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.]

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