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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