Friday, October 30, 2015

Southland: Cross Defense

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)





Cross Defense
The Governor’s Estate is essentially a manor house surrounded by a stone wall.  It is not truly a defensible position.  With limited funds and with Kessla convinced of an imminent attack, this structure was simply thrown up as a quick deterrent.  It worked (along with some aggressive patrolling).  The Humanoid raiders have probed the area, but never attacked the town directly.  While Maxter lobbies Bligh for resources for a proper keep fortress, it’ll have to do.     

About 50 people can live inside (uncomfortably).  However, the estate is no one’s permanent residence, except for the horses.  Keft, Maxter, and Peyton the Butler keep offices there.  About 30 staff and troops rotate on duty at the estate, so it is never unoccupied.  Everyone actually lives outside the estate.  Maxter has a suite at the Goodly Inn, but he will stay at other places when invited.   

Cross’ Defense Company: It consists of about 60 permanent troops, including three officers (one captain, two lieutenants).  There are four squads of mercenaries who can handle formation and archery tactics.  Some are also dedicated siege weapon operators.  There is one cavalry squad, who are Regular Army (as is Captain Horgon), the Red Blade.

The mercenaries are mostly equal to Regular Army troops in abilities (though many are a bit better).  Part of their qualifications includes their “manners,” as these troops are part of the community and civic relations part of their duties.  (Characters can join this group.  Members come and go all the time creating openings.  Keft will often recruit extra troops when he is preparing an operation.)

4 Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Scatter Shot (breaks apart on impact) 4d6 damage, 20’ radius, DC 12 Ref Sv ½ damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 10’ radius, 2d6 continuing damage until extinguished, Range Max L, Min S
+4 to hit 

2 Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Scatter Bolt (splits into 4 bolts when fired) 2d8 damage each, Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S
+4 to hit

Their main duties are guarding the toll stations, Governor’s Estate, the weekly tax caravan, and various other caravans to Fort Zin.  Their other activities include patrolling the town with the Militia and the Outback near Cross.  They are also encouraged to help out with civic projects.  The locals often go directly to the troops help break up fights, catch petty thieves, hear complaints, and monitor local activity, much like regular constables. 


Figure on at least another 20 Regular Army, Frontier Service, and Rangers who are in town at any time, either on caravan assignment or off-duty.  Then there are also some adventurer types and mercenaries, like the Breakers (Six 3rd and 4th level characters of various types), loitering around.  Captain Horgon could impress all these troops into service in an emergency, along with the Wiz and Paladin Van Claire and another 50 Militia types.  (Who are the last resort as the obnoxious Dr. Dun is their leader.)

Thursday, October 29, 2015

Southland: Cross Map

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



ELEMENTS ON THE CROSS MAP

01. Common stables—1 cp a night, buys and sells horses

02. Iron Works—Can make/repair weapons, armor, and gear.

03. Traders—Buys at ½ value, sells back at ¾ value, sells other gear.

04. The Printer’s Shop—They are also a scribe service, including magic writing.  They can restore damaged books, and create official documents, like deeds.

05. Slums area—Filled with various squatters living in tents and semi-permanent houses.  These are long term prospectors, refugees from destroyed villages and caravans, those hiding from deeds and debts done in other towns, and those even just out of money.

06. Jail—Typically present will be a couple of roughnecks and a couple of guards.  (Only special prisoners get taken to the Estate dungeon.) 

07. Food Warehouse—Three stories.  Food that is seasoned and cured for storage.  (Slaughter is done out in the Stock Pen.)

08. Dock Food Sales— Mostly perishable food is kept here for quick sale.  Extra or unsold food is sold to the poor, usually at a loss.  Maxter makes up the difference.

09. Goodly Inn—Owner Lex Goodly (haughty), rooms 1 to 5 gp a night (pricey), includes meals at its great restaurant. Cullen is the Follower chef for the Goodly Inn.  Asa personally enticed his favorite cook from the Hegemony to join him in Cross.  He has a friendly (?) competition with Melville’s chef, Hall Sansar (Asa’s own son), for the best food in town.  Cullen refers to himself in the third person.  Four stories.  Maxter stays on the top floor.

10. Jeweler—Owner Jall, buys, sells, and cuts gems, 5% loans.

11. Dump/Cemetery—This is an area of absolute shame for all locals, but that doesn’t stop them from using it.  The hills outside of town are riddled with deep caverns, which (thankfully) don’t intersect with the city’s underground water supply.  Garbage is dumped down the holes.  There is a deep crypt in the same area that acts as the town cemetery.  Is there anything else besides trash and dead bodies in those caverns?

12. Coil Inn—Owner Zach Hack (prissy, but agreeable), 1 sp to 1 gp a night, no restaurant.  Three stories.

13. Wiz’s TowerThaddeus’ residence, looks like it has four stories.

14. The Round Up Bar—Basically the sheepherder’s bar, Mr. Dun is there often. He is the self-appointed (read: loudest and pushiest) spokesman for the sheepherders.  He is always sticking up for their rights and railing against “All this commotion!”  He is very proud and dignified though he looks like a bumpkin.  He also frequents town meetings with Maxter.

15. The Beastie Bar—Owner Hexer (tough guy and former sailor), a testosterone bar, frequented by the Breakers (local mercenary group, who are often employed as caravan guards), Captain Keft Horgon, Thule (Ranger), and the military.

16. The Tower—Owner Melville, waitress/entertainer Gabrielle, the best food, drink, and gossip in town.  Asa and his Cartel contacts are frequents.  The weekly town meeting is held here.  Melville Dade is a veteran of the Far Easter Isles War (Petty Officer).  He is gruff and nearly all business, but very knowledgeable about the town.  He moderates the meeting, but tends not to voice any opinions.  The attached Tower is five stories tall.

