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.)
The Gnoll Redoubt
3 XP for somehow making it past this encounter and into the Noble
Level.
5) The Gnolls have taken the best fortified and most
valuable piece of real estate on this level.
They may be outnumbered, but have enough allies to make up for it. By and large, the only thing keeping the
Gnolls from taking over the level is that they lost their Flind (leader)
shortly after finding the sealed Noble Level.
The remaining Gnolls are essentially still following orders in holding
their position and continuing their mission.
The group is also lacking any Lancers to provide really effective shock
troops against masses of opposition.
What are they going to do when they finally break in? That’s a good question.
This part of the level was the security station. It was a small fortress and jail set up to
protect and screen visitors to the Noble Level.
It seemed like overkill when first designed, but with the crowd of
refugees and later undead, it ended up being very necessary. The wall facing the level has a murder hole every
10’ with metal hatches covering them.
The entry security station is wrecked and wide open, but still provides
cover. The security station by the
stairs is in similar condition.
The Gnolls are spread thin.
There are 4 Gnolls manning
the wall and entry. In addition, their Dire Dingo allies patrol the wall as an
early warning for any attack. Gnolls
will fire arrows through the murder holes at detected intruders. What has made their position almost
unassailable isn’t the fortifications, but rather their pet Troll.
As impossible to tame as it already was, the creature has become almost
uncontrollable from hunger and abuse.
The Gnolls have finally resorted to chaining it up in the security
station by the ankle and hitting it with fire to keep it from attacking
them. Certainly if freed, the Troll
would go right after the Gnolls first.
At the top of the ramp to the Noble Level, there are 3 Gnolls supervising 4 Goblins and an Orc. The lesser Humanoids
are being beaten into doing the mining to break through the wall into the
level. Their only motivation is that it
delays their consumption by the Gnolls a little longer. The remainder of the Gnolls are in the
Barracks/Armory area taking a nap, but will be instantly ready for combat when
alarmed. There might be a couple of
Gnolls out in the level gathering water or captives for food. If they find out there are adventurers
present, they’ll go for reinforcements and wait for an ambush or will try to
catch the Characters at a low moment for an attack. They can’t take more than a couple of
casualties and will withdraw immediately if being seriously harmed.
The rest of the area includes the Sheriff’s office and a
group of cells, and the aforementioned Barracks/Armory. This area is in slightly better shape than
the rest of the level, but is still a mess.
There’s nothing of value here, even the remaining weapons and armor in
the armory are broken and rusted.
In the event of the serious assault, say by the Characters,
the reserve force and the mine guards will join the battle in waves if the
Troll is defeated or set loose. The
Humanoid miners will hurriedly finish the break in and escape into the Noble Level.
(Things will not go well for them
there.)
Gnoll (FC) (x 14)
HD 2+2, Hp 11 (18 Sgt), AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Battleaxe +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Track +5
Gnoll (5e) (x 11)
HD 5d8, Hp 22, AC 15 (hide
armor, shield)
Str +2, Dex +1, Con +0, Int −2, Wis +0, Cha −2
Darkvision 60 ft., Passive
Perception 10
Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on
its turn, the gnoll can take a bonus action to move up to half its speed and
make a bite attack.
Melee: Bite +4 to hit 4 (1d4 + 2) piercing
Or Spear +4 to hit, reach 5 ft. 6 (1d8 + 2) piercing
Ranged: Longbow +3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing
Dire Dingo (FC) (2)
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4
Dire Dingo (5e) (4)
HD 1d8 + 1, Hp 5, AC 12
(Natural)
Str +1, Dex +2, Con +1, Int −4, Wis +1, Cha −2
Perception +3, Passive
Perception 13
Keen Hearing and Smell: The mastiff has advantage on
Wisdom (Perception)
checks that rely on hearing or smell.
Melee: Bite +3 to hit 4 (1d6 + 1) piercing, If the target is a creature, it must
succeed on a DC 11
Strength saving throw or be knocked prone.
[Forget the Character knowledge/Player knowledge
debate. Let the Players have whatever
advantage they can get here in Stone Grave.
The Troll usually has to be prodded with a torch to attack intruders,
which should be a clue as to its vulnerabilities and hatred for the
Gnolls. Its chain is short, limiting its
range to the security station. The Troll
could jerk the chain loose from its temporary moorings in about 3 rds, but
while under constant fire-bearing surveillance, it’s not happening. Other means could be used to quickly unchain
the creature. Of course, after finishing
with the Gnolls, it’ll go after whoever freed it.]
Troll (FC)
HD 6+36, Hp 56* Regen, AC 16 (Natural)
Fort +11, Ref +4, Will +3
Melee: 2 Claws +9 to hit 1d6+6 and Bite +4 to hit 1d6+3
*Regenerates 3 Hp each rd, except for magic (including
weapons), fire, and acid damage.
Troll (5e)
HD 8d10 + 40, Hp 84, AC 15 (Natural)
Str +4, Dex +1, Con +5, Int −2, Wis −1, Cha −2
Skills: Perception +1
Darkvision 60 ft.
Passive Perception
11
Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on
smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll
takes acid or fire damage, this trait doesn’t function at the start of the
troll’s next turn. The troll dies only if it starts its turn with 0 hit points
and doesn’t regenerate.
Multiattack: The troll makes three attacks: one with its bite and two with its claws.
Melee: Bite +7 to hit, 7 (1d6 + 4) piercing and 2 x Claw +7 to hit 11 (2d6 +
4) slashing
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