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Dead Simple Supplement: Denizens of the Dark for Fifth Edition

Skill Miner Scout Forgemaster


Introduction
Craft 4 4 7
Below are the descriptions for the most numerous denizens of
the dark realms of the Under-earth. Defence 2 3 3
Fighting 5 3 6
Knowledge 1 2 6
The Under-earth Dwarves
Many Dwarves make their homes in the mines of the Under- Manhandle 5 3 5
earth. Here they mine and refine its great wealth. They call Mobility 2 3 2
these Enclaves. Perception 2 3 3
They will trade with just about anybody, but are very Persuasion 3 3 5
protective of their secrets. Above all under-earth Dwarves are
greedy and obsessed by gold. Shooting 2 4 3
The homes of the Dwarves are well-built tunnels and chambers Stealth 3 6 3
that are defended with many clever stonework traps. These Toughness 4 3 5
are generally designed to contain or deter an enemy rather
than kill them.
At the centre of a dwarven hold is their great forge and
treasury. This they will defend to the death.
The Orcs
These abominations are a magical crossbreed between savage
Dwarven Miner men and goblins. They produced a tough race of warriors to
The majority of mature dwarves in the Under-earth are Miners. serve their dark masters. It was not soon before many escaped
They are tough as boots and well armed. to form tribes in the Under-earth, where they have been a
Profession: Fighter (Double Trouble) plague on mankind ever since.
Armour: Medium & Shield (Chainmail). Fortunately no other type of Orc has yet been encountered.
Weapons: Pick. They often engage Ogres to add a bit more muscle.
The leader of a band of Dwarven Miners will have up to two Orc Warrior, Guvnor & Ogre
magic items usually weapon or armour crystals. Profession: Barbarian
Dwarven Scout Armour: Light Armour & Shield (Ogre: Medium Armour)
Young dwarves usually begin as scouts, searching for new Weapons: Scimitar, 3 Hunting Spears (Ogre: Big Club)
seams and watching their many enemies. Attribute Warrior Guvnor Ogre
Profession: Thief (Burglary) Agility 1 1 1
Armour: Light (Studded Leather). Dexterity 2 2 1
Weapons: Crossbow, Handaxe. Intellect 1 2 1
Dwarven Forgemaster Spirit 3 4 2
The oldest dwarves in the Mining communities often learn the
ways of their Runic magic. Although no longer as strong as they Strength 5 6 10
once were they become cunning and wise.
Skill Warrior Guvnor Ogre
Profession: Wizard
Craft 2 2 1
Armour: None.
Defence 1 2 1
Weapons: Runic Warhammer (FTG +1).
Fighting 4 6 8
May have up to three magic items (but not armour).
Knowledge 1 2 0
Spells: Dragon Scale, Enchant Weapon, Ignite, Illuminate, Lock
& Bar, Open Says I, Shrive, Terrify. Manhandle 5 6 10
Attribute Miner Scout Forgemaster Mobility 3 3 5
Agility 1 2 1 Perception 2 3 1
Dexterity 3 4 4 Persuasion 3 4 1
Intellect 1 2 3 Shooting 3 3 1
Spirit 3 3 3 Stealth 2 3 1
Strength 4 3 4 Toughness 4 5 8

Craig Cartmell August 2015


Dead Simple Supplement: Denizens of the Dark for Fifth Edition
The Goblins Skill Warrior Berserker Hobgoblin
Tribes of Goblins have lived underground since they were Craft 3 3 4
driven there by the Elves many eons ago. Defence 3 3 4
Most Goblins are simple creatures and not very bright, but Fighting 3 4 2
they are fierce (when they are winning) and cunning.
Knowledge 1 0 6
Goblins get +1 to Fighting and Shooting when facing Elves,
their ancient foe. Manhandle 1 2 1
All Goblins share the ability to climb any surface at full speed Mobility 2 2 2
and with no chance of falling. They can also see in the dark. Perception 1 2 3
When not led by their Tribal Hobgoblins, Goblins are often in Skill Warrior Berserker Hobgoblin
the pay of powerful beings such as Ogres, Trolls and Persuasion 2 4 3
Necromancers.
Shooting 2 2 3
Stealth 2 3 3
Toughness 1 5 2

The Kobolds
This race of small reptilians are quite common in the very deep
places, especially those close to volcanic vents or magma lakes.
They are excellent miners, burrowing deep into the mountains
Goblin Warrior and leaving their perfectly round tunnels and spherical
Although weak and under-armed compared with other chambers behind them.
denizens of the dark, they are deadly in numbers. Kobolds are intelligent and logical using their understanding of
Profession: Fighter (Goblin Warriors do not get Double stone and fire to defend themselves against larger predators.
Trouble). They also have access to draconic magic which makes them
Armour: Shield only deadly to their enemies. Captured specimens claim that they
Weapons: Spear or Bow, and a Knife are the servants of the Dragon under the Mountain...

