Thursday, November 26, 2015

Southland Adventure: Stone Grave-Dangerous Plant Life

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.)



Dangerous Plant Life
There are two farming plots and three water reservoirs in the main chamber that were installed during the war.  They provided some sustenance, waste material treatment, and water storage in a closed loop ecology.  It was a fairly desperate measure for food and fresh water.  It broke down immediately when the Catastrophe hit.  Unfortunately, it also mutated.            

The Water Tanks
2) These three large pits were used to treat waste water to make it drinkable and to water the plants.  At the bottom and around the edges are mossy vines which were used to process and clean the water.  Now, of course, they’re dangerous creatures which will grab anyone trying to get a drink or gets too close to the edge.  (If the Characters are fighting Grimlocks near here, have one of the wounded creatures get grabbed and dragged under first.)  The Vines will want to drag a victim into the water and drown them.  (For FC rules, on the third rd underwater, roll a DC 12 Fort Sv, add +1 each succeeding rd.)

Killer Vine (FC)
HD 4, Hp 17, AC 15          (Natural)
Fort +4, Ref +1, Will +1
Melee: 4 X Vine Whip +4 to hit each, 1d6
Constrict: 2 hits on same target and victim is entangled DC 12 Str or Escape Artist to get loose, or 1d6 automatic damage/rd
Will retreat from fire

Killer Vine (5e)
HD 6d8, Hp 27, AC 14 (Natural)
Str +2, Dex +2, Con +0, Int -4, Wis +2, Cha -3
Senses darkvision 60 ft., Passive Perception 12
Plant Camouflage: The Killer Vine has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Multiattack: The Killer Vine may attack with each of its tentacles each rd at different targets.
Tentacles (x4): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

[Note: These stats are an altered Grick.]

The water itself looks clear but is extremely unwholesome.  Anyone drinking it, will need to make a saving throw (FC DC 18 Fort Sv, 5e DC 16 Con Sv) or be violently incapacitated for the next turn.  Anyone making the save will only be sick for the next 2 rds.


The Farm Patches
3) These dirt plot pits grew all sorts of edible organic material during the war.  There was nowhere near enough food for everyone crowed inside in the last days and it was mostly cleaned out.  As the overhead lights have eventually dimmed, funguses and mushrooms have taken their place and mutated into dangerous creatures.  Anyone going into or falling into the pits will immediately encounter them and realize they are surrounded by them.  A few Fire Beetles can be seen scurrying around among the mushrooms, which might be tempting for obtaining a cheap light source.


[Violet Fungus mushrooms protect themselves with tentacles that spray poison spores on would-be harvesters.  They are differently colored than almost any other mushroom as long as you’ve got enough light to see by.  If killed, the mushroom (toadstool) is still poisonous.  There are assassins who can brew Violet Fungus into potent poison applications.]  

Violet Fungus (Giant Mushroom) (FC) (x 1 per 20’ sq)
HD 2+6, Hp 15, AC 13 (Natural)
Fort +6, Ref –1, Will +0
Melee: 4 attacks/rd Tentacles +3 to hit 1d6+2 + Poison Spore Cloud DC 12 Fort Sv or Die.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

Violet Fungus (Giant Mushroom) (5e) (x 1 per 20’ sq)
HD 3 (d6), Hp 10, AC 9 (Natural)
Str −4, Dex −1, Con +0, Int +0, Wis +0, Cha −2
Damage Vulnerabilities: fire
Passive Perception 10

Melee: Rake +1 to hit 1 (1d4 − 1) slashing + DC 10 Con Sv Poison.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

[Note: Altered stats of an Awakened Shrub.]

[Fire Beetles: These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.]

Giant Fire Beetle
HD 1 (d8), Hp 4, AC 16 (Natural)
Fort +2, Ref +0, Will +0
Melee: Bite +1 to hit 2d4

Giant Fire Beetle (5e)
HD 1d6 + 1, Hp 4, AC 13 (Natural)
Str −1, Dex +0, Con +1, Int −5, Wis −2, Cha −4
Blindsight
Passive Perception 8

Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  (A pair of glowing glands that give off light for 1d6 days after the beetle dies.)

Melee: Bite +1 to hit 2 (1d6 − 1) slashing

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