Thursday, December 31, 2015

Artifacts: Nagel Sketches

Patrick Nagel is one of my favorite artists.  I have one of his art books  

Shannon 

Grey Lady



 Cleo

Wednesday, December 30, 2015

Dad's Paintings

My dad has taken up painting in his retirement.  Here are a few of his works.  You're never too old to discover your creative streak.











Tuesday, December 29, 2015

Artifacts: A Junior Fan






I apologize for the scan quality. I did it in a rush and no longer own the magazine. Remember these days of carefree optimism about NASCAR? Dale Jr. was in the 8 car with his Bud sponsorship and all was right with the world. (And I’m not even that big of a Junior fan.) What the hell went wrong! I could probably fill up several posts (and probably have) trying to fruitlessly answer that question. I can just barely watch the races anymore.

But the real questions here are two-fold. One, do you think this girl got a new car with a new color scheme and 88 decals? Two, where do I meet hot, insane sports chicks like this? I’m sure I could fake enthusiasm in NASCAR and Junior (have to scrub out pretty much all my NASCAR posts before she saw them), in exchange for my genuine interest for this girl.

Monday, December 28, 2015

Review of Star Wars: The Force Awakens

This is a bit late, and you’ve probably all seen it by now, but let’s sum up our feelings.  If you’ve seen the first three films, you’ve functionally seen this movie.  If you haven’t seen those films, you’d certainly enjoy this, since those original films were pretty awesome.  If you’re wondering how somebody hasn’t seen the original three, I offer this.  During the scene where we see Darth Vader’s helmet, a little girl sitting in front of me at movie asked one of her parents, “Who’s that?”  No, really.  That actually happened.  Any Disney marketing executive reading this right now may be considering committing ritual suicide.  “What!  Somebody doesn’t know who Darth Vader is, after all the toys and commercials!  I must kill myself out of shame!”

I saw this a week after it had been out.  I stayed away from every Internet review.  The people at work who’d seen it wouldn’t say anything about it.  A friend said he didn’t want to spoil it for me.  As established above, given that I’d already seen this movie, I’m not sure what there was to spoil.  I earnestly kept waiting for something to happen that would surprise me.  Some twist in motivation.  Some unexpected action.  Anything!  Perhaps even this review is nothing more than what would be expected of such a film. 

Congratulations JJ Abrams.  This was the second best Star Wars fan film ever.  (IMPS is still number one, even uncompleted.)  You’ve very accurately aped the movies you loved as child.  Please don’t tell me that this film was just to establish the new trilogy with some familiarity and that the next films will be really ground-breaking and original.  Remember what happened the last time an overhyped Star Wars film made a bad first impression?  Phantom Menace basically wrecked the next two films in terms of enthusiasm.  At least you’ve successfully lowered expectations for the next film to where you could do something different and have it be welcomed.
 
Congratulations Disney.  After one of the most obnoxiously pervasive advertising campaigns of all time, you lured a bunch of people in to see your movie, and it made a bunch of money.  All I’d heard about this movie was the hype and how much money it had made.  The greater the promotion, the less the substance.  That nobody said it was good, pretty much tipped me off as to what to expect.  At least you still have your Marvel films to redeem yourselves with. 

Lack of originality is my main complaint.  After that, the story was not well constructed, especially in the final act.  There’s a couple of dangling points that I suspect will be cleared up as a Director’s Cut.  What did I like?  The film was well done for what it was, a copy.  The new Lightspeed effect was cool.  (Han explaining how they were going to penetrate the Starkiller’s defense shield was a line right out of Star Trek.  Don’t mix your franchises, JJ.)  The girl, Rey, had a very nice English accent.  Your star also looked like she needed a bath and a change of clothes for the entire film.  Shouldn’t you have cleaned her up at some point?  If you wanted her to look unattractive, you succeeded.  I just don’t know why.  Thanks for having her meet Luke at the end and not just teasing it for the next film.  That did actually surprise me a bit. 

Suggestions?  More Poe.  He was genuinely cool.  At least he had a cool name, unlike Snoak, which sounds like a name for an elf character in a Prep and Landing cartoon.  Finn for a black guy?  And couldn’t you have gotten Donald Glover for the part?  At least he would have made something of it, more than just an ethno-casting call.  (That was a really pleasant surprise for me to see him in The Martian.)  Can we get like two minutes of backstory on the galactic situation?  I wasn’t sure what was going on.  Was the story that weak, or do I have to read a bunch of novels, which may be de-cannonized at anytime, in order to get it?

Well, it was as good a film as a fanboy and a corporate marketing department could possibly make.  At least they haven’t irreparably damaged the franchise to this point.  The video games based on this movie should be good.  Certainly some of the space-action scenes were designed for that.  Enjoy all the action figures and other collectibles.  There should be plenty of them, and you can always make up your own stories with them.

