of Hobgoblins.

Hobgoblin King (Gorgoo the Great)
HD 7+2, Hp 42, AC 16 (Chain Mail)
Fort +7, Ref +4, Will +2
Melee: +1 Bastard Sword +10 to hit 1d10+4

The Hobgoblin King is the one who holds the Great Sword.  It is an artifact passed down from the current King to his chosen successor.  (Needless to say, the Hobgoblins will go to any lengths to keep from falling out of their hands.)  Gorgoo (Great is the King’s title) is a vain, arrogant, magnificent creature.  He has held the mines from all comers and feels the Hobgoblin nation is invincible.   

Hobgoblin High Priest (Magnus)
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to use)

Spell Check +5, Save Against DC 15, up to 2 failed Spellchecks/encounter

DC 13 to cast
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1 turn/level. (Will Sv)
Comprehend Languages: You understand all spoken and written languages. 1 turn/level.
Disguise Self: Changes your appearance. 1 turn/level.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.

DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blur: Successful attacks miss subject 25% of the time.  Encounter.
Command Undead: Undead creature obeys your commands. 1 HD/level. (Will Sv) Forbidden spell.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Summon Monster II: Calls 2HD extraplanar creature to fight for you. Encounter. Forbidden spell.  Ceremony Spell. 
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level  (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

Magnus is the title for the King’s wizard.  He is the King’s bodyguard and responsible for training a cadre of apprentices to carry on the craft.  The current holder of the title is as crafty as they come.  He may be sent to spy on or disrupt any large forces moving into the mine.