KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Elvish Strike Force Stats
Elvish Warrior (FC) (x4)
1st
level Elf Warrior, Hp 6, AC 17 (+1 magical Elvish chain mail suit)
Fort +0,
Ref +4, Will +4
Melee: +1 Rapier
+4 to hit 1d6+2
Ranged: +1
Magic Longbow +4 to hit 1d8+1
Spellcheck +3 to cast, Save Against DC 13, 3
failures/encounter
Burning
Hands: 7 fire
damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close Range .
Magic
Missile: 7
impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
+3
Detection, Find, Stealth skill, Tracking skill
First Aid
skill
Immune to sleep, charm, and paralysis
Elvish Ranger (5e) (x2)
1st
level Ranger, Hp 11, AC 17 (+1 Studded Leather,
Shield)
Str +1
(+5), Dex +4 (+6), Con +1, Int +0, Wis +2, Cha
+0
Animal
Handling +3, Athletics +5, Insight +3
Melee: +2 Shortsword
+8 to hit, 9 (1d6 +6) slashing
Ranged: +2 Longbow +4 to hit (range 80/320 ft.) 5 (1d6+2) piercing
Favored Enemy: Orcs, half-orcs, and giants. Advantage on
Insight,
Investigation,
Nature, and Perception skill checks related to those three races.
Elvish Druid (5e) (x2)
1st
Level Druid, Hp 9, AC 17 (+2 Leather, Wooden Shield)
Str
+1, Dex +2, Con +1, Int +0 (+2), Wis +3 (+5),
Cha +1
Medicine
+5, Survival +5, Darkvision
Advantage
on saving throws vs. charm, Cannot be put to sleep by magic
Melee: +2 Scimitar
+6 to hit 9 (1d8 + 4), slashing
Ranged: +2 Longbow +4 to hit
(range 80/320 ft.) 5 (1d6+2) piercing
Spellcasting: Attack Bonus +5; Saving Throws against
spells DC 13.
1st Level (2)
Cure Wounds: 1d8+5
Burning Hands: 3d6 fire, ½ dam with Sv
[Note:
These two 5e Elves are adapted from Goodman Games’ The Wizard’s Amulet adventure.]
Duke Torren (Half-Elf Noble) (FC)
HD 6, Hp
36, AC 17 (+2 magical Elvish chain mail shirt), Enhanced Init +3
Fort +2,
Ref +8, Will +5
Melee: +1 Rapier +10 to hit 1d6+4
Ranged: +1 Magic Longbow +10 to hit 1d8+1
(10 arrows)
Spellcheck +5, Save Against DC 15, 3
failures/encounter
1st
Level Spells, DC
13 to cast
Magic
Missile: 9
impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
2nd Level Spell, DC 14 to cast
Web: Fills 20-ft.-radius spread with
sticky spiderwebs. Entangled 4 rds (Ref Sv to avoid. DC 18 Str to break or
Escape Artist skill)
3rd
Level 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.
Fly: Subject flies at speed of 60
ft./rd, 6 turns
Hold
Person: Paralyzes
one humanoid for 6 rds. (Will Sv)
Lightning
Bolt: 11
electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Baron Louis (Fey Pixie)
HD 1 (d6),
Hp 6, AC 18 (none) Enhanced Init +4
Fort +0,
Ref +6, Will +4
Melee: +1 Rapier +6 to hit 1d6+1
Ranged: +1 Repeating Pistol Bow +6 to hit
1d4 + 1 + Poison DC 18 Fort Sv or Paralyze 1 turn (5 shots)
Can Fly
Spell-Like
Abilities: Can
automatically cast each once per encounter/turn
Ghost
Sound or Lights:
DC 12 Will Sv to distract
Greater
Invisibility: Can
remain invisible even when attacking. 0
Bonuses for any attacker to hit, +4 to Saving Throws. Invisibility is disrupted by any hit.
Mirror
Image: Creates 4
decoy duplicates (illusions) until touched or successfully attacked or
Encounter/turn. DC 18 Will Sv to disbelieve
them.
Dispel
Magic: Cancels
magical spells and effects up to a 6th level caster.
Glitterdust: Blinds creatures, outlines
invisible creatures. Fills confined area or 20' sq. Encounter. (DC 18 Ref Sv)
[The Duke
and the Baron are from the Endless Night ***link*** adventure. I’m presuming they’re both still alive
anyway. Torren is still a prick, but
it’s because he’s compensating for his mixed heritage.]
Vassily (Banshee) (5e)
HD 13
(d8), Hp 58, AC 12 (Natural)
Str -5,
Dex +2, Con +0, Int +1, Wis +0 (+2), Cha +3
(+4)
Darkvision
60 ft., Passive Perception 10
Damage
Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons
Damage
Immunities: cold, necrotic, poison
Condition
Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Melee: Corrupting Touch Spell Attack: +4 to hit, 12 (3d6 + 2) necrotic
[I’m
assuming this attack does work on corporeal undead creatures.]
Ranged: Horrifying Visage. Each non-undead creature within 60 feet of the
banshee that can see her must succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. A frightened target can repeat the saving throw at the
end of each of its turns, with disadvantage if the banshee is within line of
sight, ending the effect on itself on a success. If a target’s saving throw is
successful or the effect ends for it, the target is immune to the banshee’s
Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful
wail, provided that she isn’t in sunlight. This wail has no effect on
constructs and undead. All other creatures within 30 feet of her that can hear
her must make a DC 13 Constitution saving throw. On a failure, a creature drops
to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Detect Life: The banshee can magically sense
the presence of living creatures up to 5 miles away. She knows the general
direction they’re in but not their exact locations.
Incorporeal Movement: The banshee can move through
other creatures and objects as if they were difficult terrain. She takes 5
(1d10) force damage if she ends her turn inside an object.
[Now this
is truly a mystery worthy of investigation.
Banshees are perished female elves that are chained to the mortal
realm. Sometimes they haunt a specific
area, sometimes a specific human clan, sometimes they are in service to a human
clan. What is Vassily’s story that she
is able to move around freely and work for the Elves? An unheard of half-elf banshee, perhaps? If Vassily is at some point the only survivor
of the Elf group, I have to think she’ll disappear and return to the
Otherworld, but it’s up to you, depending on how the rest of the group is
doing.]
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