Wednesday, November 25, 2015

Southland Adventure: Stone Grave-Main Work Chamber

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



Main Work Chamber
This area was the ore collection, sorting, and processing area when it was a mine.  As part of the survival bunker, the main chamber was used for underground farming and water collection.  The Catastrophe and various alchemical additives have mutated in dangerous ways.  The invasion of the Humanoids awakened the dormant Undead.  The various plants and chemical pools would also feast upon the unwary, which is why the Humanoids left them alone. 


Elevator Entry
1 XP for getting past the Gargoyles.

1) Both elevators have a Gargoyle sentry.  Lucky for the Characters, they are pointed the other way and not expecting intruders from the rear, also the Gargoyles are the only occupants of the chamber.  If the party can manage to not make too much noise coming up the scaffolding (any battle on the mine level won’t be heard), they may have an opportunity to either sneak away or get in a first strike. 

The two Gargoyles will help each other, but will not go for reinforcements.  They will fight to the death, but not pursue outside the area around the elevators.  Unless the party stays around the Main Chamber for more than two turns (20 minutes), they won’t have to worry about anyone else coming in.

Gargoyle (FC) (x2)
HD 4+19 (37 hp), AC 16* (Natural, Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1 
Or Gore (Charge attack, requires 1 rd run) +4 to hit 2d6+3 + Stun 1 rd

Can appear to be a statue (in fact the lair is littered with statue decoys) or can hide by changing color to match the stonework.

Gargoyle (5e) (x2)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Darkvision
Passive Perception 10
Flight ability

Melee: Bite +4 to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing

After the battle with the Hobgoblins has finished (about 2 turns after the Characters arrive), a force of Grimlocks returns, dragging a bunch of bodies with them.  Most of Grimlocks and the dead are taken below.  Normally, there are 20 Grimlocks left in the chamber.  They would be eating, healing wounds, sleeping, and silently communing with one another.  Generally, they are waiting for the next alarm to enter into battle.  They would not be very alert or attentive here for intruders, but would be ready for battle quickly if disturbed.  At least two will be scampering down the elevators for reinforcements.    

Grimlock (FC) (x 20)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Grimlock (5e) (x 20)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception +3, Stealth +5, Passive Perception 14

Melee: Stone Axe +4 to hit 7 (1d8 + 2) slashing

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