17. The Slums—Owner Slick (slimy), 1 cp a night, watch out for rats.  Four Stories.

18. Toll Station—6 guards.  Road usage tax (for entry)—wagon 5 sp, cart 1 sp, horse 2 cp, person 1 cp, small livestock 1 cp, large livestock 1 sp (military, government messengers and officials are exempt).  These taxes are as per Bligh’s guidebook. 

19. Temple of FaithPaladin Virginia Van Claire is the Head Priestess, along with four acolytes.  They minister and advise to all Faithful denominations.  Virginia is a Puritanical Immaculate, while the acolytes are of other denominations.

20. Bank—Two stories and a vault basement.  Has a private guard force of six, including a minor wizard.  Brokers keep their funds here.  They will make loans at 5% interest, as long as the applicant has physical collateral. 

The standard of currency in the Commonwealth is the Gold Sovereign (gp), and fractions thereof, Silver Sovereigns (1 gp = 10 sp) and Copper Sovereigns (1 gp = 100 cp).  Foreign currency, such as the Oriental Empire’s “Yon” or the panoply of Hegemony currencies, like the “Gir-ped,” are more common in some of the coastal cities.  There are rumors of a cache of Ancient Credits (platinum pieces, worth 10 gp each) in the vault.  One wonders where they came from.

21. House of Snax and Worm

22. Library— Sponsored by Maxter, free.  They have many works commenting on the Southland and the Ancients.  There are even a few un-translated volumes in Ancient under lock and key.  Two stories.

23. The Free Clinic—Sponsored by the temple, there are two healers on staff.  Master Healer Conrad Carson and Apprentice Healer Templeton.  Both are Revivalists.  They are on cordial relations with the Puritanical Immaculate Van Claire, but there is some competition for parishioners.  Three stories.

24. Public Hot Bath—Sponsored by Maxter, free.  Men’s and Women/Children facilities are segregated.  Two stories.

25. Casino—Run by Chance, former owner of the Bazaar.  The casino is actually not crooked, but the odds are always in the House’s favor.  Visiting military often frequent the casino.  Female companionship can also easily be had here as well, but Chance has nothing to do with it.  Chance’s extra money comes from being a part-time smuggler.  His legitimate front operation is a stall in the bazaar labeled X5.  Three stories. 

26. Theater—Run by Luther.  He is very theatrical and flamboyant and is constantly kissing up to Maxter, as he is the theater’s most generous patron.  He is the biggest (and best informed) gossip in town.  1 gp performance.  Three stories.

27. Bazaar—Owned by Asa, (X) Stalls of the brokers (# also indicates their warehouses on Roman’s Street), (A) Breads, (B) Meats, (C) Cheese, (D) Wine, (E) Animals and livestock, (F) Messenger service, (G) Exotics (including some magic), (H) Fruit, (I) Real estate, (J) Fortune telling (Rachel, Asa’s daughter), (K) Clothing, (L) Armor, (M) Arms, (N) Various Gear

Unoccupied stalls are available, 3 gp a month (including Cartel fee and Commonwealth taxes).  This would be a cheap way of establishing a legit business front.

28. Inn for Sale—500 gp fixer-upper and possibly cursed and haunted.  Figure another 100 gp for repairs, official documents and inspections, and a Cartel “Service Fee.”  Three stories.

29. Public Warehouse—Anyone can buy storage space here.  1 sp/square ft per night.  Three stories, as are the other Broker Warehouses.

30. Tree Grove—These can be random trees, large shrubs, or even a tended orchard with produce.

Unlabelled Buildings—Generally residences of one, two, up to three stories.  Some of them may operate small businesses as well (tailors and such).  Some have small gardens on the roof.  Many of them rent out extra rooms to tenants.   

Wednesday, October 28, 2015

Southland: Sample Town and Adventure Index-Cross History

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Cross Personalities
     Prince Maxter, Governor of Cross
Sample Adventure “The Thing”
     Travel
     The Ruins
     The Tomb
     Back in the Ruins and After

Cross History
The hamlet of Cross was originally started by a group of Revivalist colonists from the Commonwealth nation of Galcia.  They intended to live a simple life as sheepherders.  That town spirit actually continues on to this day.  However, the discovery of [Ref, this is up to you and where you want to place the town on the map, it could be a natural resource or a famous landmark], the town’s population has grown considerably.    

At this point, the colonial government took notice of the town and decided to install its own representative, in the form of the Marquis Kessla.  As a man of boundless ambition and few scruples, Kessla saw this miserable little assignment as his payday and a stepping stone to bigger things.  There was a small bazaar in town run by a local merchant/smuggler named Chance.  Kessla, over an evening of drinks, challenged him to a card game.  The stakes were Kessla’s posting versus Chance’s bazaar.  Chance is still convinced Kessla cheated (because he certainly did).      

Deed in hand, Kessla enticed a wealthy Hegemony merchant, Asa Sansar, to take over the bazaar’s operation, which he sold to him for 1 gp.  Asa was part of the Cartel (before Governor-General Bligh started limiting foreign investment in the colony).  While a bit expensive, the Cartel presence stabilized the town’s prices and ensured plentiful goods and easy trade. (Chance is still bearing a grudge, especially as he currently rents space in the bazaar to run his business.  He specializes in illegal trade, which means the Cartel doesn’t get a cut.  Asa covers for him, just to keep the peace.)

