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.
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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