Monday, November 30, 2015

Britney

Check your DearBritney e-mail.

J.

Southland Adventure: Stone Grave-Recreation Alley

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.)



Recreation Alley
This area serviced the miners’ various personal needs.  It included a Bathhouse, Mess Halls, Kitchen, Brewery, and (ahem) entertainment.  It all operated continuously, 24 hours a day.  During the war, some of the basic functions remained the same.  For now, one or two of the areas are currently occupied (your choice about one of the areas).  The Grimlocks patrol this area very reluctantly for a reason. 


Brewery
5) When this area was an active mine, an unsurprisingly large amount of beer was consumed by the miners on their off-hours.  An onsite brewery was the most efficient way to service them.  When later converted to a survival bunker, the large vats became emergency water storage (and people had to look elsewhere to get buzzed).

The current residents are fairly obvious, although the lights are out (covered over).  Large strands of webbing stretch all across the chamber and floor.  Mummified corpses of Grimlocks and Humanoids hang from the ceiling.  Unfortunately, it’s even worse than you think.  This isn’t just a Giant Spider lair, it’s an Undead Giant Spider lair.  Who can say what magical alchemical demonic process conspired to bring these creatures to life, but they’re here and have to be dealt with if stirred up. 

When the Humanoids were cleaning out this level of undead, they left this chamber alone.  Perhaps lacking flaming oil (in sufficient quantities, it would create a devastating inferno), they had no means of destroying the lair.  Unfortunately with the presence of warm bodies in the level, the spiders have been aggressively hunting separated individuals and pairs, not to mention immediately defending their own lair against any intruders.  Worse, they’ve been capturing victims and turning them into Zombies.  The spiders have a purpose.  They’re attempting to accumulate a new army to retake the level.

The multitude of spider webs in the room creates a difficult terrain situation (whatever that means).  So, any running or full movement will trip the individual unless they make a DC 12 Ref check (5e DC 10 Dex check).  Any knock down will also put an individual into the webs.  From there, it’s a DC 12 (5e DC 10) Str Check or Escape Artist check to get loose.  The webs are flammable and the spiders will retreat from fire, but will actually put out small fires by smothering them with webs. 

[The Giant Spider stats are pretty different between FC and 5e.  Both will have the same tactics.  They seek to poison their opponents, drag them off when they are helpless, and string them up in their lair.  Within 24 hrs, the victim will become a Zombie if they aren’t broken loose and given healing treatment.] 

Giant Undead Spider (FC) (x 10)
HD 2, Hp 8, AC 14 (natural)
Fort +4, Ref +3, Will +0
Melee: Bite +4 to hit 1d6 + Necrotic Poison DC 12 Fort Sv or sickened 1 turn (all bonuses and skills go to 0), a victim failing the first saving throw, bit again, and failing a second saving throw is reduced to 0 hp and rendered unconscious.
Stealth +4 (DC 16 to Detect)

Giant Undead Spider (5e) (x 6)
HD 4d10 + 4, Hp 26, AC 14 (Natural)
Str +2, Dex +3, Con +1, Int −4, Wis +0, Cha −3
Stealth +7
Blindsight 10 ft., Darkvision 60 ft.
Passive Perception 10

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.

Melee: Bite +5 to hit 7 (1d8 + 3) piercing and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) necrotic poison damage on a failed save, or half as much damage on a successful one. 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.

Ranged: Web (Recharge 5–6): +5 to hit, range 30/60 ft., The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

[The Zombies hanging from the ceiling are interesting.  The party will probably have their hands full with the spiders, but you could make it worse if needed.  Spiders would cut them loose and drop them on the characters.  Alternately, let the Players see them and find out they’re Zombies, and then leave the story thread dangling.  If the Characters return to this level, the spiders may have overrun the Grimlocks and the Humanoids and converted them.  The party then runs into a hoard of Zombies and spiders.]

Zombie (FC) (x?)                    
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                      
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd

Zombie (5e) (x?)
HD 3d8 + 9, Hp 22, AC 8 (Natural)
Str +1, Dex −2, Con +3, Int −4, Wis −2, Cha −3
Saving Throws: Wis +0
Passive Perception 8

Melee: Slam +3 to hit, 4 (1d6 + 1) bludgeoning

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Friday, November 27, 2015

Southland Adventure: Stone Grave-Market Alley

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 Market Alley
In Stone Grave’s mining days, this area was next to the main gate and the stalls here sold goods from the mine to outsiders and goods were brought in to sell to the miners.  Iron gates at either end of the alley locked up the area at night.  The main gate was buried in during the war and this area was used for storage of various survival goods.  The Humanoid raiders made a mess of this place searching valuables.  Any food items have long since rotted, but likely any reasonable common item might be found with enough searching and might be intact. 

Loitering around the alley and making noise will certainly draw attention from the Wandering Encounters described earlier.  The iron gates are currently open, but could be closed and wedged or fused shut to temporarily delay someone from entering or to trap someone inside from leaving.  (These tactics could be used by either the Players or the creatures.)

The Lost Squad
4) This is a group of Humanoids that survived the battle going on when the Characters entered the level and made it inside.  While Hobgoblins are normally disciplined warriors, this squad has been ambushed in the tunnel, stripped of their leadership, and are lost.  This group is holed up in an empty room trying to figure out what to do next.  In contrast to their normal behavior, they will hysterically attack anyone they come into contact with and run off in a rout if they are being defeated. 

