STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
Main Work Chamber
This area was the ore collection, sorting, and processing
area when it was a mine. As part of the
survival bunker, the main chamber was used for underground farming and water
collection. The Catastrophe and various
alchemical additives have mutated in dangerous ways. The invasion of the Humanoids awakened the
dormant Undead. The various plants and
chemical pools would also feast upon the unwary, which is why the Humanoids
left them alone.
Elevator Entry
1 XP for getting past the Gargoyles.
1) Both elevators have a Gargoyle sentry. Lucky for the Characters, they are pointed
the other way and not expecting intruders from the rear, also the Gargoyles are
the only occupants of the chamber. If
the party can manage to not make too much noise coming up the scaffolding (any
battle on the mine level won’t be heard), they may have an opportunity to
either sneak away or get in a first strike.
The two Gargoyles
will help each other, but will not go for reinforcements. They will fight to the death, but not pursue
outside the area around the elevators.
Unless the party stays around the Main Chamber for more than two turns
(20 minutes), they won’t have to worry about anyone else coming in.
Gargoyle (FC)
(x2)
HD 4+19 (37 hp), AC 16* (Natural, 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 2d6+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.
Gargoyle (5e)
(x2)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine
to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Darkvision
Passive
Perception 10
Flight ability
Melee: Bite +4
to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing
After the battle with the Hobgoblins has finished (about 2
turns after the Characters arrive), a force of Grimlocks returns, dragging a
bunch of bodies with them. Most of
Grimlocks and the dead are taken below.
Normally, there are 20 Grimlocks
left in the chamber. They would be
eating, healing wounds, sleeping, and silently communing with one another. Generally, they are waiting for the next
alarm to enter into battle. They would
not be very alert or attentive here for intruders, but would be ready for
battle quickly if disturbed. At least
two will be scampering down the elevators for reinforcements.
Grimlock (FC) (x 20)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to
match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight:
Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond
that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks,
however, and are affected normally by loud noises and sonic spells and
overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds
them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks,
visual effects, illusions, and other attack forms that rely on sight.
Grimlock (5e) (x 20)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception
+3, Stealth +5, Passive Perception 14
Melee:
Stone Axe +4 to hit 7 (1d8 + 2) slashing
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