Tuesday, December 15, 2015

Southland Adventure: Stone Grave-Entry/Security Room

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.)



Entry Ramp
1) The final line of the defense for the Noble Level was pretty impressive, a Stone Golem.  It was able to turn back the hoard of undead while a wall was hastily erected.  Unfortunately, the Catastrophe combined with the protection field had numerous unforeseen effects.  One of which stripped the Golem of its immunity to non-magical attacks.  The waves of undead managed to severely damage it.  (Were it not for this, the Golem could have easily wiped out all of the undead in the complex.) 

The captive Humanoid miners are just inside on the other side of the wall, which they crawled through right after they’d made a hole big enough to fit through.  They’re all dead from blunt force trauma.  The only suspect is a shattered statue.  It will not attack until it can catch the Characters with their guard down or unless it is seriously attacked. 

The construct is currently nearly effectively immobile.  Both of its legs and half of one of its arms have been broken off (lying nearby).  It can crawl at a slow rate to attack.  A running person could easily get away from it.  Unfortunately, the Characters are effectively trapped inside with it as the wall in front of them doesn’t have a door and the corridors are blocked by iron bars.  (Would the Players even think to escape back through the wall?)  The Golem might play dead if reduced below 10 hp and then attack when the party’s guard is down again.  If not destroyed and either of the iron gates are opened, look for this thing to stalk the party and make an attack at an inopportune time.   

Stone Golem, wounded (FC)
HD 14 (d10) +30, Hp 50, AC 20 (Natural)
Fort +4, Ref +0, Will +4

Melee: Slam +9 to hit 2d10

Stone Golem, wounded (5e)
HD 17d10 + 85, Hp 60, AC 16 (Natural)
Str +6, Dex −1, Con +5, Int −4, Wis +0, Cha −5
Damage Immunities: poison, psychic
Darkvision 120 ft.
Passive Perception 10

Melee: Slam +7 to hit 9 (3d8) bludgeoning


Security Room
1 XP for getting inside or through the gates.

2) At the top of the ramp, the visitor is greeted by iron gates on either side of them and a wall with two covered metal slots for murder holes.  The gates are sitting on grooves and can be rolled open using large wheels inside the security room.  They’re also rusty and stuck and will require a couple of strong types turning them to open them up enough for someone to squeeze through. 

There’s also a door in the wall, but it only opens from the inside.  The murder hole covers are currently unlocked.  They’re big enough to stick an arm and perhaps a long stick into to blindly flip the latch inside to open the door (DC 12 Dex check).  (Of course, magical means will work as well.  Someone with the Lockpicking skill can use that to flip the latch.) 

Inside, a casual viewing reveals several dead bodies and a Spartan cabin and an empty armory.  In fact, there are 6 dormant Ghouls inside.  Messing with the door or the holes will wake them up.  They’ll gleefully attack anyone sticking an arm inside.  Alternately, they might play dead after the Characters break in, perhaps even waiting until they’ve left the room and then making an attack from the rear.   

Ghoul (FC)
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

Ghoul (5e)
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.

No comments:

Post a Comment