Friday, January 29, 2016

Fantasy Ireland Adventure: Keeper Hill-Main Chamber Encounter

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


MAIN CHAMBER ENCOUNTER

Entry
Billy and Sam (who leads the Grimlock clan which lives on this level) had the elevators bolted shut with salvaged metal sheets.  The covers can be moved (by at least two people), as both the Goblins and the Grimlocks occasionally use the Mine exit.  It was perhaps a bit of foresight that said covers can be bolted from either side, thus the Mines could also be used as a survival shelter. 

The undead could not follow the fleeing Formorians once they’d bolted the trapdoor.  They still keep the area under observation, but are now searching elsewhere outside the complex for new victims.  As the party climbs up the elevator scaffolding (the north one) with Billy and Sarn, Billy explains that Samuel the Gargoyle rules the Grimlocks, who live on the lower level.  Sam is still above keeping surveillance on the situation above, as he can perfectly mimic a statue. 

There are a couple of Hobgoblin guards perched at the top.  Billy motions to them, and they begin a series of rhythmic knocking on the cover.  After a moment of silence, there is a return series of rhythmic knocks.  The cover is unlatched and with guards holding it up, the group is able to crawl out.  The cover is immediately shut and locked.


Welcoming Party
1) There are four gargoyle statues surrounding the elevator.  Billy starts calling for Sam.  Instead, 8 Zombies (Grimlocks) come stumbling out of the two rectangular mushroom farming plots (4 out of each) and immediately attack.  As they swarm in, one of the statues will “unfreeze” and attack them from the rear. 
 
Between the Characters, Sarn, and two monsters who aren’t going to be taking damage from Zombie hits, this should be over quick.  Sam and Billy immediately begin a discussion.
  
Billy: “You were supposed to do the knock if it was safe!”
Sam: “This is as safe as it gets!  This place is still crawling with undead!  What are you doing here and why are these Sons of Mil here?”
Billy turns to the Characters, “Excuse us for a minute.”  Sam and Billy stomp off just out of earshot near the SE corner.  They have an animated discussion and a little pushing and shoving to go with it.  


Surprise Party
2 XP for clearing this encounter

2) While this is going on, the undead have been alerted and massed.  4 Wights sneak attack Billy and Sam.  Immediately afterward 6 howling Ghouls (Dwarves) come charging out of the NE passage towards Sarn and the Characters and will arrive the next rd.  Out of the NW passage, 8 Zombies (Grimlocks) come shambling into view and arrive in 2 rds.  These two groups are going to try and encircle the Characters and cut them off from the two Formorian Lords.  Billy will scream at the Characters, “Milesians, to us!  Kill the Wights!  It’s the only way to stop them!” 

Pause.  At this point, the encounter is obviously going to get complicated.

First, the point of this encounter is not to TPK all the Characters.  Rather, after a bunch of backstory and NPC conversation has nearly lulled them to sleep, the purpose is to scare the hell out the Players.  There’s no telling what kind of outcome you’re going to get here, but I’ll present some possibilities. 

The Wights are able to harm Billy and Sam.  The Wights are able to raise anyone killed as Zombies.  However, if two Wights are killed, the attack will immediately break off, with the lesser undead sacrificing themselves to save the other Wights.  If the Characters pursue, they should be lead into an ambush by the remaining undead on the level.  Otherwise, they’re going to regroup for another attack elsewhere at another time.  Winning or fleeing the battle here will determine if the Characters are hunting or the hunted on this level.   

I’d recommend making sure Billy stays alive somehow (perhaps using a little dramatic license), though he doesn’t necessarily have to stay with the Characters for the rest of the level (but they should meet up again on the next).  He is expendable though, if you don’t mind doing some improvisation.  If the group is left alone, they at least have their marching orders (kill the Wights). 
           
If things are going really poorly for the group, there are options.  A group of 4 Grimlocks have been hiding out on this level and could be drawn to the battle.  They could provide support (much like Hobgoblin Sarn should be doing) that allows the Characters to focus on the Wights, or at least make a distraction that allows the Characters to escape (though the Grimlocks will be turned into more Zombies).  Meanwhile, the encounter with the Elvish strike force on this level could instead happen here as they save the group’s bacon.  The undead will immediately flee at their appearance.  
    
