THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Ranger Philosopher’s
Stone (Uranium) Mine
[A big radioactive pit with a lake at the bottom. How dangerous could this be?]
Seven Sisters Myth: A Spirit in a lake offered to
save one of Sisters in return for a sack of diamonds. One of the Sisters offered her sack to the lake Spirit. Suddenly, a tentacle sprang from the water
and grabbed her and the sack, and dragged them both underwater. The Sister then opened her sack, which was
instead filled with magic stones. The
magic killed the creature and the Sister escaped.
Hobgoblins are smarter,
larger goblins, likely caused from their constant exposure to the Philosopher’s
Stone (uranium). There is only one tribe
of Hobgoblins, united under one King.
While there are raiders traveling all over the continent (there’s a
significant outpost in Mount Connor), their homeland
is the mine and where they reproduce.
They are tenuously allied with the creature in the pit lake, Biviron. It guards their lower entrances, and in
return they regularly feed it captives.
[So what’s the
radioactive effect on the characters? I’d
say if they aren’t moving in or making a habit of visiting, probably nothing,
since it’s not that “hot.” On the other
hand, if the players are okay with their characters acquiring random mutations,
like they think they’re playing Gamma
World, go ahead and make up a table with good and bad ones. There should be some specific triggering
event, more than just wandering into the mine.]
While they patrol
and guard the mines, the Hobgoblins can’t cover every entrance or the myriad of
mine tunnels. Brave “jumpers” find ways
inside, and using Detect Magic spells or devices, find the Philosopher’s
Stones, and quickly dig them out. Being
discovered inside is nearly a death sentence, as the Hobgoblins quickly
organize to trap intruders. Escape may
be possible into the deeper mines, but even the Hobgoblins avoid those
reaches. That is the spawning ground for
mutated, unearthly creatures like Biviron.
It should be noted that other Humanoid tribes are also envious of the
Hobgoblins’ demesne and often send out forces to try and conquer it themselves.
Hobgoblins are
carnivorous, but can subsist on vegetation for a short while. They can replicate once every 6 weeks if well
fed. New Hobgoblins take two months to
mature. They are carefully nurtured as a
unit. New troops are typically sent on a
“Walkabout” the continent to prove their worth in combat and return as
veterans. Needless to say, Hobgoblins
are tough and highly disciplined.
The mine is located
in the Kakadu, a large jungle and wetlands area. It is teeming with life, so the Hobgoblins
never go hungry. They replicate often,
but their severe training process may take up to a year, with large numbers of
casualties.
Hobgoblin Soldier
HD 1+2, Hp 6 (10
Sgt), AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1,
Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M
Phalanx: Requires at least 10 Hobgoblins and an
officer to start, 1 rd to form, increases AC to 17. Archers may be behind them and gain the same
AC. Formation will be disrupted by death
of the officer or 50% losses.
The individual
Hobgoblin is only slighter braver than a Goblin, but when massed under an
officer, they become a truly fearsome foe.
Hobgoblin Officer
HD 3+2, Hp 18 (30
Captain), AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1,
Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L
The officers are
aligned along actual military lines, with an orderly chain of command. Each are responsible for a certain area and
unit of Hobgoblins.
Hobgoblin King (Gorgoo the Great)
HD 7+2, Hp 42, AC
16 (Chain Mail)
Fort +7, Ref +4,
Will +2
Melee: +1 Bastard Sword +10 to hit 1d10+4
The Hobgoblin King
is the one who holds the Great Sword. It
is an artifact passed down from the current King to his chosen successor. (Needless to say, the Hobgoblins will go to
any lengths to keep from falling out of their hands.) Gorgoo (Great is the King’s title) is a vain,
arrogant, magnificent creature. He has
held the mines from all comers and feels the Hobgoblin nation is
invincible.
Hobgoblin High Priest (Magnus)
HD 5 (d6), Hp 20,
AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4,
Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6
damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to
use)
Spell Check +5, Save Against DC 15, up to 2
failed Spellchecks/encounter
DC 13 to cast
Alarm: Wards an area for
2 hours/level.
Cause Fear: One creature
of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one
person your friend. 1 turn/level. (Will Sv)
Comprehend Languages:
You understand all spoken and written languages. 1 turn/level.
Disguise Self: Changes
your appearance. 1 turn/level.
Shield: Invisible disc
gives + 4 to AC, blocks magic missiles. Encounter.
Sleep: Puts 4 HD of
creatures into magical slumber, 1 turn. (Fort Sv)
Magic Missile: 9
impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 9 acid
damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blur: Successful attacks
miss subject 25% of the time. Encounter.
Command Undead: Undead
creature obeys your commands. 1 HD/level. (Will Sv) Forbidden spell.
Darkness: 20-ft. radius
of supernatural shadow. 1 turn/level.
Invisibility: Subject is
invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or
ranged, +4 Saving Throws vs spells. Disrupted by any hit.
Summon Monster II: Calls
2HD extraplanar creature to fight for you. Encounter. Forbidden spell. Ceremony Spell.
Web: Fills 20-ft.-radius
spread with sticky spiderwebs. Entangled 1 rd + ½ level (Ref Sv to avoid. DC 18 Str to break or
Escape Artist skill)
Magnus is the
title for the King’s wizard. He is the
King’s bodyguard and responsible for training a cadre of apprentices to carry
on the craft. The current holder of the
title is as crafty as they come. He may
be sent to spy on or disrupt any large forces moving into the mine.