Friday, December 11, 2015

Southland Adventure: Stone Grave-Gnoll Redoubt

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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