(If it seems like the undead are acting in some sort of coordinated manner, that is correct.  The Mummies are able to sense whatever the other undead encounter and can adjust their forces accordingly.  However, they are not omniscient and do not have unlimited forces to deploy.  If the group isn’t in sight of the undead, their leaders won’t know where they are.  They will certainly be actively searching for known intruders.) 

Thursday, January 28, 2016

Fantasy Ireland Adventure: Keeper Hill-Work Level

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


WORK LEVEL “HEAVY METAL”
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 siege, the main entrance was collapsed.

Just a few notes about the rest of the Keeper Hill 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 a sewage system 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 Formorians here live in something of a squalor. 


Main Work Chamber Description
This area was the ore collection, sorting, and processing area when it was a mine.  During the siege, the main chamber was used for underground farming and water collection.  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. 

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 Dwarves were deposed.      

The Water Tanks
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.  It’s barely drinkable, but is the main water supply for the two Formorian clans at Keeper Hill. 

The Farm Patches
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, which Billy and Sam have harvested to supplement the meager diet of their clans.


Wednesday, January 27, 2016

Fantasy Ireland Adventure: Keeper Hill-The Vault

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Vault
3 XP for defeating the Golem (but you’d be much better off finding the control rod on the Noble Level instead)

7) The first door to this room is normally open, but the heavy second door is closed with a DC 18 lock and is Arcane Locked (FC DC 16 Caster Check, 5e 10th level).  Jackpot!  Here’s where the Dwarves stored the silver and gems from the mine, as well as the clan’s gold and jewelry.  They were stored in a multitude of metal deposit boxes inlaid in the walls.  About half of the storage bins are opened and emptied.  What’s left in storage and scattered on the floor however, is easily enough to make everyone in the Character party very, very rich.  (The High-King may be hitting up the group for loans.)

Oh, there’s this battered-looking statue on a pedestal in the middle of the room.  Old Stony here took a pretty good beating helping the Dwarves escape with their treasure, but he’s still quite capable of dealing with a small group of robbers.  Jack’s Ghost warned Mara to stay away, regardless of her current financial status (as well as the valuables on the Noble Level).  However, she does know of a control rod for the creation, but it’s too dangerous to retrieve. 

Stone Golem (FC)
HD 14 (d10) +30, Hp 70, AC 26* (Natural, Magic to hit)
Fort +4, Ref +3, Will +4
Immunity to Magic: A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A Transmute Rock to Mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A Stone to Flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Melee: Slam +18 to hit 2d10+9
Ranged: Slow effect 10’ range.  (Victim can act every other rd.)  Lasts 7 rounds, requiring a DC 18 Will save to negate. Can be used every 2 rounds, though not on the same opponent.  

Stone Golem (5e)
HD 17d10 + 85, Hp 90, AC 17 (Natural)
Str +6, Dex −1, Con +5, Int −4, Wis +0, Cha −5
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Darkvision 120 ft.
Passive Perception 10

Immutable Form: The Golem is immune to any spell or effect that would alter its form.
Magic Resistance: The Golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Golem’s weapon attacks are magical.

Multiattack: The golem makes two slam attacks.
Melee: Slam +10 to hit 19 (3d8 + 6) bludgeoning

Ranged: Slow (Recharge 5–6): The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Tuesday, January 26, 2016

Fantasy Ireland Adventure: Keeper Hill-Workshop and Crypt

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)




VAULT LEVEL “MOTHERLODE”
[While the Characters are unlikely to even find this encounter area, much less have any business here, it as it is part of the Keeper Hill complex.  It might be interesting for possible future adventures.]

The silver and various gems taken from the mine were stored here under high security.  Really high security, a Stone Golem.  This creation likely could have turned the tide against the undead invasion.  And indeed, it’s why the Elves didn’t try forcing their way in more than once after they encountered it.