Southland Adventure: Stone Grave-Afterward/Design Notes

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.)



Afterward
Let’s see, the Characters should now be in the possession of a large, but somewhat hard to transport treasure trove and maybe some information for further adventures.  Now, all they have to do is figure out how to get it out of Stone Grave.  The possible permutations for further adventures will be left in your hands. 

In the meantime, the undead giant spiders and their zombies may have taken over the Work Level.  The Grimlocks may have made a decision to try and hold the level as well and may want to go further.  The Humanoids may have allied again and acquired some magic to combat the Gargoyles.  They’ll be coming in force.  What if a Humanoid shaman attempts to create some undead troops in Stone Grave and inadvertently raises the spirits of the multitude of ancient dead miners into Spectres and Wraiths?  Lastly, certainly if one group of adventurers found this place, you can bet they won’t be the last and it’s unlikely that they’re coming to help.


Design Notes
Lord, what a cluster-f*** this project was.  Unfortunately, it probably shows.  It all started years ago with this unlikely to be original idea of “What if somebody put a mega-dungeon inside Ayers Rock?”  “Wait,” you’re saying, “This adventure doesn’t take place inside Ayers Rock.”  Yeah, I know. 

From that germ of an idea, the entire Southland setting grew like an ugly patch of weeds over time.  Ironically, Ayers Rock got used for another idea, but nearby Mount Conner was an even better locale for a mega-dungeon. . . which still didn’t get made.  The Southland project became too big to attempt to put a massive dungeon into at that time.

But I still had the notes and the idea of putting a dungeon into a mesa-like mountain.  In the course of working on Fantasy Ireland, I came upon Keeper Hill, which completely fit the bill.  I added a whole background story about an underground Dwarf settlement destroyed by Elvish necromantic magic, with some Humanoid inhabitants/squatters added.  However, the Ireland setting didn’t have anything to do with raiding dungeons and killing non-humans indiscriminately for their loot.  That kind of stuff would start an inter-species war there.  It had to be something different.  Then I had this thought: What about putting a murder mystery inside a dungeon?       

Two fruitless years later, I discovered that wasn’t a good idea by virtue of never being able to make it work.  Oh sure, it might work for you and your players and your NPC’s in your long-running sandbox campaign, but doing it cold turned into a creative death march.  Frighteningly, I still have the notes for this idea.  I also now have the maps.  It could still regurgitate into my creative life.

The only good thing about that rabbit hole was that I stat’ed out all the monsters and rough drafted maps in the process of going nowhere.  I had to finish it somehow, since most of the damn work was already done.  Or as Arthur C. Clarke wrote in his journal about working on 2001: A Space Odyssey, “Now have everything, except plot.” Finally, I ended up back where I began and put the thing back in the Southland.  Much of the encounters and monsters stayed the same, but now they were simply there to be massacred. 

Eventually, I figured out I was doing a martial version of Tomb of Horrors.  I’m not sure how this sucker is going to play out other than potentially very lethally for the Characters if they aren’t played with some brains.  This adventure should get frustrating given the lack of replenishment (and likely any rest) and treasure, but with plenty of monsters.  There are several places where some helpful circumstances can be used to keep the Characters from being annihilated, but it’s only a stay of execution without some clever play.         

Oh, if you could have seen the original plans for this place.  Nine levels.  Birdmen roosting in the open air amphitheater on top.  Half-flooded crypt at the bottom.  Place was stuffed full of undead.  I don’t even have the notes for it anymore.  Many of the features are in this version, but scaled down or changed dramatically.  For example, the Work Level was originally a giant storage area with one un-killable monster relentlessly tracking and toying with the party, who would presumably be running around desperately looking for an exit.  Well, that’s the way these things often go when they spend too much time baking in the oven.

Enjoy.   

Thursday, December 24, 2015

Southland Adventure: Stone Grave-Jeweled Garden/Private Crypt

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.)



Jeweled Garden
15) A Zen rock garden, but with gems.  There’s sparkling gems scattered amongst the larger rocks.  There’s 500 gems of 10 gp each value.  Looking closer at the gravel, there’s another 1000 gp scattered on the ground.  There’s also a bench in the chamber, where one can sit and mediate, presumably on how rich you’ve just become.

It’ll take at least an hour for four people to gather everything (you can adjust the time based on that and the number of people involved).  In that period of time, you can bet the 7 Wights from the opera house will be making their way back to their crypts (if they haven’t already been dealt with).  The Characters will have no trouble hearing them coming as they will still be singing.  Unless they are being very quiet, the Wights will come to investigate.  Otherwise, the Characters will have an opportunity of seeing the Wights open the Secret Door to the Crypt.