They’re not going to be able to get past the Gargoyle sentries at either exit, so there’s a possibility a diminished group could be encountered more than once as they stumble around the level. 

Hobgoblin Soldier (FC) (x 10)
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) (x 7)
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

Thursday, November 26, 2015

Southland Adventure: Stone Grave-Dangerous Plant Life

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.)



Dangerous Plant Life
There are two farming plots and three water reservoirs in the main chamber that were installed during the war.  They provided some sustenance, waste material treatment, and water storage in a closed loop ecology.  It was a fairly desperate measure for food and fresh water.  It broke down immediately when the Catastrophe hit.  Unfortunately, it also mutated.            

The Water Tanks
2) These three large pits were used to treat waste water to make it drinkable and to water the plants.  At the bottom and around the edges are mossy vines which were used to process and clean the water.  Now, of course, they’re dangerous creatures which will grab anyone trying to get a drink or gets too close to the edge.  (If the Characters are fighting Grimlocks near here, have one of the wounded creatures get grabbed and dragged under first.)  The Vines will want to drag a victim into the water and drown them.  (For FC rules, on the third rd underwater, roll a DC 12 Fort Sv, add +1 each succeeding rd.)

Killer Vine (FC)
HD 4, Hp 17, AC 15          (Natural)
Fort +4, Ref +1, Will +1
Melee: 4 X Vine Whip +4 to hit each, 1d6
Constrict: 2 hits on same target and victim is entangled DC 12 Str or Escape Artist to get loose, or 1d6 automatic damage/rd
Will retreat from fire

Killer Vine (5e)
HD 6d8, Hp 27, AC 14 (Natural)
Str +2, Dex +2, Con +0, Int -4, Wis +2, Cha -3
Senses darkvision 60 ft., Passive Perception 12
Plant Camouflage: The Killer Vine has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Multiattack: The Killer Vine may attack with each of its tentacles each rd at different targets.
Tentacles (x4): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

[Note: These stats are an altered Grick.]

The water itself looks clear but is extremely unwholesome.  Anyone drinking it, will need to make a saving throw (FC DC 18 Fort Sv, 5e DC 16 Con Sv) or be violently incapacitated for the next turn.  Anyone making the save will only be sick for the next 2 rds.


The Farm Patches
3) These dirt plot pits grew all sorts of edible organic material during the war.  There was nowhere near enough food for everyone crowed inside in the last days and it was mostly cleaned out.  As the overhead lights have eventually dimmed, funguses and mushrooms have taken their place and mutated into dangerous creatures.  Anyone going into or falling into the pits will immediately encounter them and realize they are surrounded by them.  A few Fire Beetles can be seen scurrying around among the mushrooms, which might be tempting for obtaining a cheap light source.


[Violet Fungus mushrooms protect themselves with tentacles that spray poison spores on would-be harvesters.  They are differently colored than almost any other mushroom as long as you’ve got enough light to see by.  If killed, the mushroom (toadstool) is still poisonous.  There are assassins who can brew Violet Fungus into potent poison applications.]  

Violet Fungus (Giant Mushroom) (FC) (x 1 per 20’ sq)
HD 2+6, Hp 15, AC 13 (Natural)
Fort +6, Ref –1, Will +0
Melee: 4 attacks/rd Tentacles +3 to hit 1d6+2 + Poison Spore Cloud DC 12 Fort Sv or Die.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

Violet Fungus (Giant Mushroom) (5e) (x 1 per 20’ sq)
HD 3 (d6), Hp 10, AC 9 (Natural)
Str −4, Dex −1, Con +0, Int +0, Wis +0, Cha −2
Damage Vulnerabilities: fire
Passive Perception 10

Melee: Rake +1 to hit 1 (1d4 − 1) slashing + DC 10 Con Sv Poison.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

[Note: Altered stats of an Awakened Shrub.]

[Fire Beetles: These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.]

Giant Fire Beetle
HD 1 (d8), Hp 4, AC 16 (Natural)
Fort +2, Ref +0, Will +0
Melee: Bite +1 to hit 2d4

Giant Fire Beetle (5e)
HD 1d6 + 1, Hp 4, AC 13 (Natural)
Str −1, Dex +0, Con +1, Int −5, Wis −2, Cha −4
Blindsight
Passive Perception 8

Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  (A pair of glowing glands that give off light for 1d6 days after the beetle dies.)

Melee: Bite +1 to hit 2 (1d6 − 1) slashing

Wednesday, November 25, 2015

Southland Adventure: Stone Grave-Main Work Chamber

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.)



Main Work Chamber
This area was the ore collection, sorting, and processing area when it was a mine.  As part of the survival bunker, the main chamber was used for underground farming and water collection.  The Catastrophe and various alchemical additives have mutated in dangerous ways.  The invasion of the Humanoids awakened the dormant Undead.  The various plants and chemical pools would also feast upon the unwary, which is why the Humanoids left them alone. 


Elevator Entry
1 XP for getting past the Gargoyles.

1) Both elevators have a Gargoyle sentry.  Lucky for the Characters, they are pointed the other way and not expecting intruders from the rear, also the Gargoyles are the only occupants of the chamber.  If the party can manage to not make too much noise coming up the scaffolding (any battle on the mine level won’t be heard), they may have an opportunity to either sneak away or get in a first strike. 

