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.)
Gambling/Pleasure
Den
6) The purpose of this section may not be immediately
apparent as it fell into complete disuse during the war. The entry chamber is a ruined mess of
circular and rectangular tables for games of chance and skill played for money. Unfortunately, the games and currency will be
alien and worthless to the Characters.
The crook in the north passage featured a table and small lockbox
(busted). The small bedrooms down the
hall are entirely too functional to be residences. Let’s just say the occupants were in the
entertainment business for the miners’ enjoyment. The best that can be said is that this area
is that it is very quiet and deserted.
Grimlock and Giant Spider patrols usually overlook it unless following
someone.
Ref’s, do you like playing chatty monsters and have been
somewhat frustrated with this adventure so far?
Here’s an option for this space.
There are intelligent non-humanoid creatures peppered throughout the Mount Connor
complex. This particular one, the Doppelganger, is alien to this world
and was brought in by the Ancients. (For
what, we’ll never know. Even it doesn’t
remember.) It is extremely long-lived
and obviously able to blend in well. Given the dubious nature of this
particular area, the Doppelganger could be introduced in any number of bad and
embarrassing ways.
News of Stone Grave being opened up brought the Doppelganger
inside to find magic items from Ancient times.
It snuck in with the Humanoids, but got careless and was detected and
had to run for its life. Then it ran
into the Gargoyles, who seem to be able to detect it naturally, and it won’t
risk going back in.
For the moment, the Doppelganger is hungry and hurt and can
only change form with painful effort. In
exchange for healing and food, it will be will to impart its knowledge of the
Humanoid forces on the next level (give a general overview of type, numbers,
and zones of control). The Doppelganger
will stay behind after the Characters leave.
From here, perhaps it returns to the Residence Level, after
the party has taken out the Gargoyles.
Certainly it won’t be able to make it past the Gnolls guarding the Noble
Level without allying with the group or the group taking out the Gnolls
first. On the top level with its riches,
the Doppelganger may stalk and infiltrate the party and try to take off with
any choice items it can carry. Or, if
the group has had some losses, maybe it remembers their kindness and becomes a
replacement Character. Whatever seems
most interesting.
HD 4d8+4, Hp 9 (full strength 36), AC 15 (Natural), Enhanced
Init +3
Fort +4, Ref +5, Will +6
Melee: Slam
+5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 + Poison
DC
12 Fort Sv or Stunned (with pain) 4 rds
Disguise +9, Dopplegangers physically take another’s
form. They need to see and hear someone
in person to do so. It takes them only 1
rd to change form. Their disguise will
only drop if killed. A True Seeing spell
or some other magical sight device will see their true form, a pale, almost
featureless humanoid.
Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities
are used to enhance their subterfuge.
The Doppelganger (5e)
HD 8d8 + 16, Hp 12 (full strength 52), AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha
+2
Deception +6,
Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.
Shapechanger: The Doppelganger can use its action to polymorph into a Small or Medium
humanoid it has seen, or back into its true form. Its statistics, other than
its size, are the same in each form. Any equipment it is wearing or carrying
isn’t
transformed. It
reverts to its true form if it dies.
Read Thoughts: The oppelganger magically reads the surface thoughts
of one creature within 60 feet of it. The effect can penetrate barriers, but 3
feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of
lead blocks it. While the target is in range, the doppelganger can continue
reading its thoughts, as long as the Doppelganger’s concentration isn’t broken
(as if concentrating on a spell). While reading the target’s mind, the
doppelganger has advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.
Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning
Ambusher: The doppelganger has advantage on attack rolls against any creature it
has surprised.
Surprise Attack: If
the doppelganger surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 10 (3d6) damage from the
attack.
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