The Long Walk
1 XP for finding the Secret Door. 

16) This passage was reserved for the king.  It perhaps gave him time to think about things on his way to and from his throne room where he would hold court.  Of more importance to the Characters is the secret passage to the treasure crypt.  Unlike the rest of the level, this corridor is well and recently travelled.  The layer of dust covering the floor is clearly showing footprints.  (No Tracking skill required to notice this.  A Ranger would identify the prints as human-ish and as several individuals, but with a strange loping gait to their step.) 

The prints stop half-way down the corridor, which should be a clue.  The Secret Door only requires a DC 12 Search to find if being actively searched for.  The inner door is more of a problem.  It cannot be physically forced.  Only the king’s key will unlock it.  Magically, it would require a DC 18 Dispel Magic and then a Knock spell to open. 


The Private Crypt
3 XP for defeating all foes (including those summoned)

17) This was a crypt built for a few honored ancestors.  Wow, talk about vanity.  A survival bunker with a room for people who were already dead.  Of course the Catastrophe and the magic shield have reanimated them into the undead (you shouldn’t be surprised by this anymore).  Being ancient and well-preserved corpses buried in sarcophagi, they became Wights and a Mummy.  They were let out by the king after everyone else in the level was dead (or undead).  Each of the chambers contains jewels and crowns and such up to 1000 gp in value. 

The current occupants in this chamber varies.  Nothing happens until the characters remove one of the heavy stone lids off a tomb, which will begin the fight.  The Mummy, whose sarcophagus (x) is much more ornate than the others, will always be present.  (The old high priest Claver was always a bit anti-social.)  If the characters haven’t been to the opera house and if the Mummy is defeated, he will call out and summon the 7 Wights from there, who will arrive in 3 rds.  Otherwise, he’ll summon every corporeal undead creature left on the level and the King’s Ghost.  If the characters have already killed everything on the level, then they’ve already earned their victory and the Mummy whimpers as he dies (technically, dies again).  

Lesser Mummy (FC)
HD 8 (d12), Hp 55, AC 18* (Natural, Magic or Fire to hit)
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+4 + Mummy Rot DC 12 Fort Sv or victim loses another 1d6+4 hp and will be unable to heal normally.  Magical healing will be necessary to stop the rotting effect.
Despair: At the mere sight of a Mummy, the viewer must succeed on a DC 18 Will Sv or be paralyzed with fear for 1d4 rounds.  (Certain classes, such as Paladins, are immune.) 
Vulnerable: Fire causes x 2 damage 

Mummy (5e)
HD 9d8 + 18, Hp 58, AC 11* (Natural, Magic to hit)
Str +3, Dex −1, Con +2, Int −2, Wis +0, Cha +1
Saving Throws: Wis +2
Damage Vulnerabilities: fire
Passive Perception 10

Multiattack: The Mummy can use its Dreadful Glare and make one attack with its rotting fist.

Melee: Rotting Fist. +5 to hit 10 (2d6 + 3) bludgeoning plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse.  If the curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Ranged: Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn.

 

Wednesday, December 23, 2015

Southland Adventure: Stone Grave-King's Quaters

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.)



King’s Quarters
1 XP for either defeating the king or alternately leaving the chamber without having fought him.

14) The king’s apartment was pretty opulent in regards to space and furnishing.  The outer room is a lounge for entertaining a small number of guests.  There’s a private office in the corner.  The bedroom features a large bed and separate His and Hers bathrooms.  (The king was unwed before the end.)  There’s no treasure in this room, though the curtains (again, there’s no windows, it’s just for show), the rugs, the bedding, and the furniture would be worth at least 1000 gp to a collector. 

The first and last king of Stone Grave, Braygan, killed himself as the situation on the Noble Level became hopeless.  He also ended up volunteering himself as the first meal for his people in the process.  (It’s debatable whether he meant to do that or not.)  The manner of his death and subsequent disposal of his corpse has created a haunting ghost. 

As nothing lives on this level, Braygan has actually had little opportunity haunt anything.  (It’s true.  What kind of ghost would scare a bunch of ghouls?)  That being the case, the king is actually somewhat amiable, never having gotten into the habit of haunting the living.  Braygan, obviously a ghost, will be lounging on a couch reading if the Characters enter.  He will be gracious, if not apologetic, for the lack of food and drink to entertain with (and surprisingly able to speak the Characters’ language thanks to being a spirit).  He’ll ask about the outside world, with interest, and even the group’s adventures so far in Stone Grave.  If there are any attractive females in the group, he might be considered downright lecherous in his attention.  The king prominently wears has a large key on a chain around his neck.  If asked about it.  He’ll cheerfully tell them it’s for the crypt and that, “I let my friends in the crypt out long ago.” 

