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.
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