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.)
The Market Alley
In Stone Grave’s mining days, this area was next to the main
gate and the stalls here sold goods from the mine to outsiders and goods were
brought in to sell to the miners. Iron
gates at either end of the alley locked up the area at night. The main gate was buried in during the war
and this area was used for storage of various survival goods. The Humanoid raiders made a mess of this
place searching valuables. Any food
items have long since rotted, but likely any reasonable common item might be
found with enough searching and might be intact.
Loitering around the alley and making noise will certainly
draw attention from the Wandering Encounters described earlier. The iron gates are currently open, but could
be closed and wedged or fused shut to temporarily delay someone from entering
or to trap someone inside from leaving.
(These tactics could be used by either the Players or the creatures.)
The Lost Squad
4) This is a group of Humanoids that survived the battle
going on when the Characters entered the level and made it inside. While Hobgoblins are normally disciplined
warriors, this squad has been ambushed in the tunnel, stripped of their
leadership, and are lost. This group is
holed up in an empty room trying to figure out what to do next. In contrast to their normal behavior, they
will hysterically attack anyone they come into contact with and run off in a
rout if they are being defeated.
They’re not going to be able to get past the Gargoyle
sentries at either exit, so there’s a possibility a diminished group could be
encountered more than once as they stumble around the level.
Hobgoblin Soldier
(FC) (x 10)
HD 1+2, Hp 6, AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M
Hobgoblin (5e) (x 7)
HD 2d8 + 2, Hp 11, AC 18 (Chain Mail, Shield)
Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha −1
Darkvision
Passive
Perception 10
Martial Advantage: Once
per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet of an ally of the
hobgoblin that isn’t incapacitated.
Melee: Longsword
+3 to hit 5 (1d8 + 1) slashing
Ranged: Longbow
+3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing
No comments:
Post a Comment