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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