Monday, December 21, 2015

Southland Adventure: Stone Grave-Saloon/Kitchen/Dining

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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