Tuesday, May 7, 2013

Fantasy Core Ireland--Adventure NPC & Monsters 7


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

Adventure Index
NPC & Monster Index


Keeper Hill

This was once a Dwarf colony, before being overrun by Fomorians. Currently it is occupied by two clans in a loose alliance: the Goblins (the upper level living quarters), lead by a Barghest, and the Grimlocks (the lower level working area, mine, and crypt), lead by a Gargoyle. It is an uneasy pairing, but constant aggression by the Orc clan makes it necessary. The silver in the mine is not yet played out. The dwarves would dearly like to regain this hill. As usual for the Underworld, the entrances are hidden and well-guarded, though secret dwarf passages known only to them (and one known to Mara), could be a much easier way in.


Barghest (Billy)
A large wolf-like goblin creature with neon blue eyes.

A typical bully, always thinks he’s in control. Wants to destroy the Orc clan and kill and eat the Troll so he can become a Greater Barghest (10 HD) and a major Formorian lord.

HD 6+6, Hp 33, AC 18* Magic to hit, Has +3 Dex and enhanced initiative
Fort +6 Ref +7 Will +7
Melee: Bite +9 to hit 1d6+3, Or 2 x Claw +4 1d4+1 each

Charm Person/Monster spell DC 16 Will Sv. Once per encounter, lasts for an encounter.
Can become more powerful (+1 HD) by consuming the corpses of more powerful opponents.


Goblin
Short, green humanoids. Always chattering incoherently. Will run from any determined opponents unless strongly lead.

HD 1, Hp 3, AC 15 (rough leather armor)
Fort +3, Ref +1, Will –1
Melee: Club +2 to hit 1d6, Torch +1 1d6
Ranged: Javelin +3 to hit 1d4


Hobgoblin
Larger, smarter, goblins with blue noses. Any group of goblins in the field will be lead by a hobgoblin.

HD 1+2, Hp 6 (Hp 10 lieutenants), AC 15 (rough leather armor and crude shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6


Gargoyle (Samuel)
Gray Medieval monster statue, like on a Gothic building.

Cool, calculating. Likes to negotiate, but always makes sure it’s from a position of strength.

HD 4+19 (37 hp), AC 16* Magic to hit
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1
Or Gore (Charge attack, requires 1 rd run) +4 to hit 1d6+3 + Stun 1 rd

Can appear to be a statue (in fact the lair is littered with statue decoys) or can hide by changing color to match the stonework.


Grimlocks
Blind, gray humanoids, blanks for eyes. Don’t speak.

HD 2d8+2, HP 11 (Hp 20 sergeants), AC 15 (no armor)
Fort +1, Ref +4, Will +2
Melee: Battleaxe +4 to hit 1d8+3

Blindsight (out to 40’, blind beyond that), but have tremendous senses of hearing and smell.
Vulnerable to loud sounds, stun 1 rd
Can hide by changing color to match the stonework and can scale rock walls and ceilings.


Dwarf Spy
Short, bearded demi-human.

Typically scouting the area for vulnerabilities and potential alliances and mischief. Usually work in two’s. Not as heavily armored as a typical Dwarf warrior, they will favor ranged combat and ambushes if forced to fight.

3rd Level Dwarf Scout, Hp 16, AC 15 (+1 magic leather)
Fort +3, Ref +1, Will +1
Melee: +1 Magic Short Sword +5 to hit (+2 to hit Rage vs 2 foes) 1d6+3
Ranged: Light Crossbow +5 to hit 1d8

Immunities: Poisons, paralysis, and petrifaction.
Infravision: Has the ability to see the in dark.
+3 Stealth and Detection skills.
Magic Cloak: Can hide by changing color to match stonework.


Next up, another adventure: Expedition to the Doomed Peaks.  And, yes, it's going to be just what it sounds like.

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