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.)
Wandering
Encounter and Humanoid Raids
There’s one strictly “wandering” encounter on this
level. A Gelatinous Cube shows up after
any battle. The Humanoids will collect
the dead for their own desperate consumption, but their bizarre reverence for
these creatures compels them to leave out some sort of bloody offering.
This level should be played pretty fluid in encounters. None of the Humanoid tribes will
“patrol.” There’s not enough troops or
territory. What they will do is
raid. (Except for the Gnolls. They are bunkered in.) About a third
of their forces (including their leader)
will commit to quick probing actions, looking for a weak spot. They’ll break off after any casualties, or
call for another third of their forces if they think there’s an advantage, and
then pull back if they can recover some fresh meat. No one’s gone “all in” on a raid, yet.
Raids come from any side about once every couple of hours
down any given corridor. Characters
staying long enough are bound to run into one though they’ll probably hear them
coming first. (Except for the Gnolls,
the Humanoids just aren’t smart enough to use any kind of advanced
tactics.) The presence of Human meat on
this level will put the groups in a frenzy when known. The adventurers can expect constant pursuit
when discovered.
Gelatinous Cube (FC)
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the
next rd and absorbed within 1 turn (6 damage each rd).
Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an
unsuspecting victim, the person has inadvertently walked into the Cube. Automatic hit and 6 damage, DC 18 Fort Sv or
stunned.
Bane: Will retreat from fire and magic attacks
Gelatinous Cube (5e)
HD 4 (d10), Hp 20, AC 10 (Natural)
Str +0, Dex +0, Con +4, Int +0, Wis
+0, Cha +0
Stealth +6, Passive
Perception 11
Condition Immunities: charmed
Darkvision 60 ft.
Melee: Slam +4 to hit 1d6 + DC 12 Con Sv or Stun 1 Turn, stunned victims are then Engulfed the
next rd and absorbed within 1 turn (6 damage each rd).
Engulf: With a successful Stealth check on an
unsuspecting victim, the person has inadvertently walked into the Cube. Automatic hit and 6 damage, DC 16 Con Sv or
stunned.
Bane: Will retreat from fire and magic attacks
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