Tuesday, February 9, 2016

Fantasy Ireland Adventure: Keeper Hill-Entry 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.)

Residence Level Index

Entry
2 XP for getting past this encounter. 

1) Here’s where the undead were planning on ambushing the Characters and their allies (hopefully they still have some).  Unfortunately for them, when the troops besieging the Formorian delegates holed up on this level were drawn off, several of the humanoids made a break for it and ran right into the ambush.  Neither side was prepared for this particular conflict, but the undead eventually prevailed.

The group may be resting after clearing the Work Level or might be pressing on right after doing so.  In either case, furious barking sounds are heard up the ramp.  A small pack of dangerous-looking dogs comes scampering down, barking at something behind them.  Any Formorians will recognize them as the pets of one of the delegates, Lady Hagar.  Billy will want to immediately charge up the ramp, hoping that his guests are somehow still alive. 

Given that there’s no telling what happened to the party on the previous level, it’s hard to say who’s going to be going with the Characters.  The Elvish strike force definitely, as will the dogs (who will follow the Formorians or whoever feeds them).  Billy and Sarn will go, if they’re available.  Sam will go, but only if Billy is not available.  Magnus will go, if Billy and Sam aren’t available.

A really bad smell will manifest as the group takes the turn up the ramp.  At the top of the ramp on the Residence Level stands a Bugbear, Lady Hagar (stats are in the Converted Undead section later).  The dogs are now barking like berserkers, and she will not answer to any calls and will retreat from the ramp.  Turning to them after they enter the level, it’s obvious, she’s become undead.  At the entrance, it’s a veritable charnel house of Humanoid and undead bodies.  Bounding out behind Hagar, 4 Ghasts appear and move to attack.  These creatures turned the tide in the battle and are the source of the bad smell.  Everyone needs to start making a Saving Throw against it (see the monster description in Minor Undead Section).

Meanwhile in corridor behind them, a Wight can be seen raising the body of a Gnoll into a Zombie.  (Don’t roll a “Spot Check.”  Just say it.)  The next rd, he moves to another Gnoll and starts to raise it.  The next rd, he moves over to raise Mungo the Ogre, a very large, dangerous-looking Humanoid, even when dead.  Hopefully, the Players will recognize the threat.  (The Gnolls and the Ogre are also in the Converted Undead section.)  If the Ogre isn’t raised here and the body isn’t dealt with, it could still be raised by another Wight later.  (Just a thought.)

Irish Wolf Hound (Dire Wild Dog) (FC) (x2)
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Irish Wolf Hound (Mastiff) (5e) (x4)
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.


Developments from the Battle
Again, there’s no telling what the group looks like after the battle.  It would again be preferable that Billy survives, but it isn’t necessary.  If he isn’t around or if the party is short-handed, Sam or Magnus could arrive to join the group (having just finished mopping up the lower level).  The dogs will follow the Humanoids.  They’ll even follow the humans, if fed by them.   

The Elves will desert the group during the fight, so that they can look for Apollos and the mirror.  (What?  You expected better from Elves?  The group was just a means to an end to get them into the level.)  They might leave if the group starts losing, or perhaps if the group has things well in hand.  The Elves will not attack the humans however, unless the humans attack them.  The Elves might even be willing to work with the party again, but only if it’s in their interests.  (If all the Humanoids are wiped out, perhaps the Elves and Humans formally join forces for this level.)

Give the group a short rest and a reprieve from any attacks after the battle.  You may wish to allow the Characters to explore around a bit, especially if they’ve been left alone.  If you wish to spur the action forward, they could hear the distant sounds of battle coming from down the corridor, where the delegates were housed.  Billy will want to investigate.  The rest of the encounters will be written using that premise, but improvise as you will.    

Monday, February 8, 2016

Fantasy Ireland Adventure: Keeper Hill-Converted 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.)

Residence Level Index

Converted Undead
These are some special undead encountered on this level.

Lady Hagar (Bugbear-Zombie) (FC)
HD 3d8+3, Hp 27, AC 17 (Leather, Light Wooden Shield)
Fort +4, Ref +0, Will +1
Melee: Morningstar +5 to hit 1d8+2

Lady Hagar (Bugbear-Zombie) (5e)
HD 5d8 + 5, Hp 40, AC 16 (hide armor, shield)
Str +2, Dex +0, Con +3, Int −1, Wis +0, Cha −1
Passive Perception 10
Melee: Morningstar +4 to hit, 11 (2d8 + 2) piercing

Gnoll/Rakshasa (or Cat-people)-Zombie (FC)
HD 2+2, Hp 18, AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Bite +3 to hit 1d6+2

Gnoll/Rakshasa (or Cat-people)-Zombie (5e)
HD 5d8, Hp 40, AC 15 (hide armor, shield)
Str +2, Dex +0, Con +2, Int −2, Wis +0, Cha −2
Passive Perception 10
Melee: Bite +4 to hit 4 (1d4 + 2) piercing

Lord Mungo (Ogre-Zombie) (FC)
HD 4d8+11, Hp 43, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7

Lord Mungo (Ogre-Zombie) (5e)
HD 7d10 + 21, Hp 70, AC 11 (hide armor)
Str +4, Dex −1, Con +3, Int −3, Wis −2, Cha −2
Darkvision 60 ft.
Passive Perception 8
Melee: Greatclub +6 to hit 13 (2d8 + 4) bludgeoning

Kobold/Tengu-Zombie (FC)
HD 2 (d6), Hp 6, AC 12 (None)
Fort +4, Ref +0, Will -1
Melee: Claw +2 to hit, 1d6

