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


Thursday, December 10, 2015

Southland Adventure: Stone Grave-Goblin 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 Goblin Camp
4) It’s a pathetic disorganized rabble.  Given general Goblin weakness and cowardice in combat, it’s only their sheer numbers that have kept them from being overrun by the other tribes.  As is, they are continuously under assault by the other Humanoid groups and have become a staple food supply for them.  However, they are backed into a defensible corner and can make any attack upon them somewhat costly.

When goaded by their Bugbear commander, the Goblins have mounted the occasional swarming raid into enemy territories and come away with a couple of bodies for their efforts.  The Goblins would only attack well-armed human adventurers if they could catch them in a bad spot or could surprise a Humanoid force attacking them.


[The Goblins here are a bit braver than the standard Outback Goblin, but only because there’s such a limited amount of space they can run away to.  Hungry, trapped, and under constant attack, they are a bit fanatical.]

Goblin Soldier (FC) (x 35)
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

Goblin (5e) (x 31)
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


[Defense is not the Bugbear’s specialty, but his surprise attacks from the rear have foiled several assaults on the tribe.  Solo, he’s nabbed a few stragglers to bring back for communal food.  The Bugbear realizes his best chance to escape is to keep everyone together for a rush on the exit and from there, using the rest of the tribe as expendable assets, while he takes to the shadows and sneaks back home.  He’s simply waiting for the Hobgoblins’ position to weaken to make his move.  The Characters’ entry may be such an opportunity.  The group might even meet him again on the way back through the Work Level.]

Bugbear (FC)
HD 3d8+3, Hp 16, AC 17 (Leather, Light Wooden Shield)
Fort +2, Ref +4, Will +1
Melee: Morningstar +5 to hit 1d8+2
Ranged: Javelin +3 to hit 1d6+2
Stealth +6

Bugbear (5e)
HD 5d8 + 5, Hp 27, AC 16 (hide armor, shield)
Str +2, Dex +2, Con +1, Int −1, Wis +0, Cha −1
Stealth +6, Survival +2, Passive Perception 10
Darkvision

Surprise Attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Melee: Morningstar +4 to hit, 11 (2d8 + 2) piercing
Ranged: Javelin +4 to hit, range 30/120 ft., 5 (1d6 + 2) piercing