This encounter could go downhill for the Characters in any number of ways.  Any mention of killing the Wights in the opera house will enrage him.  Females, not liking his attention, he will consider, “Playing hard to get,” and he’ll enjoy it, right up until swords are drawn.  Obviously, trying to kill him or strip his quarters will also bring his wrath.  Braygan has little useful information, being a bit senile and dead.  Rude interrogation will also precipitate an attack.  Otherwise, when the conversation has lulled, the king will dismiss himself for nap, telling the Characters they can “Let themselves out, as the staff has long since disappeared.”   

Ghost (FC)
HD 10 (d12), Hp 60, AC 13* (Magic to hit)     
Fort +0, Ref +0, Will +10

Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack when invisible), but the Ghost cannot attack in those forms.
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).  This attack may be attempted on a person once per encounter.

Ranged:
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)

Ghost (5e)
HD 10d8, Hp 45, AC 11 (Natural)
Str −2, Dex +1, Con +0, Int +0, Wis +1, Cha +3
Damage Resistances: acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Darkvision
Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Passive Perception 11

Melee: Withering Touch +5 to hit 17 (4d6 + 3) necrotic

Ranged:
Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Tuesday, December 22, 2015

Southland Adventure: Stone Grave-Noble Apts/Chief Enchanter's Qtrs

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.)



Noble Apartments
12) These are pretty nice apartments for what are essentially caves underground.  The small room in the rear is the bathroom, which actually had running water.  There is nice furniture, rugs, and curtains (no actual windows) furnishing each room.  They’d be worth about 400 gp in total to a collector.  In addition, each apartment has at least 500 gp in rings, jewels, and gems in jewelry boxes or out on the dresser. 

Now if you attempt to take any of this stuff, you get to meet the spirits haunting these apartments.  Poltergeists are intangible and invisible at all times, but do assume a physical presence when attacking.  They will reform in a turn if destroyed, if they are not exorcised. 

Poltergeist (FC)
HD 1, Hp 8, AC 10* (Magic to hit)        
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.) 
Always Invisible and Intangible (0 Bonuses to attack)

Poltergeist (5e)
HD 5d6, Hp 17, AC 17 (natural armor)
Str +1, Dex +2, Con +0, Int −5, Wis −3, Cha −5
Saving Throws: Dex +4
Blindsight 60 ft. (blind beyond this radius)
Passive Perception 7
Fly 50 ft.

Melee: Object +3 to hit 5 (1d8 + 1) bludgeoning.


Chief Enchanter’s Quarters
1 XP for defeating the poltergeist.

13) This apartment is obviously different than the others.  It filled with arcane trappings as it was a wizard’s quarters.  There’s barely room for a bed amongst all the paraphernalia.  After searching for at least a turn by a wizard, three main treasure items can be found.

A curiously new-looking cloak is hanging on a peg inside the room.  It is an Invisibility Cloak.  The command word to activate it is inscribed in Ancient inside the hood.  (The word is “cloaking.”)  The wearer is eponymously rendered invisible.  If remaining motionless, they cannot be seen.  If moving, add +10 to their Stealth check.  If attacking, they become visible, but will be able to surprise their opponent.

There are also a half dozen spell scrolls here stored on a shelf: Two each of Fireball, Lightning, and Daylight.  In FC rules, Scrolls are single use spells.  A Wizard adds +10 to their Spellcheck, but still must roll for it.  (By the way, creating a spell scroll requires 5 + spell level XP and a Permanency spell cast on it.  This is why magic scrolls aren’t lying around everywhere.)   

The real treasure here is the Enchanter’s spellbook.  It contains all 0 through 4th level spells, along with Cloudkill, Permanency, Chain Lightning, Greater Dispel Magic, and Undeath to Death.  Desperate Wizards may attempt to temporarily learn new spells in the following manner in FC rules, if they are level-qualified to cast them.  They may learn a new spell with an hour of study.  If used and the Spellcheck fails, they must make a DC 12 Will Sv or permanently lose 1 point of Wis.  Whether the spell succeeds or fails, they would have to study it again before attempting further casting.   

Of course, it’s not that simple.  As soon as the Characters try to leave with any of these goodies, the door slams shut and will not open for anything (DC 16 Dispel Magic and a Knock spell to open).  One rd later, the spirit of the old wizard (Poltergeist) attacks.


[Poltergeists are intangible and invisible at all times, but do assume a physical presence when attacking.  They will reform in a turn if destroyed, if they are not exorcised.] 

Advanced Poltergeist (FC)
HD 4 (d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort +1, Ref +1, Will –4
Melee: Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4 damage and Knocked Down.
Fight ability

Advanced Poltergeist (5e)
HD 8 (d10), Hp 40, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind (Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

[Note: These are the modified stats for an Air Elemental.]


