Monday, May 2, 2016

Dark Continent Redux: Hellion

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Hellion
Hellion is the immortal guardian of the hidden graveyard of the dragons.  If killed, he will resurrect at the boneyard (and be in a very bad mood).  I’m not going to make up some elaborate mythology to explain this.  It’s just there as far as I’m concerned.  Any further exploration of the mystery is up to you.  The Characters won’t be facing off against a full strength Hellion in the adventure as written.  The stats are provided mostly for possible action at the end, but use him as you will. 

Hellion is a friendly dragon.  Not that he won’t eat you, but his solitary life, his immortality, and his solemn duty, has made him rather lonely.  He’d like nothing better than a chat.  Generally, Hellion has little to fear from talking to anyone and has supreme confidence in his abilities. 

Red Dragon Spellcaster (8th level)
HD 10 (d12), Hp 95 (at full strength), AC 20 (Natural)
Fort +10, Ref +7, Will +8
Melee: Up to 4 Attacks/rd at 4 opponents, bite/claws can be used against the same opponent, but not the tail slap
Bite +7 to hit 3d6
2 x Claws +10 to hit 1d8 each
Tail Slap (vs opponents to the rear) +5 to hit 1d10

Ranged: Can be used up to 3x a day.  Breathe Fire 4d10 + 1d6 continuing damage/rd until smothered, other combustibles in the area are likely ignited as well, 20’ area of effect, DC 16 Ref Save for ½ damage, M range.  It may be used once per encounter automatically, DC 12 Fort Sv to use again in the encounter, DC 18 for a third time.  Requires 1 turn of rest to use again automatically, but still not more than 3x a day.  Breath weapon is a full attack, cannot make melee attacks that rd.

Flight ability.  Wind Blast from the wings to take off will knock down everyone in 30’ radius (DC 18 Ref Sv).  This attack can’t be used in the same rd as melee attacks or breath weapon.  This attack is usually used to escape.
Infravision

Spellcheck +8, Save Against 16, up to 2 failed Spellchecks/encounter

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 8 turns. (Will Sv)
Disguise Self: Changes your appearance. 8 turns.  Disrupted if injured, Will Sv to see through it, but only if suspicious.
Expeditious Retreat: Your speed increases by 30 ft. 8 turns.
Identify: Determines properties of magic item.
Magic Missile: 12 impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.
Glitterdust: Blinds creatures (1 rd), outlines invisible creatures. Fills confined area or 20' sq. Encounter. (Ref Sv)
Scare: Panics targeted creatures of less than 6 HD.  All non-allies in immediate area.  8 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 8 rds.  Line of sight, through 1 wall.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Suggestion: Compels non-hostile subject to follow stated course of action. 8 turns. (Will Sv)
Wind Wall: Deflects arrows, smaller creatures, and gases. Encounter.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30 ft./round. 8 turns
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)
Fear: Non-allied subjects within 40’ flee for 8 turns. (Will Sv)
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, plain into lake, or the like). 8 turns. Area is 8 miles.  (Will Sv to disbelieve if suspicious.) 
Ice Blast: Hail deals 16 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. 8 turns. Area is 80’ squared (Will Sv to disbelieve if suspicious.) 
Locate Creature: Indicates direction of creature (specific or type within 1 mile.  Requires a Sympathy.

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