With some money flowing in, Kessla quickly had a small keep constructed and staffed it with Frontier Service troops.  He correctly figured that the increased traffic would bring Humanoid raiders.  The Troopers, along with local Rangers, kept these raids from hitting the town.  Kessla also had an official “road” constructed to Cross.  It’s a dirt path, but it’s a road.  (Bligh instituted the road use taxes.)   

Kessla was in the middle of planning some more civic improvements when his various under-the-table schemes caught up with him.  Nobody knows who did him in.  The Cartel?  Asa?  Chance?  Bligh?  Somebody else?  He had his fingers in the everything in the town and was taking a cut.  One day, the citizens of Cross woke up to find their governor in cuffs and being taken out of town, under Marine guard no less.  No explanation given.  He’s still sitting in a cell in Canberra, awaiting his trial.          

Into this vacuum, swept in Prince Maxter as the new governor.  Yes, that Prince Maxter, the Emperor’s half-brother!  This was an inexplicable turn of events.  Maxter (he usually dislikes any use of his title or genuflecting) insists he’s been sent to Cross in exile, and is simply here to try and make the best of things.  Nobody really believes this, but there’s no obvious evidence to the contrary.  Maxter has continued Kessla’s civic improvements, and then some, mostly using his own money.         

Maxter had the Frontier Service troopers reassigned to the new nearby Fort Zin, built to guard the road.  (They were never a good fit in this quiet little sheepherder town.)  He replaced them with a force of hand-picked mercenaries, paid for with town funds and his own.  Maxter also snagged a hero from the Norther March conflict to lead the defense company.  Captain Keft Horgon was reassigned to the Southland, along with a squad of his best cavalry troops. 

A Paladin was assigned to Cross by the Circle of Elders, just in case of undead or supernatural threats.  Said Paladin, Virginia Van Claire, was highly unhappy with this absurd, unnecessary posting (in addition to being sent to the Southland to begin with).  Maxter sympathized with her plight.  With his own funds, he set up a non-denominational-ish temple and gave her the additional duties of Head Priestess until such time as her Smite ability is needed, which she has appreciated.     

Maxter’s biggest score, in terms of personnel, has been the addition of a Master Wizard to the town, Thaddeus Marn.  He lured him to Cross with promises of aiding his Ancient research, thanks to the town’s proximity to [whatever you put Cross close to on the map].  There are likely some other promises made too, but the mere presence of a high-level wizard is invaluable, as it’s one of the few things that inherently frighten the Humanoids.  

Tuesday, October 27, 2015

Southland: Dinosaurs

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Dinosaurs


There are other types of dinosaurs present, but they would either be small nuisances or large herbivores that will run from any aggression or loud noise (use Ankylosaurus stats, AC 14, Will +0).  The ones listed here are predators or are potentially dangerous if crossed.

Allosaurus (Alice)
HD 10, Hp 78, AC 14 (Natural)
Fort +10, Ref +8, Will +5
Melee: Bite +12 to hit 2d8+7 or 2 x Claws +7 to hit 2d4+3, if both hit on same opponent, they are grappled, DC 18 Str or Escape Artist to get free, Any hit will cause the Allosaurus to also drop victim.  Otherwise, next rd, automatic Bite damage.
Tracking +5

Alice” as the locals call her is meanest of the predators.  She attacks seemingly for sport at times, leaving her prey uneaten.  Alice is hard to control as well.  She’s only afraid of “Grumpy.”  

Ankylosaurus
HD 9, Hp 72, AC 20 (Natural)
Fort +10, Ref +4, Will +4
Melee: Tail Slap +10 to hit 2d6+10
Trample +10 to hit 2d12+10, can perform this maneuver once per encounter

Armored herbivore, generally docile, but can be easily panicked by any aggression or loud noise.  They will stand their ground and fight anything smaller than themselves.

Deinonychus
HD 4+2, Hp 34, AC 16 (Natural)
Fort +8, Ref +6, Will +2
Melee: Talons +6 to hit 2d6+4
Pounce: (with Stealth check) 2 x Foreclaws +1 to hit 1d3+2 and bite +1 to hit 2d4+2, once per encounter
Stealth +4
Tracking +4

Man-sized, stalking predators that run in small packs.  Scary.

Diplodocus
HD 20, Hp 160, AC 14 (Natural)
Fort +20, Ref +0, Will +10
Melee: Tail Slap +10 to hit 4d8+10
Trample: +10 to hit 2d8+20, can use this maneuver once per encounter

Enormous herbivore, generally oblivious to commotion going on around them, however any large predator will get their attention, as will 10+ damage inflicted in 1 rd.

Elasmosaurus
HD 10+10, Hp 90, AC 13 (Natural)
Fort +15, Ref +9, Will +4
Melee: Bite +13 to hit 2d8+5
Ram: (against ships) +10 to hit, 2d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.
Stealth (in water) +5

Large aquatic hunter, long-necked with flippers (“Loch Ness Monster”).  They are capable of attacking ships, but usually start by attacking the crew on deck first.  The island is their breeding ground and they all return here to do so, even those controlled by the Gillmen.

Pteranodon
HD 5, Hp 27, AC 15 (Natural)
Fort +5, Ref +7, Will +5
Melee: Bite +5 to hit 1d6+3
Dive (Charge): +9 to hit 2d6+6, can perform this maneuver once every 2 rds

Flying predator dinosaur.  Their aeries are on various mountaintops, such as Mount Wellington outside of Hobart town and Mount Ossa in the central region.