Monday, December 21, 2015

Southland Adventure: Stone Grave-Saloon/Kitchen/Dining

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.)



Saloon
8) The Characters will hear signs of a party outside of the door.  Entering however, the room is empty.  Here was a lounge and drinking area, along with a couple of tables for gaming.  There is a well-equipped, but currently completely dry bar.  After being inside for 1 rd, the Characters will again hear voices and sounds of a party.  After another rd, they’ll start catching glimpses of nobles and clearly hearing voices speaking in Ancient.  Then they’ll begin to clearly see them.  Finally, the nobles will begin to interact with the characters, and they’ll be able to understand them. 

The nobles will be pleasant enough and offer the Characters drinks (suddenly the bar is fully stocked) and will be interested in who they are and what they’re doing.  The nobles can also answer whatever questions the Characters have about Stone Grave, at least in the past, though not currently.  Eventually, the Characters will observe themselves entering the room.  The nobles will fade out and disappear as they begin to interact with the newer versions of the Characters.  This is the Time Loop room, essentially here to provide the Players some backstory if they want it, and just to mind-f*** with them.           


Restrooms
9) The facilities here featured running water when working.  These bathrooms are for use with the dining hall and saloon.  They are elegant and ornamented.  The Men’s and Women’s facilities are currently deserted. 


Kitchen and Dining Hall
10 & 11) The Ghouls in the Security Room were just a warm up.  If there’s a long fight there, it will certainly rouse the rest of the clan.  They won’t join in the fight, but rather they’ll lay in wait for an ambush and attempt to trap the party.  If being defeated, the remaining Ghouls will scatter and attempt to ambush the party again later.  If the Characters instead decide to move the bars to the south corridor and exit there, they might actually surprise the dormant Ghouls in the dining room (# 11, half their number, the rest are in the kitchen), if the party is being fairly quiet.

The kitchen (#10) itself is simply functional and there’s no food or even much in the way of food storage.  It was brought up fresh from the lower levels and cooked here.  The dining room features a large, beautiful table (which will likely be impossible to move to fence and how did the Ancients even get it in here?).  There’s a 100 gp worth of silverware scattered around the room.  All the crystal glasses have unfortunately been smashed. 


Ghoul (FC) (x 12)
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 8)
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.

Friday, December 18, 2015

Southland Adventure: Stone Grave-Opera House

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.

Thursday, December 17, 2015

Southland Adventure: Stone Grave-Library

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.)



Library
6) There’s a distinctive foul smell coming from this large chamber.  Inside, it’s obviously a library with rows of bookcases filled with old books.  There are puddles of water on the floor and evidence of water damage everywhere.  Small rivulets can even be seen trickling down the walls and echoing drips can be heard.  Essentially, all the priceless knowledge contained in the tomes is ruined.  The books are all stuck together or, if dry, simply fall to pieces.

One row (x) near the Head Librarian’s office contains a section labeled, “Magic Books” (in Ancient).  Magic using types will automatically feel the presence of strong magic just by walking by.  Even non-magic users will notice this section because it is the source of the foul odor.  These completely ruined books are all infested with a magic mold thanks to the mildewed environment and the magic writing.       

Yellow Mold
If disturbed (a book is opened), this mold bursts forth with a cloud of poisonous spores. The victim must make a DC 12 Fort Save (DC 10 Con Sv in 5e) or take 1d6 (1d8 5e) damage. Those failing will need to make a DC 18 Fort Save (DC 16 Con Sv 5e) next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight renders it dormant.  It is also found in damp areas.

There are also 8 statues on pedestals in the room.  If touched, they begin to animate will recite the heroic deeds of the person they resemble.  Of course, it’s all in Ancient and it’s nothing but Wizard-King propaganda and lies.  It will ask if they have any questions.  If errantly asked one (in Ancient), it will stop and answer.  Obviously their knowledge is all historical.  [I’ll leave any details to your improvisational skills and the particulars of your campaign.  Here would be a great place for the Characters to get information about Circumsphere and other places in the Southland.]

The Head Librarian’s office is windowed all around and the door is unlocked.  It is also the nest of a group of Ghouls (8 Ghouls + a Ghast in FC, 8 Ghouls in 5e).  Any loud noises by the party (like screaming after getting a face full of Yellow Mold) or activating a statue, with their booming voices, will rouse them from dormancy.  If possible, they will attempt to sneak out and run around to flank the party from the rear before attacking.  The Characters hear the scuffling noises of them moving, but probably won’t be able to see them unless they’re near the office.