The two Gargoyles will help each other, but will not go for reinforcements.  They will fight to the death, but not pursue outside the area around the elevators.  Unless the party stays around the Main Chamber for more than two turns (20 minutes), they won’t have to worry about anyone else coming in.

Gargoyle (FC) (x2)
HD 4+19 (37 hp), AC 16* (Natural, Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1 
Or Gore (Charge attack, requires 1 rd run) +4 to hit 2d6+3 + Stun 1 rd

Can appear to be a statue (in fact the lair is littered with statue decoys) or can hide by changing color to match the stonework.

Gargoyle (5e) (x2)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Darkvision
Passive Perception 10
Flight ability

Melee: Bite +4 to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing

After the battle with the Hobgoblins has finished (about 2 turns after the Characters arrive), a force of Grimlocks returns, dragging a bunch of bodies with them.  Most of Grimlocks and the dead are taken below.  Normally, there are 20 Grimlocks left in the chamber.  They would be eating, healing wounds, sleeping, and silently communing with one another.  Generally, they are waiting for the next alarm to enter into battle.  They would not be very alert or attentive here for intruders, but would be ready for battle quickly if disturbed.  At least two will be scampering down the elevators for reinforcements.    

Grimlock (FC) (x 20)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Grimlock (5e) (x 20)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception +3, Stealth +5, Passive Perception 14

Melee: Stone Axe +4 to hit 7 (1d8 + 2) slashing

Tuesday, November 24, 2015

Southland Adventure: Stone Grave-Work Level

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.)





WORK LEVEL
Originally this was a work area for materials found in the mine.  Here were forges and crafting shops.  Commerce was even conducted in stalls by the front gate.  During the Civil War, that entrance was buried and the cavernous sorting, collection, and storage area was turned to water collection and underground farming.  A single, gated tunnel was maintained to keep connection with the rest of Mount Connor’s internal structure.

Just a few notes about the rest of the Stone Grave levels.  Fresh air was pumped in through a large number small hidden airholes from the outside via magic, which still work.  So, it’s never terribly stuffy inside.  Rooms and corridors were well lit by magical glowing stones.  These are still working in most places, but are flickering or off altogether in others.  There was running water and sewage in the facility thanks to tanks of water stored above the top level.  The system was kept up by magic, which would still work, but the actual physical facilities are long ruined.

The Characters have had the good fortune to arrive as most of the Grimlock force is in the tunnel fighting a company of Hobgoblins, otherwise they would have been wiped out immediately.  This is going to be their last bit of good luck on this level.  Getting away from the Gargoyles and the potentially lethal plant life in the main chamber should be an immediate priority.  From there, the party needs to be careful in finding their way up to the next level, as there will be large roving forces searching this level.    

The Main Chamber is dimly lit by overhead magical light sources, which were installed during the war to help spur plant growth.  The other areas on this level are generally badly lit by failing magical light sources.  The party will likely want their own light sources when exploring any rooms.  As a bit of dressing but of no practical use, there are incinerated piles of undead around the level. 


Wandering Encounters
There are three possible wandering encounters on this level.  They are not random encounters because I’m not putting in a table.  Just use your best judgment.  Keep in mind that a wandering encounter shouldn’t necessarily be two sides running into each other.  The party could see or hear these creatures first and make a decision.  Alternately, the creatures could see them first and stalk them, waiting for a moment to strike.  A prolonged battle with any of these encounters may draw others.


The Cleaning Service
There is one Gelatinous Cube roving the level looking to absorb organic matter.  It entered the level with the Humanoid forces.  It has no higher intelligence, but has enough instinct to avoid attacking masses of creatures who can defend themselves.  It will often be attracted to any battle, wait until it is over, and then scavenge any bodies left behind. 

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


Grimlock Patrol
There is typically a group of 4 Grimlocks making a circuit of the level, though mostly avoiding the Brewery and Gambling/Pleasure Den areas.  At least one will run to get reinforcements (and a Gargoyle) when intruders are found.  They are also likely to stalk the Characters, waiting an ambush when greater numbers have arrived.
  
Giant Spiders

There will typically be 2 Spiders hunting around the level.  They may be waiting in ambush or stalking potential prey.  Either way, they’re waiting for an awkward moment to jump their victims.  As soon as they’ve successfully incapacitated someone, they’ll attempt to disengage and drag off the body.    

Monday, November 23, 2015

Southland Adventure: Stone Grave-Mines Level

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.)



MINES LEVEL
This was mostly a silver mine in the Pre-Ancient days.  It was abandoned after it became played out though there’s still plenty of other types of deposits there.  It was a dangerous place for working, hence the name.  The mines became prone to seasonal flooding when they were no longer being maintained, which has kept most sentient creatures from settling here.  Unfortunately, other creatures thrive and abound, most migrating from the alchemical vats of the Deep Dark. 

The characters arrive just after the rainy season, so the tunnels are damp, humid, and filled with puddles.  The main chamber is dimly lit from above, while the tunnels are pitch black.  This particular level was really just a staging area that lead to the actual metal deposits.  The lower mines have since either collapsed or were re-worked into areas of the Deep Dark. 

The Mine level only really has one major encounter and only one objective.  Wandering around this level is just asking for damage for no reward.  When the Characters stir up the nest of Grimlocks, they’re going to realize that they’ve stepped in it.  At that point, getting up the elevator and to the next level is going to be a priority. 


