Monday, May 6, 2013

Fantasy Core Ireland--Adventure NPC & Monsters 6


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

Adventure Index
NPC & Monster Index


Moin Coltna Bog and Tir Crannog


The locals all avoid this dismal, haunted area, especially at night. A fog permeates the area, even during the day. Shulain, the Will ‘O Wisp, rules the area at night and is paid yearly tribute by the Orc clan (as the O’Grady and Kavanagh clan leaders pay him tribute to guard Elise’s body). During the day, he guards his cache. Shulain only avoids the banshee and the wight, both of whom could kill him with a single successful attack.

Tir Crannog is an old, dilapidated estate fort in the swamp. It’s inhabitants were massacred long ago in a Norse raid (though some valuables and artifacts may still be there, well hidden). The lord of the manor was dabbling in the occult and cursed the spot upon his death. The fort is slowly fading into the Otherworld due to the curse. Often during the day, the fort only appears as a mirage, and those entering at night, might find themselves trapped if they don’t leave before sunrise. (Some of the undead inside are recent looters.) The crypt beneath the estate guards a gateway to the Underworld and the Orc clan’s dens. Sid the Troll pays rent for the clan (in the form of human captives for energy draining), and Lord Evan the Wight considers them his tenants.


Banshee (Elise)
Beautiful, floating spirit of an Elf woman dressed in a sheet white.

Terribly confused and vulnerable. She isn’t entirely aware that she’s dead. This is because her soul is trapped in the mortal realm, while her body lays undecayed in Shulain the Will O’ Wisp’s Otherworld home.

She will serve the will of the O’Grady clan leader when called upon (by speaking her name and holding her amulet at night). Otherwise, Elise may be seen roving the bog at night, but normally fleeing any contact. She will appear and become hysterical if her corpse is disturbed. If it is brought out into daylight it will disappear and her soul will finally be released. Unfortunately at that point, the elves and her brother will know her fate, as expired elvish souls return to the Otherworld. This is what Shulain told Van and Tom when he caught them trying to bury Elise’s body in the bog and how the original deal between them was struck.


HD 7, Hp 30, AC 20
Fort +2, Ref +2, Will +5
Melee: Chilling touch +7 to hit 1d8 + stun 1 rd

Causes Fear upon appearance, DC 14 Will Sv, flee for 1 turn, once per encounter
Death Wail DC 18 Fort Sv, drops victim to -1 hp (stabilizing rules apply), may effect one person, may use once per night. If the victim survives, their hair turns permanently white.


Will O’ Wisp (Shulain)
Small flying glowing ball of energy.

Speaks with a booming authoritative voice. He is the spirit of a dishonored, dead elf. Considers himself the rightful master of the bog and demands tribute (precious metals, gems, jewels) from the bog’s inhabitants and any passersby he catches at night (and others, like the O’Gradys and the Kavanaghs). His cache is kept well hidden in an Otherworld labyrinth beneath a giant mossy tree, and it is trapped with an alarm that will immediately summon him if the entrance is breached. Elise’s body is also there and is still in pristine condition except for the bloody wound at her heart. He will keep it safe, as long as the clans pay him tribute. Shulain is able to leave the bog, but seldom does, fearing theft of his treasure.

HD 9, HP 40, AC 20, Has +4 Dex and enhanced initiative
Fort +3, Ref +12, Will +9
Melee: Shock attack +16 to hit 2d8

Immune to all spells.
Not technically undead, but is vulnerable to a Paladin’s Smite ability. (And a Wight’s energy draining and a Banshee’s wail, just to let you know.)
May turn Invisible at will, but not attack in that state.


Barrow Wight (Lord Evan of Tir Crannog)
Undead of ghastly pallor and hideous appearance. Lopes like a craven animal. Is dressed in a cape and tattered fine armor.

Still haunting his old fort with his undead subjects. Actually has a fine sense of etiquette and is terribly lonely and likes conversation. But he will attack eventually, unless given a reason not to.

HD 4, HP 26, AC 15* Magic or silver to hit
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit 14d+1 + Energy Drain

Energy Drain
DC 12 Will Sv. If failed, the character is dropped to the previous level's starting XP. Characters drained to 0 XP are dead.

Optional Energy Draining Damage:
Upon taking a successful hit from an energy draining creature, a character is stunned for 1 rd (they cannot move or attack, but may still defend). Then roll a DC 12 Will save. On failure, all of the character's abilities are zeroed out (BAB, save, abilities, skills). They may still act however. This condition is healed with an hour's rest. On the next successful hit, they must make a DC 18 Will save. On failure, the character is knocked out for 1 hour and reduced to 0 hp. The character will recover to 1 hp and normal abilities after an hour.


Zombie
HD 2+3, Hp 16, AC 11, Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1

Swarm attack with 3 zombies at +3 to hit. If successful, the victim is pinned and each zombie automatically hits with a bite for 1d6 each rd, until driven off.


Skeleton
HD 1, Hp 6, AC 12
Fort +0, Ref +1, Will +2
Melee: Ruined Weapon or claw +1 to hit 1d6
Ranged: Bow +1 to hit 1d6


Skeleton Dog
HD ½, Hp 3, AC 12
Fort +0, Ref +1, Will +2
Melee: Bite 1d6


Troll (Sid)
Large, loathsome, rubbery green-skinned humanoid.

Absolute sadist. Loves to inflict pain. Creepy. Coward at heart. Wants to destroy the Goblin clan and especially the Barghest. His main goal is to become a major Fomorian lord.

HD 6+36, Hp 56* Regen, AC 16
*Regenerates 3 Hp each rd, except for magic (including weapons), fire, and acid damage.
Fort +11, Ref +4, Will +3
Melee: 2 Claws +9 to hit 1d6+6 and Bite +4 to hit 1d6+3


Orc
Ugly, animal-ish humanoids. Ferocious, belligerent, and nearly brainless creatures. Will need strong leadership to be able to attack as anything other than a disorganized mob.

HD 1+1, Hp 5 (Hp 9 sergeants), AC 13 (rough leather armor and crude shield)
Fort +3 Ref 0 Will -2
Melee: Sword +4 to hit 1d8, Whip +1 to hit 1d3 (on nat 12 hit disarm or knock down opponent), Torch +1 to hit 1d6
Ranged: Javelin +1 1d6




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