The inside is a typical office, but of note are a pair of glass cases containing large tomes.  The glass can be broken easily and the books are intact.  Both are history books worth 100 gp a piece to a collector.  Someone reading Ancient will be able to learn the secrets of Mount Connor from one of them, including the formula for that Vegemite that Humanoids love.  The other book should reveal another secret of your choosing.  


Ghoul (FC) (x 8)
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

Ghast (FC)
HD 4 (d12), Hp 29, AC 17 (Natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 plus DC 12 Fort Sv or paralysis 1 turn

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 18 Fort Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 12 Fort Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

Ghoul (5e) (x8)
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.

Wednesday, December 16, 2015

Southland Adventure: Stone Grave-Temple/Throne Room

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.)



Temple
3) Here are those who refused to partake of human flesh while starving.  Many of the nobles came here in the end, and here they were overrun by the Ghouls who ate them down to the bone.  Unfortunately, those bones would reanimate as Skeletons, who then resumed sitting in the pews.  They will attack any intruders.  There is a large jeweled symbol mounted to the wall behind the altar.  It is worth about 500 gp, however it’s heavy and bulky and can’t be lugged around easily.   

Skeleton (FC) (x 20)              
HD 1, Hp 4, AC 12 
Fort +2, Ref +0, Will +0                      
Melee: Claw +1 to hit, 1d6

Skeleton (5e) (x 15)
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: Claw +4 to hit 5 (1d6 + 2) slashing


Head Priest’s Office
4) This is a fairly simple living quarters and small office.  Of notice is a large tome on the desk.  It’s in Ancient and is a history book with maps.  This would be worth 100 gp to a scholar, but could be even more valuable for Characters with language skills for possible future adventure seeds.  (In the Southland, knowledge is a valuable, if not wealth generating, commodity.)  There is another iron gate to the corridor leading to the library.  However, this one is wide open.


Throne Room
5) An iron gate guards this passage.  It is DC 18 to unlock with the lockpicking skill or to force open.  There is a waiting chamber just inside.  The key to the lock is hanging on a peg there.  Of more pressing concern are the 4 Animated Armors who will immediately attack anyone entering.    

The double doors at the other side of the room are covered in gold and are unlocked.  It would be about 500 gp in gold if melted down.  It would also require at least four burly people to move one of them. 

Inside is a throne room.  Here the Wizard-King, Braygan, would take audiences with supplicants and malefactors and render favors and judgment.  The throne is overlaid in about 1000 gp in gold.  (There’s no chance of moving this thing in one piece.  It would have to be broken down.)  There’s also another 1000 gp in 10 gems implanted in the design.  There are also signs of water damage on the tile mosaic of the floor and ceiling.  A map of the Southland is depicted on the floor, though the eastern side of the country is ruined.  Copying what remains could be valuable for future expeditions as the capital city of Circumsphere is clearly located there (for your discretion to place). 

The ceiling map shows the various constellations visible from the Southland.  A few stars are clearly highlighted. (Why?  Hmmm.  If the Doppelganger is for some reason with the group, he’ll be able to identify them and hint at their significance.  ***Ayers Rock*** might have portals to the worlds around these stars.  With a copy of the star chart, a mystic and a Dreamtime ceremony might be able to locate them.  Maybe Circumsphere was transported completely off-world?)      

Animated Armor (FC)
HD 4 (d12), Hp 24, AC 19 (+1 magic Plate Mail)
Fort +1, Ref +1, Will +4
Melee: +1 magic Halberd +5 to hit 1d10+1, Reach 5’

Animated Armor (5e)
HD 6d8 + 6, Hp 33, AC 18 (Armored)
Str +2, Dex +0, Con +1, Int −5, Wis −4, Cha −5
Blindsight 60 ft. (blind beyond this radius)
Passive Perception 6
Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Melee: 2 att/rd Slam +4 to hit 5 (1d6 + 2) bludgeoning

Putting on the Armor is not recommended.  It should twitch a little if poked after being defeated.  If the characters insist on it, it’s a DC 18 Will Sv to mentally subdue it once it’s on (+1 Full Plate Mail AC 19, requires 1 turn and help to put on or off, no Str or Con requirements to wear though).  Otherwise, the Animated Armor reactivates and attacks the party with the character inside it (taking half damage from every hit). 


Tuesday, December 15, 2015

Southland Adventure: Stone Grave-Entry/Security Room

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.)



Entry Ramp
1) The final line of the defense for the Noble Level was pretty impressive, a Stone Golem.  It was able to turn back the hoard of undead while a wall was hastily erected.  Unfortunately, the Catastrophe combined with the protection field had numerous unforeseen effects.  One of which stripped the Golem of its immunity to non-magical attacks.  The waves of undead managed to severely damage it.  (Were it not for this, the Golem could have easily wiped out all of the undead in the complex.) 

