THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Argyle Diamond Mine
[Something of a stripped mountain. Again, there’s a big dungeon inside it,
dominated by a large central tunnel.]
Seven Sisters Myth: The Sisters found a mighty Wizard
burning himself trying to dig diamonds out of an erupting volcano. They offered to help him in return for
helping them escape. All of their magic
managed to silence the mountain, and they dug out a pile of diamonds. The Wizard thanked the Sisters, grabbed the
prettiest one, and disappeared with her.
Goblins are like
cockroaches. They’re everywhere and
can’t be permanently eliminated. The largest
concentration of them is at the Argyle Diamond Mine. Not only a valuable deposit, Argyle is the
only known source in the Commonwealth of rare Pink Diamonds. The gems are retrieved from a very
large volcanic pipe (thankfully, not active.)
While they are not very
effective fighters, the Goblins are well entrenched in the Argyle and very
numerous. They seemingly can’t be flushed
out, hampering all efforts at mining.
Goblins are
organized into a multitude of tribes are each lead by their own Chief. They are unable to use magic, but, unlike
Orcs and Hobgoblins, Goblins are able to keep animal mounts (without eating
them immediately). Goblins are
omnivores. While preferring meat,
they’ll eat anything organic, short of feces.
(The Argyle Goblins seem to be living off vermin, mushrooms, lichen, and
likely their own dead.) They eat
constantly and have few thoughts beyond their next meal. Goblins can replicate once every two
weeks. New Goblins mature in about a
month.
Tribes don't fight
internally. Tribes tend to only have
mock fights between themselves, but they don’t work together well regardless,
since they’ll end up fighting over the all-important food supply. Generally, the stronger tribe simply bullies
out the weaker one. Goblins will fight
other species only if they have a tremendous advantage and a big, possible gain,
or are protecting something they deem valuable.
Mostly they are either enslaved or bullied by the larger Humanoid
races.
Generally weak
fighters and not very smart, Goblins will relent from stubborn resistance or
after serious losses. They won't even
attack superior foes by themselves without powerful leadership. No use of tactics, they usually just attack
en mass in a frontal assault in Mob units.
Ranged attack and cavalry are a disorganized afterthought. They tend to sabotage their own plans through
cowardice, inattention, over exuberance, and outright rebellion, unless closely
and violently supervised.
Goblin Soldier
HD 1, Hp 4, AC 15
(Leather, Light Wooden Shield)
Fort +2, Ref +2,
Will –3
Melee: Club +1 to hit 1d6
Ranged: Javelin +3 to hit 1d4, S
Mounted troops
(Charge:
Spear +1 to hit 1d8)
A near mindless
creature in combat. They attack if
forced, otherwise, they’ll probably scatter.
Mounted Goblins are usually field scouts, though if they are planning a
raid, they might be massed as a unit.
(The term “planning” is used in the loosest sense of word when applied
to Goblins.)
Goblin Captain
HD 2, Hp 8, AC 16
(Studded Leather, Light Wooden Shield)
Fort +3, Ref +2,
Will -1
Melee: Morningstar +2 to hit 1d8
Ranged: Javelin +4 to hit 1d4, S
Not much better
than the average Goblin, a little braver.
Goblin Mob
HD 5, Hp 40, AC 15
(Leather, Light Wooden Shield)
Fort +2, Ref +2,
Will –3
Melee: Club +5 to hit 1d6+5
Grapple: +5 to hit, One DC 18 Str check or Escape
Artist skill can be made to break loose.
A swarm or grapple attack may also be used to pull down a mounted
rider.
Mob: Must have at least 10 and be lead by a Captain. Takes 1 rd to organize. Will last until the Captain is killed or the
group is reduced to 20 hp. Called shot
to take out Captain.
This is the
Goblin’s preferred combat tactic.
Unfortunately, there’s usually plenty of Goblins available to create
several Mobs.
Goblin Chief
HD 4+1, Hp 20, AC
17 (Chain Mail, Light Wooden Shield)
Fort +5, Ref +3,
Will +1
Melee: Longsword +5 to hit 1d8+1
Goblins aren’t
lead so much as pushed in the direction of food. The Chief is the Goblin who is best at
finding food for the tribe. He tends to
get bigger from eating more than the rest.
Bugbear (Mutant Goblin)
HD 3d8+3, Hp 16,
AC 17 (Leather, Light Wooden Shield)
Fort +2, Ref +4,
Will +1
Melee: Morningstar +5 to hit 1d8+2
Ranged: Javelin +3 to hit 1d6+2
Stealth +6
Much larger,
mutant Goblins. Naturally stealthy, very
cruel and brutish. Tend to be mute. They seem clever, but are bent to only
thinking about killing and eating.
Dire Kangaroo Mount
3d8+9 (22 hp) AC
13
Fort +6, Ref +4,
Will +1
Melee: Doesn’t engage in melee unless they lose their
rider
Hop at 20 mph with rider
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