Thursday, May 9, 2013

Expedition to the Doomed Peaks--Level One-Part 1


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventure Index

LEVEL 1: RESIDENTIAL DECK
Part One

Player Map


Ref Map



The lobby of this level is bathed in a low, blue light. This is a bad thing because the group will see that it’s swarming with zombies. This is who the group will get its guns and armor from, but sheer numbers are going to wear the characters down if they engage them every time.

1-Entry (0 XP): If this adventure is being used as the top levels of the original, then the characters have somehow gotten into the top of the elevator shaft just inside the entrance. (The other three shafts do not connect.) They’ve climbed up and found shaft doors ajar. (These are the first class accommodations, as opposed to the steerage class below, so they’re normally locked.)

Used independently of the original, the open elevator shaft is visible from the floor of a cave in the mountains. There is already a rope leading down from it. (Yes, the characters aren’t going to be the first ones in. Here’s where your potential replacement characters came from. Don’t worry, they haven’t killed and plundered everything.)

If you’re playing this as a mega-dungeon, then the characters can come and go as they please. However, the rest of this adventure assumes that as the characters exit the shaft, a sphincter hatch closes behind them. It is sealed with a force field and impenetrable. The characters are trapped. From here, comparisons with the original cease, and things only get worse for the characters.


2-Common (0 XP): On the outside of the elevator shaft is a map of the level, which may be roughly copied in 1 turn. Also on the outside is a thin, rectangular slot along with a diagram showing a person slipping a card into it to open the doors (this is important for later).

Once the characters have all entered (and are trapped), they should hear a voice in their heads (in their own language). It is a booming, taunting voice welcoming them to the ship and hoping their stay will be pleasant. Should the characters wish to come up for a visit, they merely need to locate the Yeoman Purser, and he will give the characters access to the upper levels. Enjoy your stay.

The Common area is lit by an eerie blue glow from the flickering illusionary fountains. There are the subtle sounds of birds and gushing water. The floor is a somewhat dingy ceramic mosaic over a metallic deck. There are dead potted plants all around the platform. Once the characters eyes have adjusted to light or gotten their torches or lanterns going, they suddenly notice the whole Common area is littered with dead human bodies.

Roll on the Random Zombie Respawn table (at the end of this level description) to see how many and what kind of Zombies activate in the characters’ presence. They attack mindlessly and will not pursue the characters if they enter a room. Zombies in the rooms do not respawn, only those in the Common area.

If the characters kill all of the Zombies in the Common area and loiter around, roll on the Respawn table after 1 turn. Every time the group re-enters the Common area (assuming at least 1 turn away), roll again on the Respawn table. Disregard Zombies left alive (Alive? Not dead? Whatever) from the previous Respawn and replace them with a fresh roll. Industrious characters will want to search the bodies of killed Zombies. In addition to whatever weapon they are wielding, roll on the Zombie Random Gear table to see what else they have.

During any battle with Zombies, some will probably be using some type of firearm. At least once during any firefight, one of the Zombies should stop fighting and reload. Roll 1d4, reload on a 1, but only do this for 1 Zombie combatant per rd, not all of them. Seeing these actions allows the characters a better chance of figuring out how to use guns themselves. After the characters learn how to use firearms, it should also be demonstrated that the modern armor the Zombies have provides some protection against gunfire. (They’ll have already figured out that their archaic armor isn’t.) This operation will be covered at the end of this level description.


3-Exit Elevator (3 XP): The other four spaces on the platform are support pillars. The Exit Elevator is like the entry elevator, however the rectangular card slot is glowing. Once the proper key card is inserted inside the slot, the doors open with a ding. The voice in the head returns and tells the group to await service from the doorman. In this case, the doorman is the Floater demon. The group will hear an ominous hissing sound coming from shaft. It will immediately attack the first person entering the shaft and then exit to fight everyone. This would also be a great time for the Zombies in the Common to start respawning.