Goblin Berserker Kobolds cannot see in the dark.


Some Goblins are driven completely mad by eating bad fungus. Kobold Soldier
These Berserkers have no fear at all, never retreat and usually The soldiers of the Kobold Communes are fearless and cunning.
die very quickly. They use their deadly darts to disable their enemies before
Profession: Barbarian (Overkill) coming to blows.
Armour: None They are famed for their tactics, confusing and separating their
foes so they can bring their numbers to bear on them
Weapons: Two-handed Blade.
individually.
The Hobgoblin Profession: Fighter (Double Trouble)
Behind most bands of goblins are the Hobgoblins. These
strange goblins have been given strange powers due to the Armour: Light (Scales) & Shield
magical fungi they eat. They are a little larger than the ordinary Weapons: Obsidian Knives & Darts
goblins and are often strange colours. Kobold Dragon Shaman
Profession: Wizard All Kobolds worship the Dragon under the Mountain and these
Armour: None Shamans are their priests.
Weapons: Darts, Knife Profession: Wizard-Priest (Healing)
Spells: Dodge, Float, Haste, Ignite, Illuminate, Invisibility, Armour: Light (Scales)
Shrive, Shooting, Teleport, Terrify. Weapons: Obsidian Knives
Attribute Warrior Berserker Hobgoblin Spells: Dragon Scale, Enchant Weapon, Float, Haste, Ignite,
Agility 3 3 3 Illuminate, Shrive, Teleport, Terrify.

Dexterity 3 3 4 Kobold Fire Serpent


Kobolds train these huge snakes to help them defend their
Intellect 1 1ish 3 lairs. A Fire Serpent is anywhere from 20-60 in length and has
Spirit 2 4 3 a mouth filled with razor sharp fangs.
Strength 1 2 1 It will fight fearlessly as long as there are Kobolds left to
command it. After that it will flee.

Craig Cartmell August 2015


Dead Simple Supplement: Denizens of the Dark for Fifth Edition
Armour: Heavy (Scales). Giant Scorpion
Weapons: Fangs (+2 to Fighting) A voracious predator that fears nothing. They work alone and
can see in the dark. They are 15 long.
Once per day it can breathe fire filling the chamber or
passageway it is in and causing a wound to everyone in there Armour: Heavy (Chitin Carapace)
at the time. Weapons: Two Claws (count as Swords) and its deadly Sting.
Attribute Soldier Shaman Serpent The Sting can reach 3 squares from the Scorpion and its venom
KOs its victims.
Agility 3 3 4
Attribute Rats Spider Scorpion
Dexterity 3 3 3
Agility 1 2 3
Intellect 1 3 -
Dexterity 4 4 3
Spirit 2 2 2
Intellect - - -
Strength 1 1 3
Spirit 1 1 1
Skill Soldier Shaman Serpent Strength 1 2 3
Craft 3 3 -
Skill Rats Spider Scorpion
Defence 3 3 5
Craft - - -
Fighting 3 2 5
Defence 1 2 3
Knowledge 1 5 -
Fighting 1 2 3
Manhandle 1 1 3
Knowledge - - -
Mobility 2 2 4
Manhandle 1 2 3
Perception 1 4 3
Mobility 3 5 2
Persuasion 2 2 -
Perception 1 1 1
Shooting 3 2 2
Persuasion - - -
Stealth 4 4 3
Shooting - 3 -
Toughness 1 1 4
Stealth 5 3 3
Toughness 1 1 2
Other Creatures
Deep in the darkness are many other creatures both natural
and unnatural, some of which are listed below:
Giant Rat Swarm
These may attack lone adventurers but flee from fire. They can
see in the dark.
A swarm of fifty rats will take up a single square and must be
fought as a single creature. If KOd the swarm disperses leaving
the bodies of a few of its members behind.
They are especially dangerous to creatures that have been
KOd and left in the dark.
Armour: None
Weapons: Fangs, hundreds of them...
Giant Spider
These lay in wait in hidden burrows or weave enormous webs
to ensnare their prey. A Giant Spider has a body three feet long
and legs up to twice that length.
Spiders are both cunning and patient, preferring to pick off the
adventurers one by one.
In the deeper places it is thought whole colonies of these
arachnids exist, serving a gigantic queen who lays her eggs in
the paralyzed bodies of her prey.
Armour: Light (Chitin carapace)
Weapons: Bite, with a paralyzing venom (Toughness check to
resist). Once paralyzed they wrap their prey up to slowly eat
over several days. A terrible fate.
Craig Cartmell August 2015

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