Unfortunately, legendary Dwarvish avarice was their undoing.  One of Thane Braygan’s last orders was to hold the Vault at all costs.  Shortly thereafter, he was dead and individuals more concerned with survival were in charge, but the delay was deadly.  A mob of survivors grabbed whatever they could carry out of the Vault and fled into the escape tunnel.  The Golem was ordered to destroy the passage behind them and to seal itself inside the Vault and to wait for their return.  That day has not come.

The current Formorian residents have no clue that it is there.  Mara had little trouble finding the Vault in her explorations of Keeper Hill.  (I’m pretty sure she must have gotten some inside information somewhere.  Perhaps she found the survivors?  Hmmm.)  It seemed like a good place to set up her magic workshop.  With her Teleportation Amulet, Mara has no trouble getting in and out of the hidden area.  With her Invisibility Cloak and a little caution, she pretty much has free reign over much of the complex.

Entry
1 XP for finding the Secret Door (but uninvited guests are seriously unwelcome).

4) The Secret Door entry to the Vault is actually on the next level, the Work Level.  It is a DC 18 Search to find it there.  (The Dwarves knew where it was.  It was hidden just in case they were ever invaded, which they were.)  After a sharp turn, there is a set of broad steps leading down to a heavy door with a peephole.  It was Arcane Locked, but after Mara took possession of the area, she dispelled it.  As such, it is now only protected with a DC 18 lock (which Mara crafted a replacement key for).   

Caretaker’s Area (Mara’s Workshop)
5) This chamber was used by the Vault guards and by the scribes, who carefully noted everything brought in and out of the Vault.  Their logbook tomes are piled up in a corner.  Currently, the room is filled with various magical paraphernalia where Mara researches spells and enchantments.  (Her magic broomstick is leaning in the corner.)  There is a cot and a small amount of food stores.  The two sets of doors leading out to the Crypt are usually left open.

Mara has some salvaged treasure from the Dwarf Chief Enchanter Storg’s apartment on the Noble Level.  There are a half dozen spell scrolls here stored on a shelf: Two each of Fireball, Lightning, and Daylight.  (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.  FC Rules: 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, 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.  For 5e, include all 0 to 4th level basic Wizard spells and Chain Lightning, Globe of Invulnerability, and Disintegrate.     

Crypt
2 XP for defeating the ghost (which will make the group permanent enemies of Mara)

6) This chamber is oppressively humid with a low fog covering the floor.  Dwarvish miners who met their end while working in the depths were interred here.  What could be a more sanctified space for a deceased Dwarf than to be buried next to a vault?  Perhaps the colony thought that the spirits of the departed would provide an extra layer of protection for the valuables.  (Boy, were they wrong.  They became vengeful Wraiths.)    

Often little in the way of remains were recovered after an accident.  The Crypt was functionally an ossuary, a chamber of safe deposit boxes filled with bleached out bones.  Sometimes only the personal mementos of the victim were all that was left of them to bury.  There is a random smattering of valuables scattered among the 100 or so boxes.  The boxes vary greatly in size and all have a solid metal door (DC 18 to pick).  No doubt the Wraiths would not take kindly to such a violation, which is why Mara leaves them alone.   

Mara has made one change to the facility.  There are perpetually burning candles outside one crypt.  It is a large, man-sized slot with a glass door.  Inside is a perfectly preserved handsome young man with an unfortunate-looking gaping hole where his heart should be.  This is Jack Keening, Mara’s husband.  She is often here talking to him, which isn’t as one-sided a conversation as you’d think.  Jack’s spirit (a Ghost) is also here.    

The Ghost is chained to the Vault area, but is capable of appearing elsewhere inside Keeper Hill.  Jack would not be inclined to speak to anyone other than Mara, unless he seriously needed to communicate with them for her sake (as we’ll see later).  Needless to say, he’s very protective of her and her belongings here and would defend them ruthlessly.

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.

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

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.

