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.)
The Hobgoblin Camp
1) This tribe holds some important territory, but does not
have troops to really effectively cover it.
It is only Hobgoblin discipline that has allowed them to claim and
retain it. Specifically, they hold the
exit from the level. Anybody entering or
leaving is going to have to go through them.
Further, they tenuously hold access to the only meager source of the
food and water on the level, the Pitch.
As mentioned their discipline, top to bottom, is the
Hobgoblin’s main advantage. Their
Captain with his Magnus (wizard) gives them a tremendous advantage in covering
any gaps in their defenses. The
Hobgoblins have occupied the marked units (x) in more or less even numbers, but
will cover each other in times of conflict.
Within 2 rds, half of the troops in the nearest apartment will join the
battle. If the fight continues, the next
apartment will send help and either the Captain or the Magnus will be with
them. All of the corridors into this
area are under constant surveillance.
The Hobgoblins are more defense minded than the Goblins and Orcs. They typically send out reprisal raids only
after they’ve been hit.
The Entrance to the level has a glowing magical ward at the
entrance placed by their wizard. The
ward is hard to miss (unless someone’s being chased), so the Characters will
have some option to disarm it, DC 14 Dispel Magic in FC rules. If activated, it will immediately alert the
nearby troops who will investigate in full force. Seeing the humans, they will immediately go
get double the number of reinforcements along their Captain.
[The Hobgoblin troops here have been ordered to hold their
positions and reinforce others. They
won’t take offensive action unless ordered, though the sight of fresh human
meat might cause them to break ranks.]
Hobgoblin Soldier
(FC) (22)
HD 1+2, Hp 6, AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M
Hobgoblin (5e) (19)
HD 2d8 + 2, Hp 11, AC 18 (Chain Mail, Shield)
Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha −1
Darkvision
Passive
Perception 10
Martial Advantage: Once
per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet of an ally of the
hobgoblin that isn’t incapacitated.
Melee: Longsword
+3 to hit 5 (1d8 + 1) slashing
Ranged: Longbow
+3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing
The Hobgoblin Captain is currently biding his time, waiting
for the other forces to get desperate, crush them when they finally rush them,
and then wipe out the remainder. He has
allowed Gnoll scouts free passage into the Pitch for water in an attempt at
currying favor with them for a future alliance.
Hobgoblin Captain
(FC)
HD 3+2, Hp 18, AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1, Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L
Hobgoblin Captain (5e)
HD 2d8 + 2, Hp 18, AC 18 (Chain Mail)
Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +0
Darkvision
Passive
Perception 10
Martial Advantage: Once
per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet of an ally of the
hobgoblin that isn’t incapacitated.
Melee: Longsword
+4 to hit 6 (1d10 + 1) slashing, two hands
Ranged: Longbow
+4 to hit, range 150/600 ft., 5 (1d8 + 1) piercing
The Magnus has been run to the edge of exhaustion using
magic and applying his healing skills to the wounded. If forced to fight during a sleep cycle, the
Magus will use his staff instead of his magic.
Hobgoblin High Priest
(Magnus) (FC)
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6
damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to
use)
Spell Check +5, Save Against DC 15, up to 2
failed Spellchecks/encounter
DC 13 to cast
Cause Fear: One creature of 5 HD or less flees for
1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1
turn/level. (Will Sv)
Magic Missile: 9 impact damage + Knocked down. (Ref
Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC.
(Ref Sv all damage) Short range.
Blur: Successful attacks miss subject 25% of the
time. Encounter.
Darkness: 20-ft. radius of supernatural shadow. 1
turn/level.
Invisibility: Subject is invisible for 1 rd/level or
until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs
spells. Disrupted by any hit.
Web: Fills 20-ft.-radius spread with sticky
spiderwebs. Entangled 1 rd + ½ level
(Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)
Hobgoblin High Priest
(Magnus) (5e)
HD 4 (d6), Hp 21, AC 15 (Mage Armor), Init +2
Str 10 (+0), Dex
14 (+2), Con 13
(+1), Int 16 (+3), Wis
10 (+0)
Melee: Magic Staff of Striking DC 13 Ref Sv or 2d6
damage (11 charges, command word “Strike,” (in Ancient) requires a Wizard to
use)
Spell Attack +5, Save Against DC 13
Cantrips (x4)
Firebolt 1d10
Fire damage
Ray of Frost 1d8
Cold damage, movement slowed 10’
Shocking Grasp
1d8 Lightning damage + Stunned, (Advantage vs target wearing metal armor)
1st Level (x4)
Mage Armor AC 13
+ Dex
Magic Missile 3
bolts 1d4+1 Force damage
Thunderwave 15’
cube, Con Sv, 2d8 Force damge + pushed 10’
2nd Level (x3)
Hold Person 1
min, Wis Sv
Levitate 10 min,
Con Sv, 20’ vertical
Web 20’ cube, 1
hr, Dex Sv to avoid, Str Sv to break
No comments:
Post a Comment