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.)
Saloon
8) The Characters will hear signs of a party outside of the
door. Entering however, the room is
empty. Here was a lounge and drinking
area, along with a couple of tables for gaming.
There is a well-equipped, but currently completely dry bar. After being inside for 1 rd, the Characters
will again hear voices and sounds of a party.
After another rd, they’ll start catching glimpses of nobles and clearly
hearing voices speaking in Ancient. Then
they’ll begin to clearly see them.
Finally, the nobles will begin to interact with the characters, and
they’ll be able to understand them.
The nobles will be pleasant enough and offer the Characters
drinks (suddenly the bar is fully stocked) and will be interested in who they
are and what they’re doing. The nobles
can also answer whatever questions the Characters have about Stone Grave, at
least in the past, though not currently.
Eventually, the Characters will observe themselves entering the
room. The nobles will fade out and
disappear as they begin to interact with the newer versions of the
Characters. This is the Time Loop room,
essentially here to provide the Players some backstory if they want it, and
just to mind-f*** with them.
Restrooms
9) The facilities here featured running water when
working. These bathrooms are for use
with the dining hall and saloon. They
are elegant and ornamented. The Men’s
and Women’s facilities are currently deserted.
Kitchen and Dining
Hall
10 & 11) The Ghouls
in the Security Room were just a warm up.
If there’s a long fight there, it will certainly rouse the rest of the
clan. They won’t join in the fight, but
rather they’ll lay in wait for an ambush and attempt to trap the party. If being defeated, the remaining Ghouls will
scatter and attempt to ambush the party again later. If the Characters instead decide to move the
bars to the south corridor and exit there, they might actually surprise the
dormant Ghouls in the dining room (# 11, half their number, the rest are in the
kitchen), if the party is being fairly quiet.
The kitchen (#10) itself is simply functional and there’s no
food or even much in the way of food storage.
It was brought up fresh from the lower levels and cooked here. The dining room features a large, beautiful
table (which will likely be impossible to move to fence and how did the
Ancients even get it in here?). There’s
a 100 gp worth of silverware scattered around the room. All the crystal glasses have unfortunately
been smashed.
Ghoul (FC) (x 12)
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) (x 8)
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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