Triceratops
HD 10, Hp 80, AC 18 (Natural)
Fort +19, Ref +9, Will +6
Melee: Gore +16 to hit 2d8+5
Charge: +10 to hit 2d8+10, can perform this maneuver once per encounter  

Armored and horned herbivore.  Triceratops will aggressively defend their turf against any predators.

Tyrannosaurus (Grumpy)
HD 12, Hp 96, AC 14 (Natural)
Fort +16, Ref +12, Will +8
Melee: Bite +20 to hit 3d6+13
Swallow: On a Natural hit, victim is pinned in mouth, DC 18 Str or Escape Artist check to escape.  Any hit will also cause the Tyrannosaurus to drop the victim.  Otherwise, swallowed next rd, 2d8+8 dam each rd.  A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12).
Tracking +6

“Grumpy” is the biggest, oldest predator on the island.  Thankfully, he sleeps in his lair most of the time, only rousing himself to feed.  He’s very hard to control, but usually only has to be awakened, and he’ll find immediately seek out and “welcome” newcomers to the island.


Of course the most feared creature on the island is the Tasmanian Dev. . . No!  No!  No!  I’m NOT doing it!  I’m NOT stat’ing a cartoon character.  This isn’t Toon!  Oh great, I’ve just shot off all my credibility.  Gone.  Wasted.  You’ve got frickin’ dinosaurs to kill characters with!  What more do you want?

Monday, October 26, 2015

Southland: Tasmania (Monster Island)

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Tasmania (Monster Island)



Seven Sisters Myth: They never visited the island, so there are no tales of them here.

You have hand it to the Ancients.  With the vast amounts of magic power at their fingertips, they were willing to try anything to increase their might.  Hence, they created a “Jurassic Park” just offshore with the intention of breeding giant monsters to do their bidding.  Tasmania was conceived as a preserve for these resurrected dinosaurs.  They would be carefully bred, maintained, and trained there and eventually brought out as an army of massive assault beasts. 

When the Ancient Civil War occurred, park management declined.  While many animals were taken out to fight, many escaped into the jungle.  Eventually, no one was in charge and the dinosaurs ruled the land.  A small cadre of Ancient rangers stayed behind to care for their creations and could do so, since they had magical devices that could control them.  If they had any long-term plans or reasons for doing so, they never panned out.  At least, Tasmania was untouched by the Catastrophe, but those on the island were then unable to return to the continent.   

This small colony would intellectually devolve over the centuries (none of them were wizards on par with the Wizard-Kings).  When Hobart and the Crossbones pirates found them, they were a degenerate, inbred cult of typical native tribesmen, except for their ability to control dinosaurs.  Their “faith” was a veneration of the beasts and keeping their habitat safe.  These ranger descendants had used their ability to keep island safe from outside intrusion, but Hobart and his men were unusually determined. 

The pirates put the cult out of their misery and delusion, albeit not for humane reasons, but to acquire their power over the dinosaurs.  They also took over the cult’s hidden base and were able to expand it into a full town.  There were a couple of survivors who fled into the wilderness, along with a control device.  Their plans are unknown, but certainly they want revenge.

Ancient Ranger (Native)
+1 Str, Con, Dex
HD 3+1 (d8), Hp 15, AC 11 (None)
Fort +4, Ref +4, Will +1
Melee: Spear +4 to hit 1d8+1
Ranged: 2 attacks/rd Short Bow +4 to hit 1d6, M
Crackshot into melee, 1 Attack
Boomerang (for capture) +4 to hit, DC 12 Fort Sv or KO 1 rd, S, returns to thrower on a miss
(Characters wanting to learn how to use one will need to see it used in action and then practice it themselves.  They will require a DC 12 Ref Sv to avoid potentially being knocked out on the return.  After making 3 such Ref saves, they will no longer need to make that Save to use it.)
Track +6
Stealth +7
First Aid Skill
Dinosaur Control Headband Skill +6 vs 10 + Dinosaur’s Will Sv, can directly control the actions of any giant monster with concentration.  With three successful controls over three days, the animal is conditioned and will follow commands without direct control.

(Their skills are elevated due to their complete familiarity with their environment and constant training.  Outside of Tasmania, they’d be normal.)

Friday, October 23, 2015

Southland: Drover's Den

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)






Drover’s Den

Seven Sisters Myth: The Sisters were lost in the desert.  They asked a series of animals for help, but none knew the way out.  Finally, they encountered a lowly ant.  He and his fellows ranged all over the land and knew it well.  They formed a chain and lead the Sisters to safety.  The Sisters made them masters of the desert and guardians of the knowledge of the Ancients. 

The land of the Giant Ants is hard to miss if you’re in the area.  The landscape of rock ant hills bears the name “Pinnacles” to describe it.  Not all of the hills are actually occupied, though they are all connected in a vast underground network.  Lines of workers can be seen bringing food to the hills.  Individuals about scavenge the area.  Drones of the hive forage as far south as Perth and Kalgoorie.  (They generally avoid the Swarmer areas, and vise-versa.)   

The Drovers are aggressively territorial.  Any known intrusion on a hill, will bring soldiers spilling out of every nearby hill, with an almost communal-like intelligence.  However, they not terribly vigilant.  Soldiers do not patrol outside the hills, and Drones generally ignore intruders, even those inside the hive.

There are individuals who have raided these tunnels.  The Drovers have a habit of grabbing and dragging precious metals and even other valuables back to their hive.  Items brought back by accident, end up in piles, which eventually clog up the tunnels and lead to the hill being abandoned.  Jumping into those hills is dangerous, but potentially lucrative.  

