Thursday, December 10, 2015

Southland Adventure: Stone Grave-Goblin Camp

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 Goblin Camp
4) It’s a pathetic disorganized rabble.  Given general Goblin weakness and cowardice in combat, it’s only their sheer numbers that have kept them from being overrun by the other tribes.  As is, they are continuously under assault by the other Humanoid groups and have become a staple food supply for them.  However, they are backed into a defensible corner and can make any attack upon them somewhat costly.

When goaded by their Bugbear commander, the Goblins have mounted the occasional swarming raid into enemy territories and come away with a couple of bodies for their efforts.  The Goblins would only attack well-armed human adventurers if they could catch them in a bad spot or could surprise a Humanoid force attacking them.


[The Goblins here are a bit braver than the standard Outback Goblin, but only because there’s such a limited amount of space they can run away to.  Hungry, trapped, and under constant attack, they are a bit fanatical.]

Goblin Soldier (FC) (x 35)
HD 1, Hp 4, AC 15 (Leather, Light Wooden Shield)
Fort +2, Ref +2, Will –3
Melee: Club +1 to hit 1d6
Ranged: Javelin +3 to hit 1d4, S

Goblin (5e) (x 31)
HD 2d6, Hp 7, AC 15 (leather armor, shield)
Str −1, Dex +2, Con +0, Int +0, Wis −1, Cha −1
Stealth +6, Passive Perception 9
Darkvision

Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Melee: Scimitar +4 to hit 5 (1d6 + 2) slashing
Ranged: Shortbow +4 to hit, range 80/320 ft., 5 (1d6 + 2) piercing


[Defense is not the Bugbear’s specialty, but his surprise attacks from the rear have foiled several assaults on the tribe.  Solo, he’s nabbed a few stragglers to bring back for communal food.  The Bugbear realizes his best chance to escape is to keep everyone together for a rush on the exit and from there, using the rest of the tribe as expendable assets, while he takes to the shadows and sneaks back home.  He’s simply waiting for the Hobgoblins’ position to weaken to make his move.  The Characters’ entry may be such an opportunity.  The group might even meet him again on the way back through the Work Level.]

Bugbear (FC)
HD 3d8+3, Hp 16, AC 17 (Leather, Light Wooden Shield)
Fort +2, Ref +4, Will +1
Melee: Morningstar +5 to hit 1d8+2
Ranged: Javelin +3 to hit 1d6+2
Stealth +6

Bugbear (5e)
HD 5d8 + 5, Hp 27, AC 16 (hide armor, shield)
Str +2, Dex +2, Con +1, Int −1, Wis +0, Cha −1
Stealth +6, Survival +2, Passive Perception 10
Darkvision

Surprise Attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Melee: Morningstar +4 to hit, 11 (2d8 + 2) piercing
Ranged: Javelin +4 to hit, range 30/120 ft., 5 (1d6 + 2) piercing

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