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 Opera House
1 XP for finding and getting up to the exit in the
ceiling. 2 XP for defeating the Wights
if they’re there.
7) This chamber is a large natural cave. The ceiling and walls were left rough hewn as
an aesthetic touch, but the rest has been thoroughly worked upon for style and
comfort. Ornately carved wooden benches with
cushions (now ruined) provide the audience seating in this natural
auditorium. The stage and backstage are
likewise stone works. The small box
seats have upholstered chairs in them (also ruined and worthless). Here, small operatic productions were
produced for the entertainment of the nobles.
The acoustics were terrible, but that’s okay, so was the singing, so it
didn’t really matter.
Currently the occupants of the hall are the undead. 7 Wights
are performing a musical of the Ancient equivalent of Oklahoma
for the millionth time for their Fall season (tickets still available). [Or use your own favorite musical. Feel free to sing out a pig Latin version of
a great show tune.] A disinterested
audience of 8 Skeletons on the floor
level and 2 heckling Ghouls in one
of the boxes are taking in the performance.
The Characters will hear (and wish they couldn’t) the
terrible singing well as they enter the antechamber to the opera house. The stairs to the sides go up to the
boxes. The center stairs go down into
the auditorium. The King’s box has its
own set of stairs connecting to the Long Walk corridor. Unless they simply blunder in and charge at
these creatures (or join in the singing, or stop the show to offer stage
direction and criticism), the party, taking some precautions to hide and be quiet,
will not be noticed above the awful din and ghoulish jeers.
One of the Wights (the lead actor, Finnegan) prominently has
a large key on a chain around his neck.
This is a copy of the King’s key, which opens the crypt where they
live. The king let them out of their
crypt for company and later gave them a key so they could travel about the
level. The king occasionally takes in
their performances (but doesn’t enjoy them).
The high ceiling is currently home to a flight of bats. Unfortunately, this also means that there’s
piles of guano settling over the benches and stage. It is smelly and ripe. Normally, there’d be beetles and other
insects swarming here, but the starving Ghouls have consumed every living thing
on this level. In spite of the smell,
this chamber will have noticeably fresher and actual flowing air from the
outside. [Make sure to mention that to
the Characters.]
The Wights will attack the party when made aware of them for
interrupting their performance. This
will be a pretty hard battle against just them, especially in 5e stats. The Characters can get some help. The Wights will be stunned by any bright
lights, and successful Paladin (or Cleric) attacks may cause them to flee.
There may even be some allies. The Skeletons will be ambivalent during the
attack, even attacking the Wights themselves if the Characters get the upper
hand on them (music critics). The Ghouls
will attack the Wights wanting to eat the Characters themselves. If practical, they might even leave to gather
reinforcements from elsewhere. If the
bats are disturbed in any way (your discretion), they will get in everyone’s
way, perhaps providing an escape for the party.
If the swarm is brought to half hp, it will fly off to the ceiling and
depart the chamber altogether.
The presence of the bats should be a clue that there’s
opening somewhere above to the outside.
The ceiling is about 30’ above of the floor, but only 10’ from the
boxes. There is a set of dim lights
hanging over the stage and floor audience (back then, the lights could be
dimmed and brightened). If the ceiling
is carefully observed or the bats are seen leaving, there is a broken spot near
the King’s box (x). It is an opening to
a shelf that goes through a short, tight tunnel and leads directly to the
outside of Mount Connor.
Unless any of the Characters can fly, the Players will likely need a
hair-brained scheme to get up there.
They won’t be able to take any large treasure through the hole, but this
is the safest, quickest way out of the complex.
Ghoul (FC) (x 2)
HD 2 (d12), Hp 13, AC 14 (Natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or
paralysis 1 turn
Ghoul (5e) (x 2)
HD 5d8, Hp 22, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive
Perception 10
Melee:
2 att/rd
Bite +2
to hit 9 (2d6 + 2) piercing
Claws +4
to hit 7 (2d4 + 2) slashing. If
the target is a creature other than an elf or undead, it must succeed on a DC
10 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
Skeleton (FC) (x 8)
HD 1, Hp 4, AC 12
Fort +2, Ref +0, Will +0
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6
Skeleton (5e) (x 8)
HD 2d8 + 4, Hp 13, AC 13 (Armor Scraps)
Str +0, Dex +2, Con +2, Int −2, Wis
−1, Cha −3
Damage Vulnerabilities: bludgeoning
Passive
Perception 9
Melee: Shortsword
+4 to hit 5 (1d6 + 2) piercing
Ranged: Shortbow
+4 to hit 5 (1d6 + 2) piercing
Barrow Wight (FC) (x 7)
HD 4 (d12),
Hp 26, AC 15* (Natural, Magic or Silver to hit)
Fort
+1, Ref +2, Will +5
Melee: Slam +3 to hit 1d4+1 + Energy Drain
DC 12 Will Sv or 1d4 Negative Hp
Wight (5e) (x 7)
HD 6d8 + 18, Hp 30, AC 14* (Studded Leather, Magic or
silver to hit)
Str +2, Dex +2, Con +3, Int +0, Wis +1, Cha +2
Skills Perception +3, Stealth +4
Passive
Perception 13
Sunlight
Sensitivity: While in sunlight, the wight has disadvantage on attack rolls,
as well as on Wisdom (Perception) checks that rely on sight.
Melee:
2 att/rd, Longsword +4 to hit 6 (1d8 + 2) slashing
Life Drain: (May be used in
place of one Longsword attack.) Touch +4 to hit 5 (1d6 + 2) necrotic. The
target must succeed on a DC 13 Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0.
Ranged: Longbow 2 att/rd, +4 to hit, range 150/600
ft., 6 (1d8 + 2) piercing
[Note:
The 5e Ghouls have had their hp reduced to make them a bit more comparable to
the FC ones.]
Swarm of Bats (FC)
HD 4 (d8),
Hp 16, AC 10 (Natural)
Fort +0,
Ref +2, Will +0
Melee: Bites +4 to hit 1d4 dam plus
opponent is effectively stunned while being swarmed
Swarm of Bats (5e)
HD 5d8, Hp 22, AC 12* (Natural)
Str −3, Dex +2, Con +0, Int −4, Wis +1, Cha −3
Damage Resistances: bludgeoning, piercing, slashing
Blindsight
60 ft. (Can’t use its blindsight while deafened.)
Keen Hearing: The
swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can’t regain
hit points or gain temporary hit points.
Passive
Perception 11
Flight ability
Melee: Bites +4
to hit 5 (2d4) piercing, or 2 (1d4) piercing damage if the swarm has
half of its hit points or fewer.