Giant Ant, Drone
HD 2, Hp 9, AC 17 (Natural)
Fort +3, Ref +0, Will +0
Melee: Bite +1 to hit 1d6

While numerous and scary-looking, Drones are usually oblivious to individuals and groups walking around them.  Individuals that are immobile or sleeping are in danger, however.  Drones are looking for whatever looks like food or organic matter to carry back to the hive.  They usually only attack if attacked themselves or if defending the Queen.  Drones and Soldiers both make peculiar “clacking” noise as they move about.  Individuals, and especially groups, will not be sneaking up on anybody.

Giant Ant, Soldier
HD 2+2, Hp 11, AC 17 (Natural)
Fort +4, Ref +0, Will +1
Melee: Bite +3 to hit 2d4+3
Acid Sting: On a Natural hit, DC 12 Fort Sv or painful bite, all stat bonuses go to 0 for 1 turn.  A soldier may sting once per encounter.

Nasty and aggressive defenders of the hive.  They respond to any invading threat.  However, they are seldom outside of the hive.

Giant Ant, Queen
HD 4+4, Hp 22, AC 17 (Natural)
Fort +5, Ref +0, Will +2
Melee: Bite +5 to hit 2d6+4
Ranged: Acid Spray 4d8 and -1 to non-magical worn AC, DC 18 Ref Sv for half damage and to avoid AC damage.  DC 12 Fort Sv for the Queen to attempt to use again, DC 18 for a third attempt.


There is only one “Queen” of the Drovers, buried deep in their underground hive network.  Virtually immobile, she is a gigantic slug, perpetually involved in reproducing.  Her master chamber is where all of the Giant Ants are born.  There is also an Ancient magical artifact there that is the cause of their mutation.  It is a repository of their knowledge, which includes magical spells and a comprehensive geography of the Southland landscape. 

Thursday, October 22, 2015

Southland: The Insect Kingdoms

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Insect Kingdoms
The Ancients experimented with magically mutating various insects as potential weapons.  (They had already altered other insects for useful, agricultural purposes.)  The creatures proved hard to control, and their military value was limited to a mere nuisance to the enemy.  They were mostly exterminated.  Unfortunately, three species got loose in the wild and multiplied after the Catastrophe.  Fortunately, they are confined to certain specific areas, otherwise they might be overrunning the continent.  These insects require a high concentration of radiant magic to breed and cannot expand beyond that range. 

Hiver’s Grove:





Seven Sisters Myth: Finding no succor in Pintupi, the Sisters fell faint in the fields outside the city.  A group of wasps took pity on them and brought them food and water.  Refreshed and grateful, the girls made them masters of the land around the city.

The Hivers (Giant Wasps) were created by the people of Pintupi.  Vicious and territorial, they kept the curious away from the site of the hidden city.  The magic of the cloak, and later shield, kept the mutation going.  The Wizard-King army that later laid siege to the city simply brushed them aside.  The Hivers would regroup and multiply after the Catastrophe, the area still saturated in ambient magic. 

Many hives in the area are old and empty, but recently abandoned ones may still have a giant wasp jelly substance inside.  Humans and Humanoids both find this jelly to be a delicacy with reputed enhancing properties (especially if enchanted).  It is obviously expensive, being so dangerous to gather.       

Giant Wasp
HD 2, Hp 8, AC 14 (Natural)
Fort +6, Ref +2, Will +2
Melee: Sting +6 to hit 1d6 + Poison DC 12 Fort Sv or uncon 1 turn
May inject poison once per encounter
Flight ability
Vulnerable to smoke.  They will scatter when faced with fire and smoke, at least temporarily. 

The Hivers patrol the area around the city and their hives with military-like precision and aggression.  They will immediately swarm against any intruders.  Distractions and fire with smoke are about the only ways to throw them off.  Hivers make a distinctive droning noise in flight.  A swarm of them will make an almost unbearable drone.

Swarmer Lands:


Seven Sisters Myth: The Sisters reached a magic portal held by a mad wizard.  When they asked him for passage to escape, he captured all of them, intending to have his way with them.  A tiny grasshopper saw the girls’ plight and offered to help.  He returned with a multitude of his fellows.  The wizard grabbed the prettiest sister and fled through the portal.  Grateful to the grasshoppers for freeing them, the Sisters made them masters of the land around the portal.

The Kalbarri region in western Southland could be decent farmland.  Unfortunately, the area is routinely denuded of vegetation by swarms of Giant Locusts, nicknamed “Swarmers.”  There is always at least a small population (only numbering in the hundreds) located around the KalbarriPortal.  [Wait a minute.  Doesn’t that entry include a different myth for the same place?  Yes, it does.  That’s how myths are, multiple and conflicting.]  It is their breeding ground.  As soon as the vegetation begins to recover in the surrounding area, the Swarmers multiply into the thousands and begin to feed.  A few will come as far south as Perth and Kalgoorie, but never in great numbers.  Their lifecycle is effectively chained to the Portal.

Giant Locust
HD 3, Hp 12, AC 18 (Natural)
Fort +6, Ref +3, Will +2
Melee: Bite +7 to hit 2d6
Jump +7 to hit, if two or more Locusts jump into an opponent in the same rd, the opponent is knocked down.  Swarmers can jump very high and far.
Ranged: Sticky Spit DC 12 Ref Sv or held in place, DC 18 Str or Escape Artist to get free.  Weakens after 1 turn to DC 12, dissolves after 2 turns.  A Giant Locust may do this once per encounter.  Usually used on prone opponents, it will then attempt to eat the hapless victim.