Capped Shafts
(cs) The lower mine shafts were sealed up with heavy capstones when the complex was turned into a bunker.  If the Characters are desperate for adventure or escape, it shouldn’t be impossible to get into them.  It’s up to you what they find there.

(Entry) This is the broken capstone that the Characters enter the level through.


Frozen Storage
1) This should be a cheery sight for the Characters.  About 20 Humanoid and Grimlock bodies are being stored here on top of a 15’ patch of Brown Mold.  The Grimlock reserve force is taking advantage of this natural patch to keep their future meals preserved.  (They don’t roast them, so there’s no telltale smell of burning flesh.  They just warm them to slightly above room temperature.)   

Brown Mold  
Brown Mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it. 


Green Slime Pit
2) The flood waters tend to pool up in this area and linger.  A Green Slime colony has taken root here on top of a 1’ deep pool of standing water.  The smell alone should warn the Characters off.  However, incautious entry into the chamber, say in panicked flight, might cause a soaking.

Green Slime
This flesh-eating slime covers damp surfaces all over the Deep Dark.  It automatically dissolves wood and organic items touching it in 2 rds.  Non-magical metal items are corroded in 3 rds.  In either case, it must be scraped or washed off immediately to avoid ruining the item.  On exposed flesh, it does 1d6 damage each rd until scraped or washed off.  Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. It does not harm stone.


With Jelly
A few colonies of dangerous amorphous creatures have taken hold here, regurgitated from lower levels by flooding.  There are three different colored creatures in the mines.  All will aggressively attack any intruders and retreat only if seriously harmed.

3) A Black variety exists in a dark corner.
4) A Gray variety lives in a wet puddle in this room.
5) A Yellow variety lives in a corridor that is behind a patch of the phosphor fungus.  Anyone trying to pick it will arouse the creature.

Phosphorescent Fungus 
This strange underground fungus grows in clumps that look almost like stunted shrubbery. It can be cultivated for food and light. It gives off a soft violet glow that illuminates underground caverns and passages as well as a candle does. Rare patches of fungus illuminate as well as a torch does.  Picked fungus will glow for up to six hours.

Ochre Jelly (FC)
HD 6 (d10), Hp 40, AC 10* (magic weapons strike as normal, slashing weapons do no damage, but split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3, Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or grappled -1 to worn non-magical Armor (1d6 acid damage if not wearing armor), next rd, automatic acid damage, until scraped off (1d4 damage to victim from scraping) 

Stealth +5 (Camouflage) Hanging from ceiling
Bane: Will retreat from fire and magic attacks

Ochre Jelly (5e)
HD 6d10 + 12, Hp 45, AC 8 (Natural)
Str +2, Dex −2, Con +2, Int −4, Wis −2, Cha −5
Damage Resistances: acid
Damage Immunities: lightning, slashing
Blindsight 60 ft. (blind beyond this radius)
Passive Perception 8

Amorphous: The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Split: When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly

Melee: Pseudopod +4 to hit 9 (2d6 + 2) bludgeoning plus 3 (1d6) acid

[Note: Obviously this is a lazy way of putting in a Black Pudding and Gray Ooze without using separate stats.  In looking at the three creatures, there’s really not a huge amount of difference between them.]


The Grimlock Hole
6) The stone cap over this hole has been shattered and replaced with a heavy metal cover.  It looks like it has been assembled recently, which it has.  There is a Grimlock guard on the other side, who will only open the cover for another Grimlock (a near telepathy thing).  Messing with the cover will probably be pretty loud, which will draw 4 Grimlocks from the Main Chamber.  2 rds later, the cover opens and 10 Grimlocks will start emerging from it.  Going down the hole, Characters see a row of 8 Gargoyles on either side, who will all turn to face them.  Hopefully, they’ll take the hint and exit quickly.     


The Main Chamber
2 XP for making it to the next level.

7) This large room is dominated by the two large elevator lifts.  They were operated by pulley and winch and oxen (this was set up long before the rule of the Wizard-Kings obviously).  They are non-functioning, but the scaffolding around them is easy enough to climb up in two rds.  There are also four large tables, mostly rotted away.  

Of more immediate concern is the force of 10 Grimlocks guarding the elevators.  There is a battle going on in the level above.  This group is keeping watch on the lifts for intrusion or for a signal to join the battle.  They are alert, but not watching the chamber itself and could be surprised fairly easily.  If attacked, at least one will return to the Grimlock Hole to get help.  10 more Grimlocks will arrive within 4 rds, but will not pursue up the elevators if there are no intruders present in the room.   
  
Grimlock (FC) (x 10)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Grimlock (5e) (x 10)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception +3, Stealth +5, Passive Perception 14

Melee: Stone Axe +4 to hit 7 (1d8 + 2) slashing

[Note: These aren’t the official stats for a Grimlock, which I don’t have.  They’re a modified Lizardman.]

Friday, November 20, 2015

Southland Adventure: Stone Grave-Setting Background

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.)



Setting Background
The Catastrophe didn’t kill everyone all at once.  It made them suffer first.

The Ancients
Before the time of the Ancients, Stone Grave was originally a miner-killing hole in the ground under Atila dedicated to extracting silver and a few other metals.  As the body count rose, the strike was eventually played out and the mine was abandoned. 

