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.)
RESIDENCE LEVEL
The original mine had a small amount of barracks housing and
office space. Underground living space
obviously isn’t optimal or inexpensive, but the 24 hour nature of the work and
the constant influx of new workers demanded some accommodation. A small community with rental housing was set
up outside the mine which new miners moved into as they earned enough money.
The “community” dried up and blew away as the mine played
out. In its next incarnation as a
survival bunker, Stone Grave’s residences were greatly expanded with actual
living quarters and individual bathroom facilities. Some communal space and even small playing
pitch for sports were added. (Keep in
mind, the magic power of the Wizard-Kings made carving out stone a lot easier
than in the old days of the mine.) The
whole level is well-lit and still is (except where noted). As the bunker became swelled with more
refugees food, water, and waste disposal systems quickly broke down. Before the end, this level was essentially an
underground third world slum neighborhood.
This area was stuffed with undead when the Humanoids found
it. The coalition slogged through from
apartment to apartment, cleaning out the inhabitants. There was no treasure to be found for their
bloody effort. When the sealed entrance
to the Noble level was found, agreements broke down with possibility of riches
at hand. The Humanoids divided
themselves by race and hunkered down into different sections. The battle continued furiously until the
Grimlocks below cut off their supply lines and reinforcements.
Those Humanoids still remaining are going to run out of the
water and food within a week. Ideally,
they should join forces and force their way out back to the Humanoid
territories. Unfortunately, bad blood
and the smell of riches has convinced them to hold out and try to outlast the
other tribes. Desperation for food will
prompt reckless action shortly. It’ll be
a blood bath as the factions are a bit too close in equal strength.
The appearance of the Characters is going to disrupt all
this. Fillet Mignon has just been served
to bunch of starving monsters. I picture
this level as being something of a chase with the Characters running and hiding
for their lives. Any major, prolonged
fight is going to draw attention from other tribes. If there are two groups of Humanoids and
human adventurers present, they will start fighting each other for the
opportunity to kill and eat the humans.
Level Dressing
The whole level is something of a desiccated garbage
dump. At the end, there was nothing but
wreckage and trash left. Things died
ugly here. The residences were Spartan
two-level apartments to begin with. With
the refugees, it all became a giant flophouse.
There are only a few buildings worth mentioning, such as the Meeting
Hall, the Tavern, and the small Courtyard with the Shrine and Fountain
(currently dried out). These areas were
all re-purposed to accommodate refugees.
The Mayor’s house would be a good place to reacquaint the Characters
with the Doppelganger, perhaps wanting to join forces with the group to take
out the Gnolls.
There’s nothing value left from when the refugees were
living here. There are again, occasional
piles of incinerated undead corpses. The
Humanoid camps contain only their primitive weapons, some brackish water, and
scraps of highly questionable meat (depending on the Characters’ rations, this
might be a God send).
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