Monday, January 25, 2016

Women’s College Basketball NMSU Aggies vs CSU Bakersfield Roadrunners 1-23-16

[2019 Edit: I notice this post is still getting occasional hits.  As I said here, I'm a bit embarrassed by this post given that I became a big fan of the program later, but I'm not taking it down or changing it.  I also do not regret highlighting a sideline performer in the game.  No apologies.  I wrote what I felt at the time.] 

 

Well, I’ve blogged bullfighting before, so I’ve done more obscure sports.  Do I have any credibility to do this?  I used to be a huge NBA fan and I’ve watched college basketball, so I do know the game.  (I was a Michael Jordan fan.  After he left, I came to the conclusion that the league was filled with a bunch of un-entertaining jerk-offs and stopped watching.)  Have I ever covered Women’s sports before?  I used to watch Women’s Tennis, admittedly not so much for the sport though.  (They grunt too much now, even the good-looking ones.  It’s unwatchable with the sound on.)  I somewhat regret not watching more of and posting about the US Women’s Soccer team winning the World Cup last year, though I suspect the only thing I would have written would have been, “Oh my God, Alex Morgan is so beautiful!” over and over again.  (It doesn’t hurt that she reminds me of someone I work with.  Hope Solo is nice too, and I’d love to give Carli Lloyd a big, wet, passionate kiss for her heroics in the championship game.  USA!  USA!)   Some might argue that some of my sports posts feature more in-depth coverage on girl-watching the women at the event, than the actual sport itself.  This post will be no different, if not worse.   

My attendance at the game did involve free tickets provided by my workplace and an invitation by my boss, Ron, whom I went to the Aggie football game with last year.  I wasn’t coerced into going, but felt it was a good idea to go (and I didn’t have anything better to do, other than work on a Dark Continent Fantasy Core rewrite, which I hope will be ready in a month or so, providing I don’t waste more time on these sports posts).  I was at least somewhat intrigued, since the last time I’d been at the Pan-Am Center was for a Sting Concert in the 80’s, and the last basketball game I saw there involved the Harlem Globetrotters.  (I was so pissed when I saw the videoboard marquee advertising a Globetrotters game in the near future on a weekend afternoon.  I was seven years old and had to stay up till like 10:00 at night on a weekday to see them.  That’s equivalent to staying up till 2:00am for an adult.  I was so tired, I still remember it.)  Ron hadn’t been in a long time either, since Tarkanian coached the Running Rebels.  He was highly disappointed in the facilities.  There was sponsorship signage for many of our banking competitors there and not one for our bank.  Unfortunately, he’s not in charge of that.  There’s even a giant friggin’ Wells Fargo sign under the scoreboard.


I’m including this front page picture from the of the sports section from the Las Cruces Sun-News for two reasons.  One, the story of the game was the crowd.  The 5,034 in attendance was the largest regular season crowd ever for an Aggie Women’s game in Las Cruces.  The people behind the Aggie bench were particularly active, even holding up large pictures of the players during the game.  After the game, the players went out to center court, and I think it was amiable #23 Abby Scot who had the microphone and thanked the crowd and the person who organized the promotion.  Two, Ron is in the picture near the bottom left in the red shirt.  I was next to him, but I’m blocked from view.  I only saw one other co-worker at the game, but I think we were in the wrong section the whole time, since I know others had plans to go.  I’d also call your attention to the opposing coach on the mid right of the picture.  He was that animated for the whole game, if not more so, and was fairly entertaining to watch.  I also noticed the female assistant coaches were mostly wearing big, high heels with their outfits.  A basketball court would seem like a place for sensible, non-marking shoes over style.      

As at the football game, the hardest working athletes there were the cheerleaders.  They were cheering on every play, performing during the breaks, and walking up the aisles selling tickets for the next game ($2.00 an excellent deal).  They also had the most impressive athletic act during the game.  One of the girls was standing overhead on the hands of one of the guys.  Another guy held up his hands next to him and she walked onto his hands and did this about four or five times.  Damn.  Beloved Pistol Pete was also there working the crowd.  Every other college should be jealous of our cool gun-wielding mascot.