The Ancients would later turn the inside of the plateau into an immense internal living and work space and the area underneath into an unspeakable den magical depravity.  The Civil War would further morph Atila into a survival bunker, as refugees flooded the facility seeking shelter from the conflict.  As the main production facility of Humanoids and the all-important Vegemite, all sides left the mountain untouched, so long as the Wizard-Kings there continued to supply all sides equally.

Finally, the Catastrophe stuck and slowly worked its way across the continent, draining all human lifeforce it encountered.  The disaster took long enough to develop that various counter-measures were attempted.  At Atila, some fled into the Deep Dark, hoping to be shielded by the earth (and would later become the Grimlocks).  By this time, the Stone Grave section had been converted into an upscale survival bunker.  They attempted to create a magical shield powered by tapping demonic forces. 

It created some interesting effects when the soul-draining wave finally hit, none of which allowed anyone to survive.  As the human bodies were removed of their spirits, demonic ones entered, causing the overcrowded bunker to now be filled with killer undead creatures.  Lucky that Stone Grave had been sealed off from the rest of the complex to keep non-residents out.  This ended up keeping all the undead trapped inside. 

The Humanoids
The Wizard-Kings’ Humanoid creations were the bulk of the survivors and now ruled the mountain.  There are several sealed off and hidden areas of Atila’s massive internal labyrinth.  The various Humanoid tribes are constantly trying to get into them for lost magical items, weapons, and precious goods, even though most were sealed for a reason and the robbers find that out the hard way.

Stone Grave was a known major subdivision with an obvious entrance.  After long, hard effort the sealing blocks were broken into.  (The tunnel had, of course, violently changed hands any number of times in the process, thus greatly slowing the excavation.)  The rupture unleashed a veritable hoard of undead that had been trapped inside.  An unlikely coalition of various tribes defeated the rush.  Because of the obvious danger, they decided to work together, at least for a time, to clean out the level.

A large, mixed force moved in and began systematically removing the vast undead presence in the work level and residence level.  This was not easy work, causing many casualties.  The coalition held together remarkably well, but only because they hadn’t found anything worth looting to fight over.  Eventually, they reached the Noble Level, which was also sealed.  The various tribes figured this was where the goodies were and everything broke down at that point.  The groups holed up in individual sections and proceeded to make war on one another.  Runners were sent out for reinforcements, which in turn, started fights between the tribes outside the complex. 

Things only got worse from there as the various forces bunkered in.  Most Humanoids instinctively avoid the Deep Dark under Mount Connor.  Greed and frustration drove hasty expeditions into the mine level of Stone Grave looking for anything to justify the continuing effort.  This stirred up the Grimlocks living there, who had previously avoided these undead infested levels.  Unfortunately, this tribe controlled a group of the Ancient stone sentinels, Gargoyles.  These magical creations couldn’t be harmed by normal weapons.  With this backup, the Grimlocks took the work level and have feasted upon ongoing reinforcement efforts being sent to Stone Grave. 

The remaining forces on the residence level have hunkered down and attacked one another with increasingly pitiful forces.  They are trapped and cannot go back or forward to this point.  The Grimlocks seem inherently reluctant to go any higher up in the complex to finish them off and keep Gargoyle sentries there instead.  The specter of starvation will eventually drive them into final conflict at some point.  Meanwhile, the Gnoll tribe with their pet Troll, holds the entrance to the Noble Level and are just about to make a breakthrough.  Here’s where the Characters come in.

The Adventurers
This high-profile site would also attract the attention of the later arriving Commonwealth colonists.  Mount Connor, as the colonists would call it, was overrun with Humanoids, fanatical about defending it.  Daring (and very lucky) raiders would return from strikes inside with treasure and magic items.  (Though most adventurers would never return at all.) 

With a little military assistance (who decided this would be a nice thorn to put in the Humanoids’ side), Camp Connor was established nearby the mountain to facilitate expeditions inside.  The Humanoid residents are annoyed by this squatting, but are generally too busy fighting each other to successfully gang up and destroy this fairly powerful collection of warriors.  This will probably continue, as long as the humans don’t try to hold any territory inside Mount Connor


Player Briefing
The Characters are, by good fortune (?), the first group of humans to enter this part of the complex since the Catastrophe.  If you were starting this as part of an ongoing Southland campaign, the Characters could somehow acquire a map from their adventuring showing a secret entrance into Mount Connor and pointing at a hidden treasure cache. 

While it seems legit, the map immediately ends up leading them into the Deep Dark, which will prompt them to quickly attempt to find an exit.  They would then find the way back has been blocked off and must proceed forward blindly.  From here, they’d find a ruined ladder with an entrance hole 10’ above it.  Disturbingly, there the remains of a stone cap that had obviously placed into the hole, but was later jarred loose by erosive flooding.  Wherever they’re going was sealed off, but at least it’s going up.

Otherwise, just use whatever backstory you want and start the adventure at the hole.   

Thursday, November 19, 2015

Southland Adventure: Stone Grave-Index

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.)

I am not affiliated with Wizards of the Coast™.
I make no claim to or challenge to any trademarks held by Wizards of the Coast™.  This adventure uses material from the Basic Rules freely available online at Wizards of the Coast, as well as material of my own adapted to said rules.

(This disclaimer was on a 5e adventure published by Necromancer Games, so I’ll go ahead and use it too.  Also note that this adventure is not for sale and there is no advertising on the site on which it is offered.)