The inside of the shaft has two sets of handles going up 25’ that can be used to climb up to the next level, where the elevator doors are standing open. When the ship was fully functioning, the elevator shaft was an anti-gravity area and the handles moved up and down. Grabbing a handle allowed the user to be pulled along and float to the desired level.





Wednesday, May 8, 2013

Expedition to the Doomed Peaks--Intro


Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Level 1: Residential Deck Part 1, Part 2, Part 3, Part 4, Part 5
Level 2: Crew Deck Part 1, Part 2, Part 3, Part 4
Level 3: Computer Operations Part 1, Part 2
Level 4: Command Deck Part 1, Part 2
Monsters Index
Extra Adventurers Part 1, Part 2
Original Maps


INTRODUCTION

First, I’m totally carpet bagging on the name of a classic D&D module. (I’ve seen the Wizards’ “Return Expedition To The Barrier Peaks” article, and am basically ignoring it, along with most of the original material.) Realistically, the only similarities between this and that is the basic premise of a group of fantasy warriors entering a spherical spaceship looking for interesting plunder. This is an adventure for probably five or six characters of 6th to 8th level. (The sample adventurers provided at the end are all 7th level, but are somewhat under-optimized.) You should probably have a few extra characters lying around as replacements. (Ref’s may also allow friendly Androids to be played by character-less players.)

Second, I did not create the maps for this adventure. They are photocopies from a book I had over 20 years ago, which I no longer own. I’d attribute them correctly if I had any recollection of the title of the book. If anyone knows, I’ll put in the reference, or if the proper owner wants them taken down, I will be accommodating (and replace them with something else). The only thing I remember about the book is that it was terrible, except for these layouts.

UPDATE: Found the book: The Handbook for Space Pioneers.  I ran into it at a used bookstore.  Heck, it might have even been the one I owned that I traded in for credit.

Where does this adventure fit in with the original? I sort of envision these four levels as being the top levels of the spaceship. Somehow the characters are able to get up one of the elevator tubes and get into them. This has the enticing proposition of making Expedition to the Barrier Peaks a true 10 level mega-dungeon.

Thematically however, these levels are not really compatible. As quickly as the first encounter, the players will likely discern the real inspiration for this adventure, the computer game, Doom. (Yes, there is virtually nothing that will be posted here that will have any originality.) There’s really little in common between the two (but don’t be surprised by a couple familiar faces), so perhaps this is actually another part of the ship crashed nearby. At least the process of figuring out the technology has been vastly simplified, in order to get on with the game.

Put whatever backstory you need in order to get the characters inside. It won’t matter once they’re in. The backstory of the spaceship is also irrelevant to this adventure (just like the original). Enterprising Refs are free to add one if they really want to, but it’s going to be pretty self-evident what’s happened. The players should be too busy with other tasks to wonder why it’s happened.

Unlike the original adventure (but more in keeping with this adventure’s actual inspiration), the players will feel some pressure to keep moving and to exit levels as quickly as possible. Enterprising Refs once again may choose to instead slow the pace down and fill each space in with interesting encounters. This would be more in keeping with making this part of a mega-dungeon.

This adventure will also work with Pulp Fantasy Core. The characters should be fairly experienced and well upgraded before tackling this adventure though. Being familiar with firearms, they will only need a DC 12 Int check to figure out how to reload any guns found inside. It will still be fairly unlikely that any of them can figure out the computers inside (and translation will be necessary). DC 18 (+3 Int bonus minimum) to make some basic query or operation.

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.

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




Baseball Journal 5-6-13


It was a momentous weekend in sports. The gay NBA player, Jason Collins, won the MVP award and the league renamed itself the GayBA in his honor. LeBron James was inconsolable. It was almost like he’d won the award, but not unanimously and ESPN spent the day complaining about it. (The way the sports media covers MVP awards, you’d they came with a sash and a crown, as the recipient walks down a runway, waving and crying.)

