Monday, December 7, 2015

Southland Adventure: Stone Grave-Hobgoblin Camp

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 Hobgoblin Camp
1) This tribe holds some important territory, but does not have troops to really effectively cover it.  It is only Hobgoblin discipline that has allowed them to claim and retain it.  Specifically, they hold the exit from the level.  Anybody entering or leaving is going to have to go through them.  Further, they tenuously hold access to the only meager source of the food and water on the level, the Pitch.

As mentioned their discipline, top to bottom, is the Hobgoblin’s main advantage.  Their Captain with his Magnus (wizard) gives them a tremendous advantage in covering any gaps in their defenses.  The Hobgoblins have occupied the marked units (x) in more or less even numbers, but will cover each other in times of conflict.  Within 2 rds, half of the troops in the nearest apartment will join the battle.  If the fight continues, the next apartment will send help and either the Captain or the Magnus will be with them.  All of the corridors into this area are under constant surveillance.  The Hobgoblins are more defense minded than the Goblins and Orcs.  They typically send out reprisal raids only after they’ve been hit.

The Entrance to the level has a glowing magical ward at the entrance placed by their wizard.  The ward is hard to miss (unless someone’s being chased), so the Characters will have some option to disarm it, DC 14 Dispel Magic in FC rules.  If activated, it will immediately alert the nearby troops who will investigate in full force.  Seeing the humans, they will immediately go get double the number of reinforcements along their Captain. 


[The Hobgoblin troops here have been ordered to hold their positions and reinforce others.  They won’t take offensive action unless ordered, though the sight of fresh human meat might cause them to break ranks.]

Hobgoblin Soldier (FC) (22)
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) (19)
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


The Hobgoblin Captain is currently biding his time, waiting for the other forces to get desperate, crush them when they finally rush them, and then wipe out the remainder.  He has allowed Gnoll scouts free passage into the Pitch for water in an attempt at currying favor with them for a future alliance.

Hobgoblin Captain (FC)
HD 3+2, Hp 18, AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1, Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L

Hobgoblin Captain (5e)
HD 2d8 + 2, Hp 18, AC 18 (Chain Mail)
Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +0
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 +4 to hit 6 (1d10 + 1) slashing, two hands
Ranged: Longbow +4 to hit, range 150/600 ft., 5 (1d8 + 1) piercing


The Magnus has been run to the edge of exhaustion using magic and applying his healing skills to the wounded.  If forced to fight during a sleep cycle, the Magus will use his staff instead of his magic. 

Hobgoblin High Priest (Magnus) (FC)
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to use)

Spell Check +5, Save Against DC 15, up to 2 failed Spellchecks/encounter

DC 13 to cast
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1 turn/level. (Will Sv)
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.

DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blur: Successful attacks miss subject 25% of the time.  Encounter.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level  (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

Hobgoblin High Priest (Magnus) (5e)
HD 4 (d6), Hp 21, AC 15 (Mage Armor), Init +2
Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 10 (+0)
Melee: Magic Staff of Striking DC 13 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a Wizard to use)

Spell Attack +5, Save Against DC 13

Cantrips (x4)
Firebolt 1d10 Fire damage
Ray of Frost 1d8 Cold damage, movement slowed 10’
Shocking Grasp 1d8 Lightning damage + Stunned, (Advantage vs target wearing metal armor)

1st Level (x4)
Mage Armor AC 13 + Dex
Magic Missile 3 bolts 1d4+1 Force damage
Thunderwave 15’ cube, Con Sv, 2d8 Force damge + pushed 10’

2nd Level (x3)
Hold Person 1 min, Wis Sv
Levitate 10 min, Con Sv, 20’ vertical
Web 20’ cube, 1 hr, Dex Sv to avoid, Str Sv to break

[Note: These 5e stats are a bit speculative and likely dodgy.  Edit them as needed.]

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