[Ha, ha, Psych!  You thought it was over in the Southland, didn't you?  Actually in the time that I didn't have access to the blog I worked on this and even added some 5e to it.  Enjoy.]




Adventure Synopsis
The Characters are adventurers in the monster-rich Southland setting.  While exploring the Humanoid dominated labyrinth of Mount Connor, they are the lucky finders of an unplundered tomb.  All they have to do is fight their way past a multitude of Humanoids also after the treasure, a hoard of ravenous Undead, and find the hidden treasure.  


Ref Overview Briefing
This would be a mid-level adventure (average 5th level) for about six adventurers.  The group should include magic users and warriors with magic weapons.  The Characters are more powerful than the monsters inside for the most part, but the monsters are a lot more numerous.  Being incautious and wading into fights with large numbers of Humanoids is potentially party killing.  Don’t crush the Players without at least a good warning shot first.  Let them run if they figure out they’re overmatched.

Static XP awards are going to be very stingy here.  Likewise, there’s no random treasure, food, or healing to be found.  Hopefully, the Players figure this out and don’t waste their resources on random or pointless encounters.  That said, go ahead and give out 1 XP awards for clever, stout, and brave actions as you see fit.    

Philosophically, Stone Grave is almost Tomb of Horrors in reverse.  There’s very little thinking or puzzle-solving here.  It’s a straight up Hack and Slash through a hoard of enemies.  There’s virtually no help, no supplies, no magic weapons, and all the treasure is in the last level, much of it being hard to move.  Oh, and the exits are ambiguous at best.  Getting out with some treasure may be even more interesting than finding it.  Whatever the characters bring in is what they’ll have to work with, so let them in with whatever they can carry, preferably enough to outfit a small army going to war.  Stone Grave should also give the Characters some clues to help find the lost city of Circumsphere in an ongoing campaign.  

Wednesday, November 18, 2015

Southland: Notes

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Southland Notes
Let me start with an apology.  I have very little excuse for not researching the continent of Australia better.  It would have taken much longer to prepare, and I just didn’t have the patience.  I considered this project iffy at best and didn’t want to torture myself with it any more than I had to. 

You see, variations of this setting, called The Wastes, have bouncing around my head for about 20 years.  (You can see it here in the Sample Adventure.)  It has been a continual source of frustration.  When I finally stumbled on the thought of placing it in the real world, Australia, I jumped all over it.  Anything to get this thing over with.  One “Search and Replace” later, it’s the Outback.  Ultimately, I hand-waved reality in favor of some questionable placements and descriptions of natural features.  (Not to mention an overly creative use of Vegemite).  It’s an adventure setting, not a geography lesson.

The idea of putting this vague setting in Australia happened when I had this other idea of putting a giant dungeon inside of Ayers Rock.  I wrote out an outline for several levels.  Then I thought, “Why not just put the whole “Wastes” setting in Australia?”  After I did, I ended up putting the giant dungeon into Mount Connor instead, with Ayers Rock instead being the mystical center of the continent. 

So where is this dungeon then?  Why didn’t I post it?  I ended up deciding to take my giant dungeon notes and instead use them in an entirely different setting, which I’m hoping to work on next, albeit scaled down somewhat.  Southland itself got too big, with every idea for it turning into a “rabbit hole” of additional work (two words: Naval Combat).  This would have never gotten finished if I’d put a mega-dungeon with it.  I think any big dungeon will work just as well anyway.  This whole setting is really just a place to stick your own stuff into.  

This setting is part of a larger imagined setting.  I’ve got more details, but they’re really not necessary for game play and mostly only deal the Commonwealth’s history.  The Southland is tentatively connected to the Oriental setting and the Dark Continent settings.  (I’m still not sure how or if Fantasy Ireland should be formally joined in with the rest.)  I view the Commonwealth home continent as a largely civilized and explored place that wouldn’t be much fun for adventurers, except for the barbarian-filled northern areas and the border with the Hegemony.  There’d be plenty of political intrigue for title-level characters back home though.       

If pressed, I’d view this world as basically earth, but smaller in circumference.  There’s no North and South American continents.  There would also be large terrain obstacles between the major nations, preventing easy invasion and trade.  I have no world map nor list of nations.  It’s all just vague thoughts in my head for now.

The town of Cross, Hells Gate (originally Doom Keep), Cairns (originally the Dark Kingdom), and the Insect Kingdoms were throwbacks to the original setting, which why they fit somewhat uncomfortably into this setting.  I just couldn’t let them go after all this time.  A little out-of-setting weirdness is okay though.  One admitted stumbling block I had working on this setting was my lack of discipline in cutting loose sub-par ideas.  I wasn’t sure if I was putting in enough interesting spots in the setting to make it worthwhile, so I made the fateful decision to make everything work, no matter how questionable (except for the Tasmanian Devil).

The Cross map and Governor’s Estate layout were really old and hard to clean up.  I clearly have no future in civic planning or any grasp of Medieval economics.  Sorry, just roll with it or come up with something on your own.

You can thank a friend going into the Marines for the Commonwealth Marine stats and the other military stats.  I’m not sure how useful these will be for adventuring, unless your group wants to play as a bunch of Marines, but there they are.  I admit to having fun making them up.