The Swarmers aren’t really aggressive, unless they are swarming to feed, in which case, anything organic is in trouble.  Swarmers in a somewhat passive state can still be dangerous if they are stirred up unnecessarily.  While not noisy individually, a group of Swarmers on the move will make a distinctive hum.  

Wednesday, October 21, 2015

Southland: Stone City Residents

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Stone City Residents


Weeping Ancients
HD 2+2, Hp 11, AC 17* (Natural, Magic to hit), Enhanced Init +4
Fort +4, Ref –1, Will +0
Melee: Slam +5 to hit 1d6+4 + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp
Ranged: Stunning Glance DC 18 Will Sv or Stunned 1 rd, may be used on an opponent once per encounter, C range.  While stunned, the Weeping Ancient will immediately attempt an Energy Drain.
Mirror Bane: If presented with a mirror while attempting to use their Stunning Glance, the Weeping Ancient must make a DC 12 Will Sv or be stunned themselves for 1 rd.   

Many of the city’s inhabitants are, of course, statues.  The streets and buildings are filled with them.  Some of the statues are posed with their hands covering their faces in the act of weeping.  Some of them aren’t statues.  Technically, they are haunted Earth Elementals, and they have a decided taste for feeding on human lifeforces.  While they can remain perfectly motionless, they are lightning quick when moving.  Thankfully, they tend not to move far and won’t pursue runners.  (Of course, there’s so many of them in the city, you’re probably running towards another nearby group.)     

Banshee
HD 7 (d12), Hp 30, AC 14* (Natural, Magic to hit)
Fort +2, Ref +2, Will +5
Melee: Chilling touch +7 to hit 1d8 + Stun 1 rd
Causes Fear: Upon initial appearance, DC 12 Will Sv, flee for 1 turn, once per encounter
Death Wail: DC 12 Fort Sv, drops victim to -1 hp (stabilizing rules apply), may effect one person, may use once per encounter.  If the victim survives, their hair turns permanently white.  (They typically prefer to use this ability on Stunned opponents.)
Flight ability

Translucent undead females.  (If you’re using Demi-humans, they’re Elvish.)  While they’re a world away, these ghost creatures resemble the particular haunting spirits of Fantasy Ireland (not part of the Commonwealth, by the way).  These Banshees are not imports though, they are the unquiet dead of the city. 

These women were part of a mystical cult that instituted a ward pact during the destruction of their city, dooming themselves to haunt it.  Packs of these undead creatures scour the city at night to kill any living person they find.  There is a defiled temple somewhere in the city that is their origin point.  Were that consecrated, that might finally put them to rest.  Their powers do not effect the Weeping Ancients or Argula, and vice versa.    

There are other Ghosts inhabiting the city.  Their dispositions tend to be less combative than the Banshees.  (Indeed, they find them quite unsettling as well.)  There are also reports of furtive “Mystery” creatures who somehow survive in the city against all odds.  Who they are, how they live, and where are unknown.       

Also part of the city’s population are the Hivers, Giant Wasps.  There is a colony of them surrounding the city.  Their aggressive nature towards intruders and their natural droning sound when attacking serve as an early warning system for Argula, the Weeping Ancients, and the Banshees.

[Disclaimer: This site, including the insect mounds, is called Litchfield.  The rock formations are called “The Lost City.”  Since, there’s already a “Lost City” in this setting, I changed the name.  Pintupi is an Aboriginal tribe name.  The giant hives are actually magnetic termite mounds.]

Tuesday, October 20, 2015

Southland: Argula

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Argula (Dracolisk)
HD 7, Hp 56, AC 16* (Natural, Anyone making a successful melee hit on the Dracolisk with a non-magical weapon must make an immediate DC 12 Fort Sv or be turned to stone)
Fort +7, Ref +4, Will +7
Melee: 3 attacks/rd, Bite + 7 to hit 3d4 and 2 x Claw +7 to hit 1d6 each, any hit also requires a DC 12 Fort Sv or be turned to stone (just one Save if hit multiple times in a rd).  Argula’s petrifaction is a willful act, he can bite and be touched without necessarily causing the opponent to be turned to stone. 
Ranged: Acid Spray 4d6 and -1 to non-magical AC, ½ dam with DC 18 Ref Sv. DC 12 Fort Sv to attempt to breathe again, DC 18 for a third time in an encounter.
Petrifying Vision: Everyone within S range must make a DC 12 Fort Sv or be turned to stone.  This power can be used once per encounter.
Flight ability

Argula is a cruel wyrm, preening with pride.  Not only is he a dragon, but a unique, one-of-kind one as well, and he single-handedly destroyed the city (albeit against a bunch of pacifists).  With the sudden end of the war, Argula was at loose ends without his master’s direction and decided to settle in the city.  He ranges over 100’ mile range, killing large livestock, Humanoids, and the occasional human traveler for food.

Still, the dragon is a bit lonely.  While he doesn’t take well to uninvited visitors in his city, Argula has been known to chat pleasantly (as much as an egomaniac is capable).  This might happen if he’s been recently well fed and already petrified someone that day.  He usually sleeps at night.  (Given the city’s other inhabitants, he can sleep soundly.)  His lair is unknown.  Argula is aware of other dragons in the Southland (including sleeping ones), but they have all shunned him.

(If you want to put in a bunch of Basilisks, Medusae, Cockatrice, and Gorgons in the city too, go ahead.  Your players will hate you and derail your adventure on purpose for it.  I’m thinking mirrored armor.)

Monday, October 19, 2015

Southland: Stone City

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Stone City (Ancient-Pintupi)





[In this area you can drop in your favorite lost city map.]

