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