I mentioned never getting a good look at the Sundancer Squad at the football game and now I retroactively feel cheated.  While they’re all nice, wow, one of the girls is drop dead-stop the game and stare-gorgeous: Anna Shawver.  (And thank you to the linked website for her name and pictures.)  I was going to ask Ron to take a picture, but I was afraid his wife might somehow see it on his phone.  If the game had been disappointing and terrible, I would have still been pleased with the experience just for having seen her.  Actually, I might not have watched the game at all if she’d been in view the whole time.  You want to be at any NMSU sporting event where the Sundancers are.  NMSU sports marketing should be figuring out how to promote this opportunity more.  I can hardly wait for her inevitable next career appearance as a Cowboy Cheerleader.  Here’s some more pictures [link to another blog no longer works].  Hard to believe, but she's better looking in person and quite the talented performer.        


[Edit: And a week after I link to my new favorite blog, they get shutdown.  Here's a few pictures of Anna.]







I missed the half-time performance again, as I did at the football game.  This time I got a tasty hot dog and a Coke.  Given the tickets were free, I felt I should support the team.  There was a shooting competition between two guys attached to each other with a long cable.  They were dragging each other, trying to shoot at the baskets at opposite ends of the court.  Ron enjoyed the spectacle.  A couple of local dance groups of young girls performed.  They were sitting nearby during the first quarter, hard to miss since they were in costume.  I couldn’t help but notice the beautiful, but nervous-looking woman, who seemed to be in charge, working the whole time on the girls’ costumes and hair. 

Okay, now to the game itself.  The girls play four 10-minute quarters and game went about two hours.  The Lady Aggies (that’s not their official name, but there should be differentiation between them and the Men’s team) are a good team this year, so it was a bit surprising how cold they were shooting in the first quarter, falling sharply behind.  I’d almost think they were trying too hard because of the size of the crowd.   I was actually pretty confident they’d come back as they still had the fundamentals down.  Basketball is usually game of runs.  Starting late in the first half, they started creating opportunities with a full-court press.  Before the half, they’d taken the lead.  Strong defense and lights-out shooting put the Aggies up for good in the second half.  Final score 86-63 in a blowout.  


High scorers were #35 Moriah Mack with 19 points and #4 Sasha Weber with 20.  Both were taken out of the game late when the outcome wasn’t in doubt and got a good round of applause from the crowd.  (I was paying attention to the stats on the scoreboard.)  I found myself rooting for #2 Brooke Salas, admittedly because she’s cute.  She also had a good game with 12 points and one really good blocked shot.  I noticed #24 Brianna Freeman had a sweet-looking shooting motion which translated to 11 points.  Not on the team, but also of note were the little ball girls.  They’d huddle up with the team during time outs and slap hands in the line with players coming off the court.  It was cute.  

The Washington Generals were over-matched.  They were clearly befuddled by Curly Neal and Meadowlark Lemon’s antics.  The referees quickly lost control of the game, fully deserving getting hit by those buckets of confetti.  Oops sorry, that was the Globetrotter’s game.  Take two.  The Bakersfield Roadrunners were over-matched, but I was impressed with #1 Alyssa Shannon, their point guard.  She’s shorter than me at 5’2”.  It was amazing to watch her run so quickly amongst so many 6’ tall players.  It was a bit cold, but I did find myself giggling every the team missed a free throw and received a rim shot from Aggie band drummer.  The Roadrunners did make a fashion statement with bright blue shoes and wearing full-length stretch pants under their shorts.  I’d never seen that before.

I suppose I need to bottom line this.  How does Women’s basketball compare to the Men’s game?  I was a bit worried in the first quarter, but I think the rest of the game convinced me that it was regular basketball.  As long as you have a rooting interest, you’ll enjoy it.  If you don’t have a rooting interest, you’ll probably watch the guys in preference.  The girls can shoot, pass, and defend, but guys can also play above the rim and add some physicality to the game.  Overall, I think the large home crowd enjoyed the game and team made some new fans, maybe even me. 