The Frontier Service was obviously modeled on the French Foreign Legion.  The setting environment, as well as my reading of Beau Geste, viewing the movie March or Die, and Snoopy’s imagined adventures as a Legionnaire, just seemed to cry out for an analogue in the adventure.  When reprobates and idealists, lead by psychotic sadists, fight berserk, man-eating Humanoids, everybody wins.  There was something like this in Australian history, though I modeled the Frontier Service after a Mexican version, where convicts served at the Presidio in present day El Paso.   

Yes, Grumpy and Alice on Monster Island are Land of the Lost references.  Maybe there are Serpent Men (Sleestak) hibernating somewhere on the island.  A few from the Dark Continent could have come over.  (I am planning on finally stat’ing that out in the future.  Here’s what one Serpent Man wizard looks like in the meanwhile.)  

The Kalbarri Portal is obviously based on Stargate or Star Trek’s Guardian of Forever.  Whatever analogy works best for you.  In all honesty, this is the actual natural arch in Kalbarri, called Nature’s Window.


I do not know where the image I’m using actually exists.  I downloaded it a couple of years ago with the name Aussie Portal, but stupidly didn’t make any note of its location.  I assume its somewhere in Australia, but I don’t know where and couldn’t find it.  Oh well, close enough.




These two natural features (the 12 Apostles and Remarkable Rock) should have been included somewhere, but I couldn't figure out what to do with them.


Likewise this feature, the Tasmanian Arch.  I couldn't think of way to make this work as a portal transferring dinosaurs onto the island.  Maybe something else?

I have written some stories about this setting in its previous incarnation, including details about Circumsphere itself.  No, I don’t want to share them.  They’re too incomplete, and I don’t feel like re-working them.  I think it works better as a mystery to be solved with your own imagination.  If its discovery is used as a capstone for a campaign, as intended, it’ll have more meaning that way.  


Tuesday, November 17, 2015

Southland: Southland Secrets 2

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Southland Secrets 2

● Meanwhile, the Commonwealth Emperor Leon is becoming increasingly irritated that the Southland is not being fully exploited of its resources because of Humanoid interference.  The military, the Circle of Elders (Paladins), and the Wizard Council have been charged with finding a “Final Solution” to the issue.  The Alice Springs outpost was established as a secret testing ground for it.  Raids into the lost colonial town of Cairns also seem to be a part of it.  They’re interested in the Necromancer’s research. 

● Yes, these guys set up the encounter in “The Thing” Sample Adventure.  They uncovered the magical ruins, set up the sign, and then buried the Mummy Zombies in the area.  It was meant to be a trap for the Humanoids.  Final Solution was remote monitoring the site.  When the characters stumbled on it, they decided to activate the trap to remove the witnesses.  They still might want to go looking for the characters.

● The Necromancer was with the “Final Solution” group at Alice Springs.  He got a little too deep in his understanding of surviving Ancient texts and magic.  He basically went insane and joined the other side.  The Humanoids think he is an Ancient because of his magic and follow him.  (He’s been promising them Vegemite as well, but he hasn’t figured out that he needs eucalyptus for it yet.)  Southern Cross Rangers are furiously searching for the Necromancer to silence him.  He knows WAY too much.   

[And you probably thought I was going to name the “Wiz” in Cross as the Necromancer in disguise.  No.  That’s so clichéd, not doing that is the twist.  But, the Wiz does know him and would like to interrogate him for knowledge, preferably before the Rangers find him.] 

● While the Humanoid Elders and the demons of Hells Gate have a common enemy (invading humans), there is no love lost between them.  The big egos and chaotic nature of the creatures involved will not let them work together at all.  The Elders are content to leave the demons alone, as long as they’re trapped.  If the demons could get loose from the keep, and were still able to stay in the Southland permanently, they’d go right after them. 

Neither side blatantly acts against the other, but there are little proxy battles going on all the time, testing each other’s defenses.  The Oriental demons (Ogre Mages and Oni’s) are the demons’ outside agents (and their own purposes in this are unknown).  Their actions have helped keep the Alice Springs outpost from being overrun by the Humanoids.  

● The Hegemony’s  plan in the Southland, the DarkContinent, and Norther March (the barbarian frontier of the Commonwealth homeland, which I’m not planning on ever detailing) is to force the Commonwealth to draw off more and more of its military resources abroad so that it can launch another invasion into their homeland.  The Oriental empire is actually aware of this.  As soon as the Hegemony starts their invasion, the Empire plans on invading the Hegemony from the west and carving them up.

● Yeah, the Gillmen are actual “space aliens.”  I probably dropped that hint in few times.  They might be an advance party (summoned by the Ancients?) or perhaps a trapped, lost colony attempt (stopped by the Ancients?).  Their underwater bubble city is a spacecraft.  Antalamya, the shell dragon, actively fighting this alien invasion.

● The dinosaurs in Tasmania were not an Ancient “Jurassic Park” genetics experiment.  There’s another portal (like Kalibarri) on the island that was used to bring them in from the past.  That portal is still actively doing so, either by its self or by some unknown force.  (Is there actually a Tasmanian Devil?  Is there a reason, other than the Bass Strait water barrier, that this island was untouched by the Catastrophe?)  There’s a network of these portals on the continent.  So far, only the Necromancer has figured out where they are (some are well hidden) and how to use them.  The Crossbones have not found the Tasmanian portal, but they are actively exploring the island for more Ancient artifacts.

