Tuesday, December 8, 2015

Southland Adventure: Stone Grave-Pitch/Garbage Dump

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.)



Pitch/Garbage Dump
2) This cavern was turned to a small sports field, a pitch, when the facility was envisioned as a luxury bunker during the war.  There are even stone bleachers and a small ticket office at the entrance.  As the population of Stone Grave grew, this area became the unofficial garbage dump, which it still is.

There is a set of magical lights overhead to keep things growing, though they are currently flickering and subject to blackouts.  If you can believe it, there was also a working sprinkler system installed in the ceiling to keep the grass fresh.  Of course, it’s ruined now, but seasonal rainstorms filter their way inside down to the field, making the muddy puddles here the only source of water on the level. 

The only other “good” thing about this chamber is that given the size and amount of garbage, the Pitch is a good hiding/ambush place for the Characters.  Even the Gnolls’ keen olfactory sense is ruined here with the smell.  Of course, the downside of garbage and rain is a nasty population of vermin.  Listed here is sampling of creatures to fling at the party for your amusement.  (The FC and 5e options don’t quite match up, but that’s okay.)   

Giant Bombardier Beetle (FC)
HD 2 (d8) +4, Hp 13, AC 16 (Natural)
Fort +5, Ref +0, Will +0
Melee: Bite +2 to hit 1d4+1
Ranged: Acid Spray: When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 12 Fortitude save or take 1d4+2 points of acid damage.

Monstrous Centipede, Medium (FC)
HD 1 (d8), Hp 4, AC 14 (Natural)
Fort +2, Ref +2, Will +0
Melee: Bite +2 to hit 1d6–1 plus Poison DC 12 Fort Sv or Stunned 2 rds

Monstrous Centipede, Huge (FC)
HD 6 (d8) +6, Hp 33, AC 16 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +5 to hit 2d6+4 plus Poison DC 12 Fort Sv or Unconscious 1 turn

Giant Rats (FC)
HD ½, Hp 2, AC 12 (Natural)
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit 1d3

Giant Centipede (5e)
HD 1d6 + 1, Hp 4, AC 13 (natural armor)
Str −3, Dex +2, Con +1, Int −5, Wis −2, Cha −4
Blindsight 30 ft.
Passive Perception 8

Melee: Bite +4 to hit 4 (1d4 + 2) piercing and the target must succeed
on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Rat (5e)
HD 2d6, Hp 7, AC 12 (Natural)
Str −2, Dex +2, Con +0, Int −4, Wis +0, Cha −3
Darkvision 60 ft.
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Passive Perception 10

Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Melee: Bite +4 to hit 4 (1d4 + 2) piercing

Swarm of Insects (5e)
HD 5d8, Hp 22, AC 12 (Natural)
Str −4, Dex +1, Con +0, Int −5, Wis −2, Cha −5
Damage Resistances: bludgeoning, piercing, slashing
Blindsight 10 ft.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Passive Perception 8

Melee: Bites +3 to hit 10 (4d4) piercing, or 5 (2d4) piercing if the swarm has half of its hit points or fewer.

Swarm of Rats (5e)
HD 7d8 − 7, Hp 24, AC 10 (Natural)
Str −1, Dex +0, Con −1, Int −4, Wis +0, Cha −4
Damage Resistances: bludgeoning, piercing, slashing
Darkvision 30 ft.
Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Passive Perception 10

Melee: Bites +2 to hit 7 (2d6) piercing, or 3 (1d6) piercing if the swarm has half of its hit points or fewer.


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