Monday, September 14, 2015

Southland: Ranger Mine

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


Ranger Philosopher’s Stone (Uranium) Mine



[A big radioactive pit with a lake at the bottom.  How dangerous could this be?]

Seven Sisters Myth: A Spirit in a lake offered to save one of Sisters in return for a sack of diamonds.  One of the Sisters offered her sack to the lake Spirit.  Suddenly, a tentacle sprang from the water and grabbed her and the sack, and dragged them both underwater.  The Sister then opened her sack, which was instead filled with magic stones.  The magic killed the creature and the Sister escaped.   

Hobgoblins are smarter, larger goblins, likely caused from their constant exposure to the Philosopher’s Stone (uranium).  There is only one tribe of Hobgoblins, united under one King.  While there are raiders traveling all over the continent (there’s a significant outpost in Mount Connor), their homeland is the mine and where they reproduce.  They are tenuously allied with the creature in the pit lake, Biviron.  It guards their lower entrances, and in return they regularly feed it captives.  

[So what’s the radioactive effect on the characters?  I’d say if they aren’t moving in or making a habit of visiting, probably nothing, since it’s not that “hot.”  On the other hand, if the players are okay with their characters acquiring random mutations, like they think they’re playing Gamma World, go ahead and make up a table with good and bad ones.  There should be some specific triggering event, more than just wandering into the mine.]

While they patrol and guard the mines, the Hobgoblins can’t cover every entrance or the myriad of mine tunnels.  Brave “jumpers” find ways inside, and using Detect Magic spells or devices, find the Philosopher’s Stones, and quickly dig them out.  Being discovered inside is nearly a death sentence, as the Hobgoblins quickly organize to trap intruders.  Escape may be possible into the deeper mines, but even the Hobgoblins avoid those reaches.  That is the spawning ground for mutated, unearthly creatures like Biviron.  It should be noted that other Humanoid tribes are also envious of the Hobgoblins’ demesne and often send out forces to try and conquer it themselves.   

Hobgoblins are carnivorous, but can subsist on vegetation for a short while.  They can replicate once every 6 weeks if well fed.  New Hobgoblins take two months to mature.  They are carefully nurtured as a unit.  New troops are typically sent on a “Walkabout” the continent to prove their worth in combat and return as veterans.  Needless to say, Hobgoblins are tough and highly disciplined. 



The mine is located in the Kakadu, a large jungle and wetlands area.  It is teeming with life, so the Hobgoblins never go hungry.  They replicate often, but their severe training process may take up to a year, with large numbers of casualties.      

Hobgoblin Soldier
HD 1+2, Hp 6 (10 Sgt), AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M
Phalanx: Requires at least 10 Hobgoblins and an officer to start, 1 rd to form, increases AC to 17.  Archers may be behind them and gain the same AC.  Formation will be disrupted by death of the officer or 50% losses.

The individual Hobgoblin is only slighter braver than a Goblin, but when massed under an officer, they become a truly fearsome foe.

Hobgoblin Officer
HD 3+2, Hp 18 (30 Captain), AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1, Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L

The officers are aligned along actual military lines, with an orderly chain of command.  Each are responsible for a certain area and unit of Hobgoblins.

Hobgoblin King (Gorgoo the Great)
HD 7+2, Hp 42, AC 16 (Chain Mail)
Fort +7, Ref +4, Will +2
Melee: +1 Bastard Sword +10 to hit 1d10+4

The Hobgoblin King is the one who holds the Great Sword.  It is an artifact passed down from the current King to his chosen successor.  (Needless to say, the Hobgoblins will go to any lengths to keep from falling out of their hands.)  Gorgoo (Great is the King’s title) is a vain, arrogant, magnificent creature.  He has held the mines from all comers and feels the Hobgoblin nation is invincible.   

Hobgoblin High Priest (Magnus)
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to use)

Spell Check +5, Save Against DC 15, up to 2 failed Spellchecks/encounter

DC 13 to cast
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1 turn/level. (Will Sv)
Comprehend Languages: You understand all spoken and written languages. 1 turn/level.
Disguise Self: Changes your appearance. 1 turn/level.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.

DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blur: Successful attacks miss subject 25% of the time.  Encounter.
Command Undead: Undead creature obeys your commands. 1 HD/level. (Will Sv) Forbidden spell.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Summon Monster II: Calls 2HD extraplanar creature to fight for you. Encounter. Forbidden spell.  Ceremony Spell. 
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level  (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

Magnus is the title for the King’s wizard.  He is the King’s bodyguard and responsible for training a cadre of apprentices to carry on the craft.  The current holder of the title is as crafty as they come.  He may be sent to spy on or disrupt any large forces moving into the mine.

No comments:

Post a Comment