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J.
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Monday, November 30, 2015
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.
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.
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.
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.)
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.
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.
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.
● 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?]
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