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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