In NASCAR, fans in the stands at Tallagdega, braved heavy rains and hail during a three and half hour delay to watch 50 laps of single file racing. Home viewers had it no better, as they were forced to endure three commercial breaks inside of 15 minutes when racing resumed. There was a high-degree of tension about the weather and on-coming darkness. The drivers had to turn on their headlights. (Ahem.) However, there was a second “Big One,” that wrecked a good deal of the field and David Ragan, against all odds (you were better off betting the longshot at the Kentucky Derby, where there was also lots of rain), won the race to stick it to all the dominating big teams. So, everyone went home happy.

In much less important sporting news, Fox has cancelled next week’s Saturday baseball game to instead broadcast European soccer. Here’s where I wish that I was just making a sarcastic joke. [Explicative Fox Sports!] Will I watch? Perhaps there’s something about this sport, where half the matches end in ties (many times, nil-nil), that I’ve been blind to. Perhaps I could watch and be inspired to write an amusing piece of satire about it. Perhaps I’ll wait to turn on the TV until the NASCAR Darlington race comes on later in the evening, and then write an amusing piece satire about that. Who cares?

Oh wait, I should mention some baseball, since that’s what it says in the heading. This weekend, Fox Sports treated us in the West region to our third Angel game of this young season. (And there’ll be another one after the soccer break.) I used to think their regional coverage was bad when they just rotated between four different western teams. Now it’s down to one! (Still better than their coverage strategy a couple of years ago where they showed the Yankees vs. the Red Sox every other week.) So, another game at the Big A-Hole to see Albert Pus-Hole and Angels lose (as Josh Hamilton continues to suck). Maybe I shouldn’t complain.

Yes, the Rangers also swept out the Red Sox. That was nice. The Dodgers are swept out by the Giants, twice by walk-off home runs. (Heh, heh, heh.) I only got to hear bits and pieces of any these games on the radio.

There was a decidedly Mexican flavor at Wrigley Field in Chicago for the ballgame on Cinco de Mayo Sunday. The Windy City became . . . well, still windy, but for this day we attribute it to flatulence from refried beans. Outside the ballpark, a Mariachi band played for the crowd. (The usual Dixieland jazz band was also there.) “La Bomba” was played during the Fan Cam segment. Out in the bleachers were several people were dressed in sombreros, big fake, mustaches, and colorful panchos. (DHS later picked up these people for sneaking into the game illegally.)

Okay! Time out! J, I know you’re upset about baseball being replaced by soccer this weekend, but stop taking it out on everybody!

It was a good-looking, happy crowd and bleachers were full, and by and large deserted by the 7th inning as the Cubs were clearly going down to defeat, 7-4 to Reds in the end. There were some highlights. Gary Sinise leading the crowd in a spirited rendition of “Take Me Out to the Ballgame.” Shin Soo Choo taking a deflected flyball off his face and then having the trainer basically tell him to “walk it off.” And then Len Kasper mentioning Dave Stewart’s pitching stats and then casually dropping in how great he was with the Eurythmics. A couple of minutes later, the studio guys then played a snippet of “Sweet Dreams.” It was that kind of game. If you’re a Cubs fan, I’d get used to it for this season.



Friday, May 3, 2013

Fantasy Core Ireland--Adventure NPC & Monsters 5


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

Adventure Index
NPC & Monster Index

The Enchanted Glade (around Lough Derg Lake)

Unlike most entrances to the Otherworld, this place is actually fairly easy to get into (getting out may be problem). The entrance is a clearing with an arch made of trees, and it moves around the Lough Derg Lake area, but simply wandering around, calling out the name of any of the Sisters, is usually enough to stumble onto it. (They might even see someone and invite them in, or someone could accidentally wander in.) The glade inside is a perfect, garden-like glade in perpetual twilight.

This is the home of the Sisters, a family of fantastically beautiful Fey women. They are rather wanton with fairly voracious sexual appetites, however they are all quite intelligent (if slightly demented) and normally have more going on than just their love lives. Namely, the girls are all in competition with one another and often are running various schemes to either upstage or embarrass one another. (Picture Downton Abbey but with Marsha, Jan, and Cindy as the ladies.)

