Tuesday, December 22, 2015

Southland Adventure: Stone Grave-Noble Apts/Chief Enchanter's Qtrs

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.)



Noble Apartments
12) These are pretty nice apartments for what are essentially caves underground.  The small room in the rear is the bathroom, which actually had running water.  There is nice furniture, rugs, and curtains (no actual windows) furnishing each room.  They’d be worth about 400 gp in total to a collector.  In addition, each apartment has at least 500 gp in rings, jewels, and gems in jewelry boxes or out on the dresser. 

Now if you attempt to take any of this stuff, you get to meet the spirits haunting these apartments.  Poltergeists are intangible and invisible at all times, but do assume a physical presence when attacking.  They will reform in a turn if destroyed, if they are not exorcised. 

Poltergeist (FC)
HD 1, Hp 8, AC 10* (Magic to hit)        
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.) 
Always Invisible and Intangible (0 Bonuses to attack)

Poltergeist (5e)
HD 5d6, Hp 17, AC 17 (natural armor)
Str +1, Dex +2, Con +0, Int −5, Wis −3, Cha −5
Saving Throws: Dex +4
Blindsight 60 ft. (blind beyond this radius)
Passive Perception 7
Fly 50 ft.

Melee: Object +3 to hit 5 (1d8 + 1) bludgeoning.


Chief Enchanter’s Quarters
1 XP for defeating the poltergeist.

13) This apartment is obviously different than the others.  It filled with arcane trappings as it was a wizard’s quarters.  There’s barely room for a bed amongst all the paraphernalia.  After searching for at least a turn by a wizard, three main treasure items can be found.

A curiously new-looking cloak is hanging on a peg inside the room.  It is an Invisibility Cloak.  The command word to activate it is inscribed in Ancient inside the hood.  (The word is “cloaking.”)  The wearer is eponymously rendered invisible.  If remaining motionless, they cannot be seen.  If moving, add +10 to their Stealth check.  If attacking, they become visible, but will be able to surprise their opponent.

There are also a half dozen spell scrolls here stored on a shelf: Two each of Fireball, Lightning, and Daylight.  In FC rules, Scrolls are single use spells.  A Wizard adds +10 to their Spellcheck, but still must roll for it.  (By the way, creating a spell scroll requires 5 + spell level XP and a Permanency spell cast on it.  This is why magic scrolls aren’t lying around everywhere.)   

The real treasure here is the Enchanter’s spellbook.  It contains all 0 through 4th level spells, along with Cloudkill, Permanency, Chain Lightning, Greater Dispel Magic, and Undeath to Death.  Desperate Wizards may attempt to temporarily learn new spells in the following manner in FC rules, if they are level-qualified to cast them.  They may learn a new spell with an hour of study.  If used and the Spellcheck fails, they must make a DC 12 Will Sv or permanently lose 1 point of Wis.  Whether the spell succeeds or fails, they would have to study it again before attempting further casting.   

Of course, it’s not that simple.  As soon as the Characters try to leave with any of these goodies, the door slams shut and will not open for anything (DC 16 Dispel Magic and a Knock spell to open).  One rd later, the spirit of the old wizard (Poltergeist) attacks.


[Poltergeists are intangible and invisible at all times, but do assume a physical presence when attacking.  They will reform in a turn if destroyed, if they are not exorcised.] 

Advanced Poltergeist (FC)
HD 4 (d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort +1, Ref +1, Will –4
Melee: Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4 damage and Knocked Down.
Fight ability

Advanced Poltergeist (5e)
HD 8 (d10), Hp 40, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind (Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

[Note: These are the modified stats for an Air Elemental.]


No comments:

Post a Comment