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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