Fantasy Ireland Adventure: Keeper Hill-Lord Samuel (Sam the Gargoyle) and the Keeper Hill Grimlock Clan

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (FC)
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.

[Sam makes his appearance on the next level.  Gray Medieval monster statue, like on a Gothic building.  He actually keeps several decoy statues of himself on the Work Level.  Cool, calculating.  Likes to negotiate, but always makes sure it’s from a position of strength.  He’d like to have Billy weakened so that he can take over Keeper Hill, but that’s a long term plan.  For now, Sam will definitely work with Billy to combat this current threat.] 

Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (5e)
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

Grimlock (FC)
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.

[Quiet beings.  They have a near group-mind when it comes to working together.] 

Grimlock (5e)
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, January 22, 2016

Fantasy Ireland Adventure: Keeper Hill-Lord William (Billy the Barghest) and the Keeper Hill Goblin Clan

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Keeper Hill-Resident Clans
For the purposes of this adventure, assume all of the Formorian Lords, Sarn, Magnus, (also the Doppelganger and Apollos, who are described later) have 10 negative hp (if hit by energy draining undead).  Further, the Lords are also able to strike corporeal undead that can only be hit by magic, though not incorporeal undead.  Billy (and the Grimlock leader, Samuel the Gargoyle) are immune to strikes by lesser undead, but are vulnerable to the Wights (and the Mummies on the Noble Level).  The Formorians (and any other NPC’s with the group) will heal as the Characters do with Long and Short rests. 

Lord William (Billy) (Barghest) leader of the Keeper Hill Goblin Clan (FC)
HD 6+6, Hp 33, AC 18* (Natural, Magic to hit), Enhanced initiative +3
Fort +6 Ref +7 Will +7
Melee: Bite +9 to hit 1d6+3 and 2 x Claw +4 to hit 1d4+1 each

Charm Person/Monster spell DC 16 Will Sv.  Once per encounter, lasts for an encounter.
Can become more powerful (+1 HD) by consuming the corpses of more powerful opponents.

[A large wolf-like goblin creature with neon blue eyes.  A typical petty dictator, always thinks he’s in control.  He wants to destroy the Orc clan and kill and eat the Troll so he can become a Greater Barghest (10 HD) and a major Formorian lord.]

Lord William (Billy) (Barghest) leader of the Keeper Hill Goblin Clan (5e)
HD 7d10 + 21, Hp 59, AC 13* (None, Magic to hit)
Str +5, Dex +1, Con +3, Int +1, Wis +1, Cha +2
Darkvision
Passive Perception 10

Multiattack: The Barghest makes two attacks: one with its Bite and one with its claws.

Melee: Bite +7 to hit 10 (1d10 + 5) piercing and Claws +7 to hit 14 (2d8 + 5) slashing
Ranged: Hypnotizing Gaze DC 10 Wisdom Saving Throw.  In combat, opponent is stunned for up to 1 turn.  They may attempt to save each rd.  Outside of combat, the victim is subject to the Barghest’s subliminal suggestion for 1 hour.  It must be a simple command.  A being can only be affected by this attack once per day.  (Which is why Billy tends to be judicious in using this power.)  

[Note: There aren’t official stats for a Barghest.  These are the stats for an Owlbear with a couple of changes.]

Goblin Soldier (FC)
HD 1, Hp 4, AC 15 (Leather, Light Wooden Shield)
Fort +2, Ref +2, Will –3
Melee: Club +1 to hit 1d6
Ranged: Javelin +3 to hit 1d4, S

[Goblins are generally lazy, stupid creatures, requiring stern, harsh leadership to get them to accomplish anything.  Their only other motivation is an empty belly.]

Goblin (5e)
HD 2d6, Hp 7, AC 15 (leather armor, shield)
Str −1, Dex +2, Con +0, Int +0, Wis −1, Cha −1
Stealth +6, Passive Perception 9
Darkvision

Nimble Escape: The Goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Melee: Scimitar +4 to hit 5 (1d6 + 2) slashing
Ranged: Shortbow +4 to hit, range 80/320 ft., 5 (1d6 + 2) piercing

Hobgoblin Soldier (FC)
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

[Hobgoblins are the born “leaders” amongst the Goblins.  They are generally cruel taskmasters, terrorizing their underlings.]