Seven Sisters Myth: The Sisters came to this hidden city begging for food and water, but were turned away for fear they would be destroyed in the war if discovered.  The Sisters cursed it to stand forever.

Most Ancient cities were built up using magic.  Another side effect of the Catastrophe is that it collapsed nearly all of their structures.  Nearly all of the grand Ancient civilization has essentially been reduced to dust, which is why there are so few above ground ruins to explore.  There is only one known standing Ancient city.  Its location is well-known, and it’s even un-plundered.  Of course, there’s a reason for that.

Pintupi was a secret refuge for those not wanting to fight in the Civil War.  (If you’re using Demi-humans in this setting, this could be an Elvish city.)  The city was hidden by a powerful magical cloak.  It was small and unimportant enough to escape anyone’s attention.  Anyone inside was not allowed to leave, yet somehow word got out.  At first, anyone who found Pintupi, in spite of the cloak, was allowed in, but not out.  A steady stream quickly became a flood and city became way overpopulated.  Pintupi refused any further refugees and finally turned their cloak into a shield.

It was too late to pretend to be a secret anyway.  A Wizard-King army soon came and laid siege to it.  They found its shield nearly impenetrable, but not completely.  They opened up a hole just big enough to admit one of their special creations, Argula the Dracolisk.  Against a garrison of warriors and wizards, Argula by himself, wouldn’t have lasted long, but against a city of unarmed pacifists, the inhabitants quickly became victims, stoned victims.     

Argula found the magical device powering the shield and deactivated it, as per orders.  The Wizard-Kings immediately stormed inside, took possession of it, and fled back to Circumsphere with their own ideas about how to modify it.  Argula was left behind to hold the city.  He proceed to eliminate anyone else living inside and even took to petrifying the buildings in boredom (though the contents within them would be untouched).  Argula would still be sitting on the rocks, awaiting orders, when the Catastrophe finally ended the war a short while later. 

Friday, October 16, 2015

Southland: Master Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Master Demons and Devils
These creatures are the overlords of the minor demons.  They are generally the ones with the brains and some courage (but no heart).

Erinyes (Devil)
HD 9, Hp 72, AC 19* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +11, Ref +11, Will +10
Melee: 2 attacks/rd Longsword +14/+9 to hit 1d8+5
Ranged: 2 attacks/rd +1 Flaming Composite Longbow +15/+10 to hit 1d8+6 +1d6 fire/rd until smothered  
Or Rope +14 to hit, DC 18 Str or Escape Artist or Entangled (generally used to capture opponents)

Teleport: Used to escape
Summon: 1d4 minor demons, 50% chance of success, once per day
True Seeing: Never fooled by illusions or invisibility

Female hunters, typically relying on ranged attacks and calling in minor demons to engage in melee.  They have a natural enmity with the glamorously beautiful Succubae and hideous Hags.  

Chain Devil (Kyton)
HD 8, Hp 64, AC 18* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +8, Will +6
Melee: 2 attacks/rd Chains +10 to hit 2d4+2, on Natural hit foe is also knocked down

Typical bully of minor demons and torturer. 

Babau (Demon)
HD 7, Hp 56, AC 17* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Protective Slime-destroys any non-magical melee weapon that hits, Enhanced Init +3
Fort +10, Ref +6, Will +6
Melee: 3 attacks/rd 2 X Claws +12 to hit 1d6+5 and Bite +7 to hit 1d6+2

Stealth +7
Summon: Another Babau 40%, 1d4 minor demons 60%, once per day
Teleport: Used to escape
Darkness: Used to hide before attack
See Invisible  

Typically used for assassinating foes.

Hag (Demon)
HD 7, Hp 45, AC 17* (Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Initiative +3
Fort +6, Ref +6, Will +6
Melee: Claw +13 melee 1d6+7
Stealth +7
Mind Control: DC 18 Will Sv or controlled for 1d4 rds, can be attempted on an opponent once per encounter, can control one victim at a time, the Hag will lose control if hit by an attack
Disguise Self: At will.  This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Hag is injured, DC 18 Will Sv to maintain disguise.
Fog Cloud: At will

Hags are often sent on infiltration and abduction tasks.  They hate Succubae and highly dislike Erinyes to the point they’d sabotage the mountain’s defenses if they could implicate either of them in the process.    

The General (Hezrou Demon)
HD 10+20, Hp 100, AC 20* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +16, Ref +7, Will +9
Melee: 3 attacks/rd Bite +14 to hit 4d4+5 and 2 X Claws +9 to hit 1d8+2
If both Claws hit the same opponent in a rd, they are grappled.  DC 18 Str or Escape Artist to get free or next rd, automatic Bite damage.  Will drop victim if successfully attacked
Stench: Produced in combat, DC 18 Fort Sv to everyone in C range or Sickened 1 turn (all Bonuses go to 0), other demons are not immune to this
Teleport: Used to escape
Summon: 60% another master demon, 80% 1d4 minor demons, once per day True Seeing: Never fooled by illusions or invisibility

He’s crazy.  He’s a sociopathic, brooding mad man.  The General rules by fear, pure and simple.  His motivations are to live another day, hold the fortress, and to destroy anyone (human or demon) that gets in his way.  There’s little subtly to the General’s tactics in personal combat, he simply uses his high AC and Hp and superior melee abilities to eviscerate his foes. 

Thursday, October 15, 2015

Southland: Minor Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Minor Demons and Devils
[Disclaimer: The usual D&D mythology puts demons and devils at each other’s throats as bitter enemies.  I’m not actively using that here, as I don’t see that much difference between the two.  Perhaps devils could be seen as having better, more “noble” breeding.  Hells Gate could be seen a refuge of sorts for some, fleeing their tyrannical masters and their species’ pointless, unending wars.  Certainly there could still be some antagonism between the groups here that could be used to the characters’ advantage.]