Bards, poets, writers, troubadours, and others are often frequenting the area for “inspiration” and such. These suitors are often pawns for the girls, in addition to being a clearinghouse for all the local gossip of the area. (Though they do not know what happened to Elise.) All the girls have a trophy room with trinkets and tokens taken from their favorite and most famous lovers (and unfortunately a few headstones marking their final resting places). Take note that their charm ability needs to be saved against only if it’s being resisted. By and large, most seeing any of the Sisters, serve them willingly, in hopes of future favors.

Attacking or mortally insulting any of the Sisters is a bad idea. They can force anyone out of the Glade at will (DC 18 Will Sv to stay) and can keep them out permanently. Further, they’ll all seek vengeance via their proxies (they can even leave their domain at night themselves), until death or appeasement is made. This is one of the few things that will bring them all together. Killing one of them, will bring a Fey hoard, lead by someone like Prince Alex, down on the offenders’ heads (captured alive for a trial and a death sentence in the Otherworld Fey Court). This has happened before. The Sisters will choose another beautiful woman (either mortal or Fey) as a replacement and make her one of them.


Dryad (Lady Di)
Curvy and well-endowed, her deep brown hair is usually worn piled up. She’s usually wearing a low-cut dress of woven natural materials, generously revealing up the sides.

The whiney middle sister, always complaining about her sisters getting all the good magical gifts and good looks. Di flatters easily. Her palace is a thicket of trees with small birds and animals as servants.

HD 4d6, Hp 24, AC 17 *Magic to hit
Fort +3, Ref +8, Will +6
Melee: + 1 Magic Dagger +6 to hit 1d4 + Stun 1 rd
Ranged: +1 Magic Longbow +7 to hit ranged 1d8 + Stun 1 rd


Treant (Milton)
Di’s gruff guardian tree and butler. He will defend her to the death.

HD 7d8+35, Hp 66, AC 19* (10 vs. Fire, which does x2 damage)
Fort +10, Ref +1, Will +7
Melee: Slam +12 to hit 2d6+9


Nixie (Lady Nyx)
Lithe, innocent looking, pale skinned with curly silver hair. Usually wears a diaphanous, mesh gown.

The precocious little sister. Quite the romantic, she is forever searching for true love (but occasionally accidentally drowns her Prince Charmings). Her palace is underwater with attendant fish.

HD 3, Hp 18, AC 12* Magic to hit
Fort +4, Ref +6, Will +6
Melee: +1 Magic Trident +3 to hit 1d6+1
Or causes no damage, but Charm DC 16 Will Sv, Lasts 1 turn.

Charm (touch on skin) DC 14 Will Sv. Lasts 1 turn. May be used at will.
Water breathing kiss. Lasts 1 hour. May be used at will.
Afraid of fire and bright light.


Nymph (Lady Nim)
Long-haired blonde of perfect proportions. Usually wearing a tasteful long, white gown.

The glamorous oldest sister. Dashingly vain and haughty, and also pretty smart (though usually plays at being totally frivolous). Her palace appears as a glass structure with cloud-like servants. Nim owns the still beating heart of Jack Keening (Mara, the witch’s husband), kept in a glass case in the trophy room of her palace.

HD 6d6, Hp 36, AC 17* Magic to hit
Fort +7, Ref +12, Will +12
Melee: +1 Magic Dagger +6 to hit 1d4+1 and paralyze 1 turn DC 12 Fort Sv

Blinding Beauty DC 17 Fort Sv, blinded 1 day, may use once per encounter on a single person.
Stunning Glance DC 17 Fort Sv, all within 30’ stunned 2 rds, encounter
Her tears can be used as a love potion (DC 18 Will Sv), 1 day







Thursday, May 2, 2013

Fantasy Core Ireland--Adventure NPC & Monsters 4


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

Adventure Index
NPC & Monster Index


Sean Robins

Rougishly good-looking young man in his 30’s.

