Tuesday, November 24, 2015

Southland Adventure: Stone Grave-Work 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.)





WORK LEVEL
Originally this was a work area for materials found in the mine.  Here were forges and crafting shops.  Commerce was even conducted in stalls by the front gate.  During the Civil War, that entrance was buried and the cavernous sorting, collection, and storage area was turned to water collection and underground farming.  A single, gated tunnel was maintained to keep connection with the rest of Mount Connor’s internal structure.

Just a few notes about the rest of the Stone Grave levels.  Fresh air was pumped in through a large number small hidden airholes from the outside via magic, which still work.  So, it’s never terribly stuffy inside.  Rooms and corridors were well lit by magical glowing stones.  These are still working in most places, but are flickering or off altogether in others.  There was running water and sewage in the facility thanks to tanks of water stored above the top level.  The system was kept up by magic, which would still work, but the actual physical facilities are long ruined.

The Characters have had the good fortune to arrive as most of the Grimlock force is in the tunnel fighting a company of Hobgoblins, otherwise they would have been wiped out immediately.  This is going to be their last bit of good luck on this level.  Getting away from the Gargoyles and the potentially lethal plant life in the main chamber should be an immediate priority.  From there, the party needs to be careful in finding their way up to the next level, as there will be large roving forces searching this level.    

The Main Chamber is dimly lit by overhead magical light sources, which were installed during the war to help spur plant growth.  The other areas on this level are generally badly lit by failing magical light sources.  The party will likely want their own light sources when exploring any rooms.  As a bit of dressing but of no practical use, there are incinerated piles of undead around the level. 


Wandering Encounters
There are three possible wandering encounters on this level.  They are not random encounters because I’m not putting in a table.  Just use your best judgment.  Keep in mind that a wandering encounter shouldn’t necessarily be two sides running into each other.  The party could see or hear these creatures first and make a decision.  Alternately, the creatures could see them first and stalk them, waiting for a moment to strike.  A prolonged battle with any of these encounters may draw others.


The Cleaning Service
There is one Gelatinous Cube roving the level looking to absorb organic matter.  It entered the level with the Humanoid forces.  It has no higher intelligence, but has enough instinct to avoid attacking masses of creatures who can defend themselves.  It will often be attracted to any battle, wait until it is over, and then scavenge any bodies left behind. 

Gelatinous Cube (FC)
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will retreat from fire and magic attacks

Gelatinous Cube (5e)
HD 4 (d10), Hp 20, AC 10 (Natural)
Str +0, Dex +0, Con +4, Int +0, Wis +0, Cha +0
Stealth +6, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Melee: Slam +4 to hit 1d6 + DC 12 Con Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 16 Con Sv or stunned.
Bane: Will retreat from fire and magic attacks


Grimlock Patrol
There is typically a group of 4 Grimlocks making a circuit of the level, though mostly avoiding the Brewery and Gambling/Pleasure Den areas.  At least one will run to get reinforcements (and a Gargoyle) when intruders are found.  They are also likely to stalk the Characters, waiting an ambush when greater numbers have arrived.
  
Giant Spiders

There will typically be 2 Spiders hunting around the level.  They may be waiting in ambush or stalking potential prey.  Either way, they’re waiting for an awkward moment to jump their victims.  As soon as they’ve successfully incapacitated someone, they’ll attempt to disengage and drag off the body.    

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