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.)
Workshop Alley
Workshops and forges populated this area when it was a
mine. The smoke was channeled out
through an elaborate chimney system.
That was all closed up when Stone Grave became a bunker. It’s a dirty, dingy place that was only used
for storage during the war. There’s
nothing of portable value here except for the two exits from this level. It is regularly patrolled by the Grimlocks.
Exit Tunnel
3 XP for making it past the guards.
7) This large passage connects Stone Grave to the rest of Mount Connor ’s
labyrinth. It is rather rough-hewn for
the most part where the Humanoids were working on it, but occasionally the
original, skillful work shows through.
About 50’ in are the piles of debris from the excavation. From there, it’s “Injun Country,” where you
can find all the sub-human Humanoids you want.
However, there would also be exits from the mountain. How easy those will be to get to is up to
you. I’m pretty sure dragging large
amounts of treasure to any of them would be very difficult.
When the Characters first arrive on this level, the main
force of Grimlocks and their Gargoyles will be battling a large force of
Hobgoblins. The sounds of this battle
will be easily heard anywhere near the passage.
No one fighting will notice the group, unless they attempt to enter the
battle space (which would be unwise to say the least). The battle will go on for about 15
minutes. A disorganized squad of
Hobgoblins will make it through the gauntlet and will be searching the level
for the way up to the next. The majority
of the Grimlocks will fall back to the Main Chamber, carrying their dead and
the Hobgoblin dead with them (both for later consumption).
The tunnel is usually guarded by 6 Gargoyles, who are fairly conspicuously placed. 8
Grimlocks are also hidden in the passage.
6 will attempt to get behind anyone attacking the Gargoyles, while 2 are
stationed near the entrance, who will run to the Main Chamber to get
reinforcements. The Grimlocks will not
pursue anyone making it out of the passage.
The debris field at the other end is a highly contested area that the
various Humanoid tribes don’t even bother trying to hold or monitor.
Ramps to Next Level
2 XP for making it past the guards.
8) 2 Gargoyles
with 4 Grimlocks by the entrance
watch the ramps that lead to the next level.
The Grimlocks are a bit more lax here, as the Humanoids above have
little capacity to harm the Gargoyles.
Currently, the Grimlock leaders are debating holding this level
permanently or sealing themselves off from it.
They’ll certainly wipe out the Humanoids in the Residence level either
way eventually. For now, they’re content
to keep them bottled up.
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