The captive Humanoid miners are just inside on the other side of the wall, which they crawled through right after they’d made a hole big enough to fit through.  They’re all dead from blunt force trauma.  The only suspect is a shattered statue.  It will not attack until it can catch the Characters with their guard down or unless it is seriously attacked. 

The construct is currently nearly effectively immobile.  Both of its legs and half of one of its arms have been broken off (lying nearby).  It can crawl at a slow rate to attack.  A running person could easily get away from it.  Unfortunately, the Characters are effectively trapped inside with it as the wall in front of them doesn’t have a door and the corridors are blocked by iron bars.  (Would the Players even think to escape back through the wall?)  The Golem might play dead if reduced below 10 hp and then attack when the party’s guard is down again.  If not destroyed and either of the iron gates are opened, look for this thing to stalk the party and make an attack at an inopportune time.   

Stone Golem, wounded (FC)
HD 14 (d10) +30, Hp 50, AC 20 (Natural)
Fort +4, Ref +0, Will +4

Melee: Slam +9 to hit 2d10

Stone Golem, wounded (5e)
HD 17d10 + 85, Hp 60, AC 16 (Natural)
Str +6, Dex −1, Con +5, Int −4, Wis +0, Cha −5
Damage Immunities: poison, psychic
Darkvision 120 ft.
Passive Perception 10

Melee: Slam +7 to hit 9 (3d8) bludgeoning


Security Room
1 XP for getting inside or through the gates.

2) At the top of the ramp, the visitor is greeted by iron gates on either side of them and a wall with two covered metal slots for murder holes.  The gates are sitting on grooves and can be rolled open using large wheels inside the security room.  They’re also rusty and stuck and will require a couple of strong types turning them to open them up enough for someone to squeeze through. 

There’s also a door in the wall, but it only opens from the inside.  The murder hole covers are currently unlocked.  They’re big enough to stick an arm and perhaps a long stick into to blindly flip the latch inside to open the door (DC 12 Dex check).  (Of course, magical means will work as well.  Someone with the Lockpicking skill can use that to flip the latch.) 

Inside, a casual viewing reveals several dead bodies and a Spartan cabin and an empty armory.  In fact, there are 6 dormant Ghouls inside.  Messing with the door or the holes will wake them up.  They’ll gleefully attack anyone sticking an arm inside.  Alternately, they might play dead after the Characters break in, perhaps even waiting until they’ve left the room and then making an attack from the rear.   

Ghoul (FC)
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)
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.

Monday, December 14, 2015

Southland Adventure: Stone Grave-Noble 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.)






NOBLE LEVEL
This level was built when Stone Grave was turned into a survival bunker.  It was originally a small system of unused caves.  The sometimes awkward architecture of this level reflects the integration of the natural terrain.  The level is generally richly upholstered (rugs, curtains [even though there weren’t any windows], bedding) and features ornate furniture.  All of this would probably be worth quite a bit of money (25-75 gp apiece at an antique dealer), though the trouble of getting it out might not make it worth it.  Frescos of the Wizard-King’s achievements fill the corridors and rooms. 

The level is shockingly intact for the most part given what happened.  The paint on the walls is flaking with age and a layer of thick dust has settled over everything.  (Save vs sneezing?  Up to you.)  There should be a good deal of dried blood about the place, but the current inhabitants have licked it all up.  This level is near the top of Mount Connor.  There were water tanks above this level.  Now the tanks are empty, except when filled by occasional downpours.  There is evidence of some minor flooding from leakage in certain areas.

The whole complex was theoretically warded against the Catastrophe.  In reality, only the Noble Level was heavily shielded.  Their scheme almost worked.  Almost.  The nobles survived, but were immediately screwed.  Unfortunately, nearly all of the food stores were on the lower levels.  No one anticipated those levels being filled with undead.  The security station on the residential level was overrun quickly when the small numbers of warriors and wizards who survived in the noble level tried to re-enter the Residence Level.  The last defense of the level held back the undead long enough for a wall to be magically created to keep them out.

The inhabitants ran out of food supplies immediately, at which point many resorted to cannibalism.  Everyone who ate human flesh and later died, became Ghouls thanks to the weird effects of the magic shield and Catastrophe.  These creatures are now in a state of torpor, because of the lack of human flesh and since they’re shut in.  That situation is now about to change.

Encounters on this level can be somewhat fluid, or they can be played statically.  You have the option of doing either.

Friday, December 11, 2015

Southland Adventure: Stone Grave-Gnoll Redoubt

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 Gnoll Redoubt
3 XP for somehow making it past this encounter and into the Noble Level.

