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.
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