Tuesday, September 8, 2015

Southland: The Deep Dark

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


The Deep Dark

[Why not stick another mega-dungeon underneath a mega-dungeon?  Okay, that might be a bit excessive, unless all of the characters can see in the dark.  Reserve a couple of the bottom levels of the Mount Connor dungeon for the Deep Dark.  This place is actually important to the setting.]

Seven Sisters Myth: Monsters chased the Sisters underground.  The Sisters found unspeakable things there.  The Sisters made creatures out of the slime and ooze they found and set them upon the monsters.  The girls escaped and the monsters have been tormented by their creations ever since. 

Little of the Ancient civilization exists above ground, but there were extensive underground areas built before and during the Civil War.  A few were deep enough that some Ancients were able to survive the Catastrophe.  Unfortunately, they were also effectively trapped, perhaps buried alive.  Those getting back to the surface were swarmed by man-eating Humanoids.  Only the survivors in the lowest levels of Atila were able to persevere and eek out a pitiful existence. 

Centuries later, these survivors are degenerate inbred, barely human creatures.  They are effectively blind from living underground so long, though their other senses compensate.  Explorers of the “Deep Dark” of Mount Connor have occasionally caught sight of these “Grimlocks” as they’ve been called.  Small, weak-looking groups of explorers are usually murdered and consumed.  The Grimlocks run away and hide from larger ones, usually caving in tunnels to seal themselves off from the intruders.  So far, no one has ever found any of their major living spaces or any of the Ancient knowledge and artifacts that they must surely possess, even if they have no idea how to use them.   

The Humanoids above occasionally patrol this place, but don’t stay.  Even they are somewhat afraid of it.  Adventurers have been chased out, terrorized.  No one really knows what’s down there.

Grimlock
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Worse, cannibal Grimlocks who die violently in this supernatural environment are liable to rise as undead man-eating creatures.

Ghoul
HD 2 (d12), Hp 13, AC 14 (Natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn

Ghast
HD 4 (d12), Hp 29, AC 17 (Natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 and 2 claws +3 to hit 1d4+1 + (on any hit) DC 12 Fort Sv or paralysis 1 turn

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 18 Fort Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 12 Fort Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

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