Wednesday, December 23, 2015

Southland Adventure: Stone Grave-King's Quaters

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.)



King’s Quarters
1 XP for either defeating the king or alternately leaving the chamber without having fought him.

14) The king’s apartment was pretty opulent in regards to space and furnishing.  The outer room is a lounge for entertaining a small number of guests.  There’s a private office in the corner.  The bedroom features a large bed and separate His and Hers bathrooms.  (The king was unwed before the end.)  There’s no treasure in this room, though the curtains (again, there’s no windows, it’s just for show), the rugs, the bedding, and the furniture would be worth at least 1000 gp to a collector. 

The first and last king of Stone Grave, Braygan, killed himself as the situation on the Noble Level became hopeless.  He also ended up volunteering himself as the first meal for his people in the process.  (It’s debatable whether he meant to do that or not.)  The manner of his death and subsequent disposal of his corpse has created a haunting ghost. 

As nothing lives on this level, Braygan has actually had little opportunity haunt anything.  (It’s true.  What kind of ghost would scare a bunch of ghouls?)  That being the case, the king is actually somewhat amiable, never having gotten into the habit of haunting the living.  Braygan, obviously a ghost, will be lounging on a couch reading if the Characters enter.  He will be gracious, if not apologetic, for the lack of food and drink to entertain with (and surprisingly able to speak the Characters’ language thanks to being a spirit).  He’ll ask about the outside world, with interest, and even the group’s adventures so far in Stone Grave.  If there are any attractive females in the group, he might be considered downright lecherous in his attention.  The king prominently wears has a large key on a chain around his neck.  If asked about it.  He’ll cheerfully tell them it’s for the crypt and that, “I let my friends in the crypt out long ago.” 

This encounter could go downhill for the Characters in any number of ways.  Any mention of killing the Wights in the opera house will enrage him.  Females, not liking his attention, he will consider, “Playing hard to get,” and he’ll enjoy it, right up until swords are drawn.  Obviously, trying to kill him or strip his quarters will also bring his wrath.  Braygan has little useful information, being a bit senile and dead.  Rude interrogation will also precipitate an attack.  Otherwise, when the conversation has lulled, the king will dismiss himself for nap, telling the Characters they can “Let themselves out, as the staff has long since disappeared.”   

Ghost (FC)
HD 10 (d12), Hp 60, AC 13* (Magic to hit)     
Fort +0, Ref +0, Will +10

Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack when invisible), but the Ghost cannot attack in those forms.
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).  This attack may be attempted on a person once per encounter.

Ranged:
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)

Ghost (5e)
HD 10d8, Hp 45, AC 11 (Natural)
Str −2, Dex +1, Con +0, Int +0, Wis +1, Cha +3
Damage Resistances: acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Darkvision
Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Passive Perception 11

Melee: Withering Touch +5 to hit 17 (4d6 + 3) necrotic

Ranged:
Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.


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