● The Wizard-Kings weren’t buried at the Ayres Rock tomb.  Many were transmuted into the land itself at (wait for it) the Olgas monument next door.  The spirits in the rocks are the Wizard-Kings.  Ancient records enigmatically refer to this process as “They were returned to the earth.”  However, no one living knows this.  The spirits are so old, they don’t even remember, though they could, if reminded.

● However, that wasn’t the fate of all the Wizard-Kings.  Some wanted a physical form to match their magical power.  Thus the creation of the Dragons.  These are totally artificial magical artifacts with powerful human souls jarred into them.  This form is nearly immortal, requiring only consumed human blood to remain animated.  

These creatures’ magical nature allowed them to survive the Catastrophe, but not unscathed.  Many lost their minds or were physically damaged.  All of them lost their ability to cast spells.  As they attempted to feed on the Humanoids, the Dragons found themselves overmatched by sheer numbers.  So, most are dead, a few gone dormant from lack of blood, and a very few (Argula, Abraxus, and Antalamya) have found a protected niche. 

That Dragon “Stockpile” in the military bunker in the Nullarbor Plain are Dragon bodies that never had human souls placed into them and were never activated.  This does require an elaborate magical ceremony, none of the details of which have been found.  I wonder if the Necromancer is looking for them?  

Monday, November 16, 2015

Southland: Southland Secrets 1

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Southland Secrets 1

[If you’re some sneaky player in this setting, stop reading this!  I put this near the end of the posts to increase the drama.]

Let me give you a few things to think about.

The Humanoids were once human, the subjects of the Sphere Empire.  They were magically altered by the Wizard-Kings into the various savage races.  Kobolds are truly the most tragic byproduct of the Ancient Civil War.  Wars create an abundance of orphans.  In an evermore desperate need for troops, the Wizard-Kings would convert even lost children into inhuman soldiers.  All this knowledge is known to the Commonwealth leadership and a few scholars, but has been otherwise suppressed. 

The Humanoids were created by first draining the human subjects of their souls, then they were altered into their various forms.  This is why they survived the Catastrophe; they had no souls to drain.  It is their soulnessness that makes them savage monsters, not their physical characteristics.  (One reason why the Humanoids instinctively hate humans; they know that they are incomplete mockeries of humans and can’t stand to be reminded of it.)  Oh, all that soul-energy was then used by the Wizard-Kings to power their magic, which is why it was so powerful. 
 
Mount Conner was the “factory” for Humanoid production, Vegemite, and alchemical weapons.  The various Humanoid tribes there are fighting over their original “home.”  The Gelatinous Cubes, oozes, and such in the Deep Dark are magically mutated Vegemite, mutated by the Catastrophe and the various alchemical concoctions in the Deep Dark.  

● Humanoid leadership is much smarter and more coordinated than they appear.  There’s a Humanoid High Command of Elders that isn’t even a rumor amongst the humans.  This diverse council of creatures has not just human-level intelligence, but genius-level intelligence. 

The Elders are allowing the human settlements.  They want the population just big enough so that it can turned into a large, renewable slave labor/food resource.  Not to mention, the Elders think, with enough human sacrifices, they can replicate the “fallout” effect over the continent and ensure the Humanoid’s continued existence. 

They are very confident they can easily overrun the colonial defenses.  It was the Elders who orchestrated the massacre at the Cairns colony, and they actively took part in it.  They have ordered various Humanoid tribes to occupy and hold certain valuable land deposits to keep the humans from expanding too far into the interior. 

Where are they?  Remember all those Humanoid pilgrimages to Ayers Rock?  The Humanoids routinely travel to them for guidance, orders, and enlightenment.  The Elders’ lair is tucked deep into the Astral Plane.  Their portal is a hidden cave that only Humanoid Kings know about and how to open.   The Elders are descendants of Humanoids who moved into the Rock after the Catastrophe.  After finding a way inside, they received enlightenment from the Dreamtime entities and a place to live.  Worthy Humanoids have been brought in ever since to join them. 

Humanoid Elder
+4 to all stats
HD 10 (d8), Hp 60, AC 18 (Chain Mail), Enhanced Init +4
Fort +11, Ref +11, Will +11
Melee: Great Axe +14 to hit 1d12+4
Ranged: Spear +14 to hit 1d8 + Stun 1 rd

Spell Check +7, Save Against DC 15, up to 2 failed Spellchecks/encounter
(Equivalent to 5th level spell user)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Comprehend Languages: You understand all spoken and written languages. 5 turns.
Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
Magic Missile: 11 impact damage + Knocked down. (Ref Sv all damage) Short range.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 11 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Invisibility: Subject is invisible for 5 rds or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Dispel Magic: Cancels magical spells and effects. Roll a normal spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject 50%. Encounter.
Fireball: 13 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns. Disrupted by any hit
Hold Person: Paralyzes one humanoid for 5 rds. (Will Sv)
Lightning Bolt: 13 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Suggestion: Compels non-hostile subject to follow stated course of action. 5 turns. (Will Sv)
Summon Monster III: Calls 3HD extraplanar creature to fight for you.  Encounter. Forbidden spell. Ceremony Spell.   
HD 3, Hp 24, AC 13 (Natural)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6+3


[You thought this “Secrets” thing was just going to be a bunch of fluff, didn’t you?]