Sean seems friendly and pleasant enough. He is the preeminent dispenser gossip and information in the area, usually to his advantage. Few willfully irritate him. Even the Sisters in the Glade are forced to deal with him on a somewhat respectful basis. Sean is normally working some scam to make himself look good and to embarrass his enemies.

5th level Bard, Hp 20, AC 13 (leather)
Fort +1 Ref +3 Will +5
Melee: +1 Magic Rapier (Zing) +5 to hit 1d6+1 (This was a gift from one of the Fey Sisters in the Enchanted Glade, Nim.)
Ranged: Pistol Crossbow +4 to hit 1d4 + poison DC 12 Fort sv or uncon. 1 turn

Fast Talk, Haggle, Intimidate (Psychologically) +7, Charm +7
Musical Charm and Rally skills +7.
A bard's musical ability may also counteract song attacks and might even pacify creatures under certain circumstances (the Ref is given complete discretion on this). DC is 10 + HD.
Knowledge skill: +5, DC 12 minor factoid, DC 18 very specific. This skill is good for general area rumors, trivia, personalities, and gossip, not anything scholarly.


Norse Raider (Berserker)
A typical small band looking for some easy looting, probably drunk as well. War leaders would be full Barbarians of 3rd level and up.

HD 1+1 (2+1), Hp 7 (Hp 13 Jarls), AC 12 (leather and shield)
Fort +2, Ref +0, Will +0, (Fort +3, Ref +0, Will +0)
Melee: Battleaxe +2 to hit (+3) 1d8+1


Prince Alex
Of the Fey Royal Court

Though he appears to be a courteous, willowy, foppish dandy, Alex is the most dangerous potential foe on this list. Thankfully, most of his attention and schemes are focused on building up his influence in the Fey Court in the Otherworld. If he is in the mortal realm, it is usually to clean up or deal with somebody else’s mess. This is part of his royal duties, though he is not adverse to subcontracting out lesser tasks to, say adventurous mortals. Elise was Alex’s sister, and he has nearly despaired of discovering her fate after all these years. If he does, his vengeance against the O’Gradys and Kavanaghs will be terrible.

8th level Arcane Ranger, Hp 48, AC 17 (+2 magic Elvish chain mail)
Fort +2, Ref +7, Will +6
Melee: +2 Magic Rapier (Slasher) +10 to hit 1d6+4
Ranged: +3 Magic Longbow (Striker) +13 to hit 1d8+7

Spells: Alex has a full complement of spells up to 4th level (a full elf can access higher spell levels than a half-elf), though he shies away from offensive spells. These would be the most typical used in combat.
Charm Person: 4 turns (To cast +7 DC 13, Will Sv 16)
Charm Monster: Encounter (To cast +7 DC 16, Will Sv 16)
Shield: +4 to AC, blocks all missiles and magic missiles, Encounter (To cast +7 DC 13)
Greater Invisibility: May attack while invisible (0 BAB for any attacker to hit) (To cast +7 DC 16)
Fly: 8 turns (To cast +7 DC 15)
Displacement: 50% of hits, miss, Encounter (To cast +7 DC 16)
Fireball: 4d8 fire damage, 20-ft. radius. (To cast +7 DC 15, Ref Sv 16 for ½ damage)

+6 Stealth skill, +5 Tracking skill, First Aid skill


Elvish Warrior
These would be typical bodyguards in Alex’s entourage. Minor lords and advisors would be higher level Arcane Rangers or Wizards.

1st level Arcane Ranger, Hp 4, AC 15 (non-magical Elvish chain mail)
Fort +0, Ref +2, Will +2
Melee: Rapier +2 to hit 1d6+1
Ranged: +1 Magic Longbow +3 to hit 1d8+1

Spells: An Elf warrior will know several spells. These would be the most typical used in combat.
Burning Hands: 1d6 (To cast +2 DC 13, Ref Sv 13)
Sleep: (up to 4 HD 1 turn) (To cast +2 DC 13, Fort Sv 13)

+2 Stealth skill, +2 Tracking skill, First Aid skill