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.)
Library
6) There’s a distinctive foul smell coming from this large
chamber. Inside, it’s obviously a
library with rows of bookcases filled with old books. There are puddles of water on the floor and
evidence of water damage everywhere.
Small rivulets can even be seen trickling down the walls and echoing
drips can be heard. Essentially, all the
priceless knowledge contained in the tomes is ruined. The books are all stuck together or, if dry,
simply fall to pieces.
One row (x) near the Head Librarian’s office contains a
section labeled, “Magic Books” (in Ancient).
Magic using types will automatically feel the presence of strong magic
just by walking by. Even non-magic users
will notice this section because it is the source of the foul odor. These completely ruined books are all
infested with a magic mold thanks to the mildewed environment and the magic
writing.
Yellow Mold
If disturbed (a book is opened), this mold bursts forth with
a cloud of poisonous spores. The victim must make a DC 12 Fort Save (DC 10 Con
Sv in 5e) or take 1d6 (1d8 5e) damage. Those failing will need to make a DC 18
Fort Save (DC 16 Con Sv 5e) next rd or fall unconscious for 1 turn. Fire
destroys Yellow Mold, and sunlight renders it dormant. It is also found in damp areas.
There are also 8 statues on pedestals in the room. If touched, they begin to animate will recite
the heroic deeds of the person they resemble.
Of course, it’s all in Ancient and it’s nothing but Wizard-King
propaganda and lies. It will ask if they
have any questions. If errantly asked one
(in Ancient), it will stop and answer.
Obviously their knowledge is all historical. [I’ll leave any details to your
improvisational skills and the particulars of your campaign. Here would be a great place for the
Characters to get information about Circumsphere and other places in the
Southland.]
The Head Librarian’s office is windowed all around and the
door is unlocked. It is also the nest of
a group of Ghouls (8 Ghouls + a Ghast in
FC, 8 Ghouls in 5e). Any loud noises
by the party (like screaming after getting a face full of Yellow Mold) or
activating a statue, with their booming voices, will rouse them from
dormancy. If possible, they will attempt
to sneak out and run around to flank the party from the rear before
attacking. The Characters hear the
scuffling noises of them moving, but probably won’t be able to see them unless
they’re near the office.
The inside is a typical office, but of note are a pair of
glass cases containing large tomes. The
glass can be broken easily and the books are intact. Both are history books worth 100 gp a piece
to a collector. Someone reading Ancient
will be able to learn the secrets of Mount Connor from
one of them, including the formula for that Vegemite that Humanoids love. The other book should reveal another secret
of your choosing.
Ghoul (FC) (x 8)
HD 2 (d12), Hp 13, AC 14 (Natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or
paralysis 1 turn
Ghast (FC)
HD 4 (d12), Hp 29, AC 17 (Natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 plus DC 12 Fort Sv or
paralysis 1 turn
Stench:
When combat begins, the Ghast will start emitting a powerful stench. Everyone at close range must make a DC 18
Fort Sv or be sickened (stunned) 2 rds.
Everyone in short range must make a DC 12 Fort Sv or be sickened
(stunned) 1 rd. This smell may also attract
other Ghouls in the area.
Ghoul (5e) (x8)
HD 5d8, Hp 22, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive
Perception 10
Melee:
2 att/rd
Bite +2
to hit 9 (2d6 + 2) piercing
Claws +4
to hit 7 (2d4 + 2) slashing. If
the target is a creature other than an elf or undead, it must succeed on a DC
10 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
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