Hobgoblin (5e)
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

Sarn, 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

[Sarn is pretty bright for a minor Formorian, fairly stoic in attitude.  He is a loyal, trusted advisor for Billy.  Other Hobgoblins and Goblins immediately defer to him.] 

Sarn, Hobgoblin Captain (5e)
HD 3d8+2, Hp 25, AC 18 (Chain Mail)
Str +2, Dex +2, Con +2, 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

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,” 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)

[Magnus isn’t Billy’s most enthusiastic supporter.  Actually, he’d love to outright depose him, but Magnus enjoys living more than the thought of dying.  For now, he just works at subtly undermining him.  He will be of no help, unless it makes him look good.]

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,” 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.]

Thursday, January 21, 2016

Fantasy Ireland Adventure: Keeper Hill-Mines Level

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


MINES LEVEL “THE STONE GRAVE”


Entry
1) After a few twists and turns through a cramped, rough-hewn tunnel, the party arrives at a shaft going down with hand and foot holes carved into the rock.  At the bottom is a mine shaft and stonework of superior Dwarven make.  The floor is damp and slimy, as the river crests and falls, water flows in and out of these shafts.  The footing is a bit precarious as there is a small amount of space around the shaft.     

Wraiths
1 XP for getting past the gauntlet quickly.

2) Sarn seems a bit nervous as the party enters the hall.  “The spirits that haunt the mines have been awoken by the disturbance above.  Your Elf blades will be of use here.  Follow me quickly.”  As soon as the party enters this chamber they are immediately taunted by disembodied voices, “Elf friends!  Death to the Elves!”  Wraiths, perished Dwarves, equal to the number characters surround the party and attack.  (At last, after a novel’s worth of backstory, some action!)  Sarn, lacking a magic weapon, will not be attacked to this point (he had to run the gauntlet to get out of the Mines to begin with).  He will call to the group to disengage and follow him down the hall to the Main Chamber.  Two more Wraiths will appear behind the group.  Another will appear before Sarn in the corridor and attack him.  Only escaping into the Main Chamber will stop the attacks.          

The Main Chamber
3) I hope Sarn is still alive and with the group, because otherwise the Goblin and Grimlock guards are going to be predisposed to attack the Characters unless they can talk fast.  Otherwise, Sarn will vouch for the group.  Immediately, a wild-looking Goblin covered in magical fetish items hysterically barges his way in, “Don’t disturb my wards!”  The Goblin witch doctor, Magnus, falls to his knees, quickly repainting and chanting charms over the magical symbols the group has trampled over.  The symbols are keeping the Wraiths out. 

This large room is dominated by the two large elevator lifts.  They were operated by pulley and winch and oxen.  They are currently 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.  The current occupants of the chamber are a multitude of Goblins and Grimlocks, roughly over 60.  They are all shaken and worried-looking, as they should be, as they are in cramped quarters with little food and water to survive on.

“You brought us something to eat, Captain?” inquires one of the Goblins hopefully.  “Maybe later, we’ll see how things go,” Sarn answers.  A large furry, Wolf-headed creature with neon blue eyes forces his way to the front, Lord William, better known as Billy the Barghest.  “Is this it?  Is this all she sent me?  This pathetic rabble of Milesians?  Prepare for a feast!”  The assembled group of Humanoids lets out a cheer and begins to menacing move toward the Characters.  “My lord,” interjects Sarn, “A word.”  Billy stops the crowd to listen to the Hobgoblin’s whispered words in his ear.  Billy more carefully appraises the Characters, especially their magic weapons and nods.  “My mistake!  These are our saviors!”  The crowd collectively snorts and wanders off grumbling.   

Billy takes Sarn and the Characters off to the side, away from the crowd.  If the Players didn’t ask Sarn before or even if they did, Billy will rant about what’s happened to him, whether they want to hear it or not.  [Have you read the Background section yet?]  Unlike Sarn, Billy will mention the magic mirror.  He’ll immediately stop himself after he’s done it as he should have kept it a secret.  (Billy’s had a hard day.  Things really haven’t gone the way he hoped.)

