A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Colonial Forces
Military forces in the Commonwealth’s Africannes colony are
much like those in the Southland. Up until Kurtz’s rebellion, the troops here
had been stretched fairly thin and not done much fighting in quite some
time. Certainly they had never been
seriously threatened. With the start of
hostilities, the troops were badly shocked, but still fairly confident. As time has gone on, the situation has gotten
much worse, especially in the Interior.
Native forces have been using potent magic, and powerful monsters are
suddenly appearing. It is no longer safe
to leave the forts and settlements in the Interior, except in well-armed
parties. Travel has been choked down to
only river traffic and well-travelled trails.
The Commonwealth troops in Africannes favor ranged combat
generally. Only the officers are mounted
(usually only around fortifications and on the Savannah, as horses don’t fare
well in jungles) and use metal breastplate armor, which is only worn when
expecting combat. Militia troops are
only used for guarding settlements, not field operations.
Arcane and Divine
Specialists are essentially drafted Wizards and Paladins, with the consent
of the Wizard Council and the Circle of Elders.
They are treated as junior officers, but have no subordinates themselves. They usually stick close to the command staff
and are used judiciously for fire support and healing respectively. The sample Specialists are those typically
used for field operations. Higher and
lower level Specialists are generally only present at forts and settlements for
defense. (High level Wizards are never
formal military personnel and are only under the command of civilian
leadership.)
[In all honesty, I should have thought to include Arcane and
Divine Specialists in the Southland setting.
Oops.]
Enlisted Soldier
+1 Str, Con, Dex
HD 1 (d10), Hp 7, AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +1, Will +0
Melee: Longsword
+2 to hit 1d8+1
Ranged: Longbow
+2 to hit 1d8, L (20 arrows)
Sergeant
+2 Str, Con, +1 Dex, Int
HD 3 (d10), Hp 21, AC 14 (Leather, Light Wooden Shield)
Fort +5, Ref +2, Will +1
Melee: Longsword
+5 to hit 1d8+2
Ranged: Longbow
+4 to hit 1d8, L (20 arrows)
Lieutenant
(Fighter with horsemanship skills)
+2 Str, Con, +1 Dex, Int , Wis ,
Cha
HD 5 (d10), Hp 35, AC 17 (Breastplate, Light Steel Shield)
Fort +6, Ref +2, Will +2
Melee: Spear
(Lance) +7 to hit 1d8+2, Reach, Long Sword +7 to hit 1d8+2
Ranged: Longbow
+6 to hit 1d8, L (20 arrows)
Cavalry Skills:
Charge: Max
damage + Stun, breaks Lance on max damage
Mounted Archery Skill
Captain (Knight)
+2 Str, +2 Con, +1 Dex, +2 Int, +2 Wis, +1 Cha
HD 6 (d10, Knight), Hp 42, AC 17 (Breastplate, Light Steel
Shield)
Fort +7, Ref +3, Will +4
Melee: 2
attacks/rd, Long Sword +8 to hit 1d8+2
Ranged: Longbow
+7 to hit 1d8, L (20 arrows)
Charge: Lance +8
to hit 1d8+2, Reach, Max damage + Stun, breaks Lance on max damage
Mounted Archery Skill
Arcane Specialist
(Combat Wizard)
+3 Int, +2 Dex, +1 Wis
HD 5 (d6), Hp 25, AC 14 (Leather)
Fort +1, Ref +3, Will +5
Melee: Rapier +4
to hit 1d6+2
Ranged: Light
Crossbow +4 to hit 1d8, M (10 bolts)
Spellcheck +6, Save Against DC 15, 3 failed Spellchecks/encounter
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Alarm: Wards an area for 10 hours. (Caster Check to disarm.)
Expeditious Retreat: Your speed increases by 30 ft. 5
turns.
Magic Missile: 10 impact damage + Knocked
down. (Ref Sv all damage) Short range.
Magic Weapon: Weapon gains +1 bonus as a magic
weapon. Encounter.
Shield: Invisible disc gives + 4 to AC, blocks magic
missiles. Encounter.
Sleep: Puts 4 HD of creatures into magical slumber, 1
turn. (Fort Sv )
True Strike: +10 on your or another’s next attack
roll.
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Invisibility: Subject is invisible for 5 rds or until
they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells.
Disrupted by any hit.
Scare: Panics targeted creatures of less than 6
HD. All non-allies in immediate
area. 5 turns. (Will Sv)
See Invisibility: Reveals invisible creatures or
objects. Encounter.
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance
for 5 rds. Line of sight, through 1
wall.
Daylight: 60-ft. radius of bright light. 5 turns.
Dispel Magic: Cancels magical spells and effects.
Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the
original caster’s level. Both must be
successful to dispel the magic. If the
just the Spellcheck is successful, it doesn't count as a spell failure (Caster
Check)
Fireball: 12 fire damage + 1d6 continuing
damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note
that this spell does have the capacity to set off flammable objects in the
area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns.
Disrupted by any hit.
Heroism: Gives +2 bonus on attack rolls, saves, skill
checks. Encounter.
Hold Person: Paralyzes one humanoid for 5 rds. (Will Sv)
Disrupted by any hit.
Lightning Bolt: 12 electrical damage + Stun 1
rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Divine Specialist
(Combat Paladin)
+4 Wis , +3 Str,
Con, Cha, +1 Dex
HD 5 (d10), Hp 35, AC 17 (Breastplate and Light Steel
Shield)
Fort +7, Ref +2, Will +8
Melee: +8
Longsword 1d8+3
Ranged: +6 Heavy
Crossbow 1d10, L (10 bolts)
First Aid skill
Healing x4 day
Smite: Max melee
damage vs. spellcasters, undead, and demons.
Militia Soldier
(Infantry)
+1 Str, Con
HD 1 (d8), Hp 5, AC 11 (Light Wooden Shield)
Fort +3, Ref +0, Will +0
Melee: Spear +2
to hit 1d8+1
Militia Soldier
(Archer)
+1 Str, Dex
HD 1 (d8), Hp 4, AC 11 (None)
Fort +2, Ref +1, Will +0
Melee: Dagger +1
to hit 1d4
Ranged: Short Bow
+2 to hit 1d6, M (20 arrows)
Militia Sergeant
+1 Str, Con, Int
HD 3 (d8), Hp 15, AC 13 (Leather and Light Wooden Shield)
Fort +4, Ref +1, Will +1
Melee: Longsword
+4 to hit 1d8+1
Ranged:
Longbow +3 to hit 1d8, L (20 arrows)
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