Monday, November 23, 2015

Southland Adventure: Stone Grave-Mines Level

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.)



MINES LEVEL
This was mostly a silver mine in the Pre-Ancient days.  It was abandoned after it became played out though there’s still plenty of other types of deposits there.  It was a dangerous place for working, hence the name.  The mines became prone to seasonal flooding when they were no longer being maintained, which has kept most sentient creatures from settling here.  Unfortunately, other creatures thrive and abound, most migrating from the alchemical vats of the Deep Dark. 

The characters arrive just after the rainy season, so the tunnels are damp, humid, and filled with puddles.  The main chamber is dimly lit from above, while the tunnels are pitch black.  This particular level was really just a staging area that lead to the actual metal deposits.  The lower mines have since either collapsed or were re-worked into areas of the Deep Dark. 

The Mine level only really has one major encounter and only one objective.  Wandering around this level is just asking for damage for no reward.  When the Characters stir up the nest of Grimlocks, they’re going to realize that they’ve stepped in it.  At that point, getting up the elevator and to the next level is going to be a priority. 


Capped Shafts
(cs) The lower mine shafts were sealed up with heavy capstones when the complex was turned into a bunker.  If the Characters are desperate for adventure or escape, it shouldn’t be impossible to get into them.  It’s up to you what they find there.

(Entry) This is the broken capstone that the Characters enter the level through.


Frozen Storage
1) This should be a cheery sight for the Characters.  About 20 Humanoid and Grimlock bodies are being stored here on top of a 15’ patch of Brown Mold.  The Grimlock reserve force is taking advantage of this natural patch to keep their future meals preserved.  (They don’t roast them, so there’s no telltale smell of burning flesh.  They just warm them to slightly above room temperature.)   

Brown Mold  
Brown Mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it. 


Green Slime Pit
2) The flood waters tend to pool up in this area and linger.  A Green Slime colony has taken root here on top of a 1’ deep pool of standing water.  The smell alone should warn the Characters off.  However, incautious entry into the chamber, say in panicked flight, might cause a soaking.

Green Slime
This flesh-eating slime covers damp surfaces all over the Deep Dark.  It automatically dissolves wood and organic items touching it in 2 rds.  Non-magical metal items are corroded in 3 rds.  In either case, it must be scraped or washed off immediately to avoid ruining the item.  On exposed flesh, it does 1d6 damage each rd until scraped or washed off.  Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. It does not harm stone.


With Jelly
A few colonies of dangerous amorphous creatures have taken hold here, regurgitated from lower levels by flooding.  There are three different colored creatures in the mines.  All will aggressively attack any intruders and retreat only if seriously harmed.

3) A Black variety exists in a dark corner.
4) A Gray variety lives in a wet puddle in this room.
5) A Yellow variety lives in a corridor that is behind a patch of the phosphor fungus.  Anyone trying to pick it will arouse the creature.

Phosphorescent Fungus 
This strange underground fungus grows in clumps that look almost like stunted shrubbery. It can be cultivated for food and light. It gives off a soft violet glow that illuminates underground caverns and passages as well as a candle does. Rare patches of fungus illuminate as well as a torch does.  Picked fungus will glow for up to six hours.

Ochre Jelly (FC)
HD 6 (d10), Hp 40, AC 10* (magic weapons strike as normal, slashing weapons do no damage, but split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3, Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or grappled -1 to worn non-magical Armor (1d6 acid damage if not wearing armor), next rd, automatic acid damage, until scraped off (1d4 damage to victim from scraping) 

Stealth +5 (Camouflage) Hanging from ceiling
Bane: Will retreat from fire and magic attacks

Ochre Jelly (5e)
HD 6d10 + 12, Hp 45, AC 8 (Natural)
Str +2, Dex −2, Con +2, Int −4, Wis −2, Cha −5
Damage Resistances: acid
Damage Immunities: lightning, slashing
Blindsight 60 ft. (blind beyond this radius)
Passive Perception 8

Amorphous: The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Split: When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly

Melee: Pseudopod +4 to hit 9 (2d6 + 2) bludgeoning plus 3 (1d6) acid

[Note: Obviously this is a lazy way of putting in a Black Pudding and Gray Ooze without using separate stats.  In looking at the three creatures, there’s really not a huge amount of difference between them.]


The Grimlock Hole
6) The stone cap over this hole has been shattered and replaced with a heavy metal cover.  It looks like it has been assembled recently, which it has.  There is a Grimlock guard on the other side, who will only open the cover for another Grimlock (a near telepathy thing).  Messing with the cover will probably be pretty loud, which will draw 4 Grimlocks from the Main Chamber.  2 rds later, the cover opens and 10 Grimlocks will start emerging from it.  Going down the hole, Characters see a row of 8 Gargoyles on either side, who will all turn to face them.  Hopefully, they’ll take the hint and exit quickly.     


The Main Chamber
2 XP for making it to the next level.

7) This large room is dominated by the two large elevator lifts.  They were operated by pulley and winch and oxen (this was set up long before the rule of the Wizard-Kings obviously).  They are non-functioning, but the scaffolding around them is easy enough to climb up in two rds.  There are also four large tables, mostly rotted away.  

Of more immediate concern is the force of 10 Grimlocks guarding the elevators.  There is a battle going on in the level above.  This group is keeping watch on the lifts for intrusion or for a signal to join the battle.  They are alert, but not watching the chamber itself and could be surprised fairly easily.  If attacked, at least one will return to the Grimlock Hole to get help.  10 more Grimlocks will arrive within 4 rds, but will not pursue up the elevators if there are no intruders present in the room.   
  
Grimlock (FC) (x 10)
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 10)
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

[Note: These aren’t the official stats for a Grimlock, which I don’t have.  They’re a modified Lizardman.]

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