5) The Gnolls have taken the best fortified and most valuable piece of real estate on this level.  They may be outnumbered, but have enough allies to make up for it.  By and large, the only thing keeping the Gnolls from taking over the level is that they lost their Flind (leader) shortly after finding the sealed Noble Level.  The remaining Gnolls are essentially still following orders in holding their position and continuing their mission.  The group is also lacking any Lancers to provide really effective shock troops against masses of opposition.  What are they going to do when they finally break in?  That’s a good question.

This part of the level was the security station.  It was a small fortress and jail set up to protect and screen visitors to the Noble Level.  It seemed like overkill when first designed, but with the crowd of refugees and later undead, it ended up being very necessary.  The wall facing the level has a murder hole every 10’ with metal hatches covering them.  The entry security station is wrecked and wide open, but still provides cover.  The security station by the stairs is in similar condition.

The Gnolls are spread thin.  There are 4 Gnolls manning the wall and entry.  In addition, their Dire Dingo allies patrol the wall as an early warning for any attack.  Gnolls will fire arrows through the murder holes at detected intruders.  What has made their position almost unassailable isn’t the fortifications, but rather their pet Troll.  As impossible to tame as it already was, the creature has become almost uncontrollable from hunger and abuse.  The Gnolls have finally resorted to chaining it up in the security station by the ankle and hitting it with fire to keep it from attacking them.  Certainly if freed, the Troll would go right after the Gnolls first.   

At the top of the ramp to the Noble Level, there are 3 Gnolls supervising 4 Goblins and an Orc.  The lesser Humanoids are being beaten into doing the mining to break through the wall into the level.  Their only motivation is that it delays their consumption by the Gnolls a little longer.  The remainder of the Gnolls are in the Barracks/Armory area taking a nap, but will be instantly ready for combat when alarmed.  There might be a couple of Gnolls out in the level gathering water or captives for food.  If they find out there are adventurers present, they’ll go for reinforcements and wait for an ambush or will try to catch the Characters at a low moment for an attack.  They can’t take more than a couple of casualties and will withdraw immediately if being seriously harmed.   

The rest of the area includes the Sheriff’s office and a group of cells, and the aforementioned Barracks/Armory.  This area is in slightly better shape than the rest of the level, but is still a mess.  There’s nothing of value here, even the remaining weapons and armor in the armory are broken and rusted.   

In the event of the serious assault, say by the Characters, the reserve force and the mine guards will join the battle in waves if the Troll is defeated or set loose.  The Humanoid miners will hurriedly finish the break in and escape into the Noble Level.  (Things will not go well for them there.)


Gnoll (FC) (x 14)
HD 2+2, Hp 11 (18 Sgt), AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Battleaxe +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Track +5

Gnoll (5e) (x 11)
HD 5d8, Hp 22, AC 15 (hide armor, shield)
Str +2, Dex +1, Con +0, Int −2, Wis +0, Cha −2
Darkvision 60 ft., Passive Perception 10

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Melee: Bite +4 to hit 4 (1d4 + 2) piercing
Or Spear +4 to hit, reach 5 ft. 6 (1d8 + 2) piercing
Ranged: Longbow +3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing

Dire Dingo (FC) (2)
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Dire Dingo (5e) (4)
HD 1d8 + 1, Hp 5, AC 12 (Natural)
Str +1, Dex +2, Con +1, Int −4, Wis +1, Cha −2
Perception +3, Passive Perception 13
Keen Hearing and Smell: The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

Melee: Bite +3 to hit 4 (1d6 + 1) piercing, If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.


[Forget the Character knowledge/Player knowledge debate.  Let the Players have whatever advantage they can get here in Stone Grave.  The Troll usually has to be prodded with a torch to attack intruders, which should be a clue as to its vulnerabilities and hatred for the Gnolls.  Its chain is short, limiting its range to the security station.  The Troll could jerk the chain loose from its temporary moorings in about 3 rds, but while under constant fire-bearing surveillance, it’s not happening.  Other means could be used to quickly unchain the creature.  Of course, after finishing with the Gnolls, it’ll go after whoever freed it.]   

Troll (FC)
HD 6+36, Hp 56* Regen, AC 16 (Natural)
Fort +11, Ref +4, Will +3
Melee: 2 Claws +9 to hit 1d6+6 and Bite +4 to hit 1d6+3
*Regenerates 3 Hp each rd, except for magic (including weapons), fire, and acid damage.

Troll (5e)
HD 8d10 + 40, Hp 84, AC 15 (Natural)
Str +4, Dex +1, Con +5, Int −2, Wis −1, Cha −2
Skills: Perception +1
Darkvision 60 ft.
Passive Perception 11

Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Multiattack: The troll makes three attacks: one with its bite and two with its claws.

Melee: Bite +7 to hit, 7 (1d6 + 4) piercing and 2 x Claw +7 to hit 11 (2d6 + 4) slashing