Tuesday, April 19, 2016

Dark Continent Redux: Possessed Natives

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Possessed Natives
Kurtz has taken several tribes of natives and turned them into hosts for minor demonic forces.  Their red eyes, lack of speech, and bestial movements ensure that no one will mistake them for human.  Frankly, they’re worse warriors than the standard Native Warrior.  But for Kurtz’s purposes they’re preferred as they take orders without question.  The native tribes allied with Kurtz have refused to attack any fortified colonial outpost, much less this large station.  In combat, the Possessed simply mindlessly attack whatever object they’re been told to take.  Kurtz could care less about casualties as he can always demand more sacrificial tribute from the tribes he controls. 

These Possessed Natives come in three varieties.  There is the standard normal native at about 6’.  There are Pygmy tribesmen at 4’ and Giant natives towering at over 7’.  Paladin smite affects these creatures as other demons.  Possessed Natives could be Exorcised of their demons and restored to normal.

The Possessed Witch Doctors are really just natives with enough magic sensitivity to be dangerous (somewhat like the Sorcerer NPC class).  They’ve been taught a couple of specific spells.  They retain at least some intelligence, albeit clouded by their possession and fanatical loyalty to Kurtz, as they are the leaders of the raid.    

Possessed Native
HD 1+1 (d8), Hp 5, AC 14 (Leather Shield)
Fort +3, Ref +0, Will –2
Melee: Short Spear +3 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6, S

Possessed Pygmy Native
HD 1 (d6), Hp 3, AC 15 (Leather Shield)
Fort +2, Ref +2, Will –3
Melee: Club +1 to hit 1d6
Ranged: Javelin +3 to hit 1d4, S
(Blowgun +3 to hit 1 + DC 12 Fort Sv or KO 1 turn), S, 4 darts
Possessed Giant Native
HD 2+2 (d8), Hp 11, AC 15 (Leather Shield)
Fort +4, Ref +0, Will +0
Melee: Stone Axe +3 to hit 1d8+2
Ranged: Spear +3 to hit 1d8, S

Possessed Native Witch Doctor
+3 Int, Wis, +1 Dex
HD 5 (d6), Hp 20, AC 11 (None)
Fort +1, Ref +2, Will +7
Melee: None
Ranged: None

Spell Check +6, Save Against DC 15, up to 3 failed Spellchecks/encounter

1ST-LEVEL WIZARD SPELLS (DC 9 to cast)* Note lower DC.
Magic Missile: 10 impact damage + Knocked down. (Ref Sv all damage) Short range.

2ND-LEVEL WIZARD SPELLS (DC 10 to cast)* Note lower DC.
Invisibility: Subject is invisible for 5 rds or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 

3RD-LEVEL WIZARD SPELLS (DC 11 to cast)* Note lower DC.
Fireball: 12 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns. Disrupted by any hit.

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