Regardless, the Goblin and Grimlock clans have been run out of their home.  While the lesser undead could have probably been dealt with, the Barrow Wights who lead them are immune to normal weapons.  Further, these Wights are also able to turn anyone killed into undead creatures.  This is why the colony fell so quickly.  (What Billy does not know is that this is that there’s Mummies on the Noble Level that is creating new Wights as well.) 

Billy is forced to admit that his own fairly weak troops would be more of a hindrance than a help.  Unfortunately, Magnus will also have to stay behind to keep up the wards.  Since he cannot return in force, Billy wants the Characters’ help, specifically their skill with their magic weapons.  (Elvish magic weapons will typically not work, if not outright vaporize, in the hands of a Formorian.)  Billy is proposing eliminating the Wights, since this would then allow the rest of the undead to be mopped up quickly.  He thinks there are at least 10 of them on the Work Level.  (Billy can’t actually count past 10.  There were 12, but two have been killed since.)  
     
Billy questions the Characters as to why they agreed to help.  Let the Players answer for themselves here, there’s no wrong answer.  [I write that knowing full well that the Players will find a “wrong” answer.]  “Should you drive out this undead menace,” Billy chokes a little, “You and your people shall ever have the gratitude and indebtedness of the Goblin and Grimlock clans of Keeper Hill.”  And with that oath, the Characters will potentially now have a trump card on any future encounters with these Formorians, but first things first: clear out the undead.  Also, Billy has a couple of little personal matters, namely finding his locket and ferreting out the traitor delegate, that he’ll want to clear up along the way. 

The Rest of the Level
The lower mine shafts are flooded.  This level itself is often underwater whenever the river floods.   As such, nothing normally lives here, except for the Wraiths, who are usually dormant.  If the Elvish enchantment that caused the river’s diversion could be broken (along with hallowing the grounds), the mines would be open again.  As there are still valuable silver deposits present, you can bet that the Formorian clans will want to mine it (including those outside the county who find out about it).  Dwarves and humans will also have a keen economic interest in the area as well.  


Wednesday, January 20, 2016

Fantasy Ireland Adventure: Keeper Hill-Major Undead

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Keeper Hill Major Undead
The Wraiths, Wights, and Mummies can also raise anyone killed as a Zombie (1 body/rd, full rd action).  Only consecrating or completely dismembering the dead bodies will keep them from being able to do this.  With a 1 turn ceremony, a Mummy can turn any recently dead “fresh” Zombie into a Wight.

Wraith (FC)
HD 5 (d12), Hp 32, AC 13* (Natural, Magic to hit)    
Fort +1, Ref +4, Will +6
Melee: Incorporeal Touch +6 to hit 1d4 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight ability

[Wraiths are the spirits of people who died violently upon unhallowed grounds and whose mortal remains have been completely destroyed.  Because there’s no hope of properly burying them, these spirits are insanely vengeful against the living.  Exorcism or hallowing their haunting grounds is the only way to put them to rest.]

Wraith (5e)
HD 5d8, Hp 20, 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 Wraith can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Etherealness: The Wraith 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 Wraith 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 11 (2d6 + 3) necrotic

[Note: This is a modified Ghost from 5e.]

Barrow Wight (FC)
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)
HD 6d8 + 18, Hp 45, 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

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. 

Tuesday, January 19, 2016

Fantasy Ireland Adventure: Keeper Hill-Minor Undead

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Keeper Hill Minor Undead
This is a listing of the undead which will appear multiple times in the adventure.  I’m putting them together and up front to avoid some needless duplication. 

Skeleton (FC)               
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)
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

Zombie (FC)                           
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)
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.


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 (Elves are immune)

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.

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 (Elves are immune)

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.

Ghast (5e)
HD 5d8, Hp 40, 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.

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 12 Con Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 10 Con Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

[These aren’t the official 5e stats for this creature.]