These minor creatures are numerous, but generally disorganized and even prone to fighting one another.  They’ll flee from more powerful opposition unless a higher demon is present.  Only the harsh discipline of their masters keeps them in line.

Hellcat (Bezekira, Devil)
HD 4, Hp 32, AC 14* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +5, Ref +6, Will +4
Melee: 3 attacks/rd, 2 X Claws +7 to hit 1d8+3 and Bite +4 to hit 2d8+3
Stealth +4

Stalking predator.  Usually found in patrolling packs.

Breaded Devil (Barbazu)
HD 6, Hp 45, AC 16* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +7, Will +5
Melee: 2 attacks/rd Glaive +9/+4 to hit 1d10+3 + Infernal Wound DC 18 Fort Sv or bleed 2 hp/rd until treated by magic healing

Typical frontline, melee warrior.  The Glaive is magical.  If used by a character, it requires a DC 12 Will Sv or the character becomes possessed.  Also requires +2 Str and Con to wield.

Dretch
HD 2+4, Hp 13, AC 12* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +3, Will +3
Melee: 3 attacks/rd 2 X Claws +4 to hit 1d6+1 and Bite +2 to hit 1d4

Mindless, throwaway troops used to soften up and harass enemies.

Quasit
HD 3, Hp 13, AC 13* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +6, Will +4
Melee: 3 attacks/rd 2 X Claws +8 to hit 1d3–1 + Poison DC 12 Fort Sv or 0 Bonuses 1 turn and Bite +3 to hit 1d4–1
Invisibility at will-Must become visible to attack.  0 bonuses to hit and +4 to Saves while invisible, if hit, Quasit immediately becomes visible for 1 turn

Used to weaken and spy on foes.  Will usually run from combat.

Succubus
HD 6+6, Hp 33, AC 16* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: 2 attacks/rd Claws +7 to hit 1d6+1, if both Claws hit opponent they are also stunned, will attempt immediate energy drain.   
Energy Drain Kiss: Used on any stunned opponent, DC 18 Will Sv or lose 1d4 Negative Hp.  The Succubus is functionally helpless while engaged in the act.
Charm: If not engaged in combat, DC 18 Will Sv for victim to resist.  May be attempted once on an individual per encounter.  Can control one person at a time for 1d4 rds. 
Summon 1d4 minor demons, 30% chance of success, once per day
Flight: Has ethereal wings

Not all of Hells Gate defenses are overt.  Groups of Succubae are stationed to attempt to charm would be intruders.  If nothing else, they are gregarious creatures, preferring willing victims for energy draining.  Succubae are generally despised by master demons, especially female ones, as they are completely self absorbed.  It is not unheard of that they’ll even betray their own kind to powerful opponents in return for their own lives and with a kiss to seal the bargain. 

Spider Demon
HD 6, Hp 24, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +2, Will +2
Melee: Bite 2 att, +6 to hit 1d8 each + Poison (DC 12 Fort Sv, unconsciousness immediately, 1 + Con bonus days to live, unless a venom antidote is found).
Web: 20’ area, DC 12 Ref Sv to avoid, DC 18 Str or Escape Artist to get free (can also be cut loose in 2 rds), otherwise held for 1 turn, can be used up to 3 X in an encounter, used for capture

A half-human/half-giant spider.  Usually lairs in a concealed area to act as a guard. 

Ogre Mage
HD 5+15, Hp 37, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +7, Ref +1, Will +3
Melee: Greatsword +7 to hit 3d6+7
Ranged: Longbow +2 to hit 2d6
Flight: At will
Darkness and Invisibility at will, but must become visible to attack (0 BAB to hit while invisible)
Once a day spells, automatic success casting
Charm Person: DC 15 Will Sv, 1 day
Ice Blast: Hail deals 3d8 freezing damage. DC 15 Ref Sv
Gaseous Form: Used for escape
Polymorph: (into an object or harmless, small animal) 1 day, DC 15 Will Sv
Sleep: Puts 4 HD of creatures into magical slumber 1 turn, DC 15 Fort Sv
Summon: 1d4 Oni, 50% chance of success, once per day

An import from the Oriental Empire.  These are ambassadors and advisors sent by their master demon, Yomi, to the General of Hells Gate.  The nature of this alliance is unknown.  Perhaps it mirrors the relationship between the Commonwealth and the Empire, with these demons trying subtly undermine the current rulers.  These Ogres are intelligent, gentile, and well dressed.  They pick their fights carefully.  Unlike the other demons at Hells Gate, Ogre Mages and their Oni servants can come and go from the keep.  However, their influence and the time they can spend manifested outside of the fortress roaming the Southland appears to be very limited.

Oni
HD 3, Hp 20, AC 15* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore Attack charge 1d8x2, once per encounter
Ranged: Fire Blast 3d6 fire damage, DC 12 Ref Sv, ½ dam
Lightning Bolt: 3d6 electrical damage, DC 12 Ref Sv, ½ dam

Shapechange: At will, any humanoid form.  As the Oni is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means.  However, if physically harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.
Telepathy: At will, read minds
Gaseous Form: At will
Teleport: Once per day, line of sight.

Also from the Oriental Empire .  Horned, minor demons.  Oni come in many different, bright colors with varying powers and abilities.  These are attendants for Ogre Mage ambassadors and advisors and are their personal troops.