Kobold/Tengu-Zombie (5e)
HD 2d6, Hp 6, AC 12 (Natural)
Str −2, Dex +0, Con +1, Int −1, Wis −2, Cha −1
Darkvision
Passive Perception 8
Melee: Claw +4 to hit 4 (1d4 + 2) piercing

Lady Grey Moon (Rakshasa-Zombie) (FC)
HD 7, Hp 56, AC 15 (None)
Fort +8, Ref +3, Will +6
Melee: 2 att/rd, Claw +8 to hit 1d8+1

Lady Grey Moon (Rakshasa-Zombie) (5e)
HD 5d10 + 10, Hp 60, AC 12 (None)
Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha −1
Passive Perception 13
Pounce: If Grey Moon can attack from surprise or against a distracted opponent, they leap 20’.  If their attack succeeds, it causes double damage and that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, she can make a bite attack against it as a bonus action.
Multiattack: Grey Moon makes two attacks: one with its Bite and one with its claws.
Melee: Claw +5 to hit, 7 (1d8 + 3) slashing and Bite +5 to hit, 8 (1d10 + 3) piercing

[Note: These stats are for a modified Tiger with a little Zombie.  The cat lady moves a bit faster than the average Zombie.]

Lord Den (Minotaur-Zombie) (FC)
HD 6d8+12, Hp 52, AC 14 (None)
Fort +6, Ref +0, Will +5
Melee: Greataxe +9 to hit 3d6+6 or Gore +9 to hit 1d8+4
Powerful Charge: Usual opening attack if given enough space to run.  Gore attack does 4d6+6, may effect up to two opponents.  Can normally only be done once per encounter.

Lord Den (Minotaur-Zombie) (5e)
HD 9d10 + 27, Hp 76, AC 14 (natural armor)
Str +4, Dex +0, Con +3, Int −2, Wis +3, Cha −1
Passive Perception 17
Melee: Greataxe +6 to hit 17 (2d12 + 4) slashing
Or Gore +6 to hit 13 (2d8 + 4) piercing

Charge: If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Friday, February 5, 2016

Fantasy Ireland Adventure: Keeper Hill-Residence 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.)



Billy’s Townhouse/Town Hall/Pitch
The Delegates Redoubt
          The Troll and the Doppelganger
Security Station


RESIDENCE LEVEL “HARD ROCK”
Keeper Hill was more than the underground facilities.  There was a thriving Dwarf community outside the hill where most of the workers lived.  Underground living and work space obviously isn’t optimal or inexpensive to build, but with the 24 hour nature of the mine, miners and clerks needed to be on site all of the time.  Some communal space and even small playing pitch for sports were added for recreation.  During the Elvish siege, the office space quickly became improvised living quarters.  Unfortunately, the facilities were accommodating far too many people.  Food, water, and waste disposal systems quickly broke down.  Before the end, this level was essentially an underground third world slum neighborhood.

The current residents have done little to improve the d├ęcor.  The Goblins and Hobgoblins have turned the level into a flophouse.  Their apartments contain only rubbish, fur skins, primitive weapons, some brackish water, and scraps of highly questionable meat (depending on the Characters’ rations, this might be a God send).     

The residences and offices are two-level apartments with very Spartan facilities.  There were stalls that once sold food and other small goods by some of the apartments.  There are only a few buildings worth mentioning, such as the Meeting Hall and the Mayor’s (Billy’s) Townhouse, and the small Courtyard with the Shrine and Fountain (currently dried out). 

Thursday, February 4, 2016

Fantasy Ireland Adventure: Keeper Hill-Elvish Strike Force Stats

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.)

Elvish Strike Force Stats

Elvish Warrior (FC) (x4)
1st level Elf Warrior, Hp 6, AC 17 (+1 magical Elvish chain mail suit)
Fort +0, Ref +4, Will +4
Melee: +1 Rapier +4 to hit 1d6+2
Ranged: +1 Magic Longbow +4 to hit 1d8+1

Spellcheck +3 to cast, Save Against DC 13, 3 failures/encounter
Burning Hands: 7 fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close Range.
Magic Missile: 7 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

+3 Detection, Find, Stealth skill, Tracking skill
First Aid skill
Immune to sleep, charm, and paralysis

Elvish Ranger (5e) (x2)
1st level Ranger, Hp 11, AC 17 (+1 Studded Leather, Shield)
Str +1 (+5), Dex +4 (+6), Con +1, Int +0, Wis +2, Cha +0
Animal Handling +3, Athletics +5, Insight +3

Melee: +2 Shortsword +8 to hit, 9 (1d6 +6) slashing
Ranged: +2 Longbow +4 to hit (range 80/320 ft.) 5 (1d6+2) piercing

Favored Enemy: Orcs, half-orcs, and giants. Ad­vantage on Insight,
Investigation, Nature, and Perception skill checks related to those three races.

Elvish Druid (5e) (x2)
1st Level Druid, Hp 9, AC 17 (+2 Leather, Wooden Shield)
Str +1, Dex +2, Con +1, Int +0 (+2), Wis +3 (+5), Cha +1
Medicine +5, Survival +5, Darkvision
Advantage on saving throws vs. charm, Cannot be put to sleep by magic

Melee: +2 Scimitar +6 to hit 9 (1d8 + 4), slashing
Ranged: +2 Longbow +4 to hit (range 80/320 ft.) 5 (1d6+2) piercing

Spellcasting: Attack Bonus +5; Saving Throws against spells DC 13.

1st Level (2)
Cure Wounds: 1d8+5
Burning Hands: 3d6 fire, ½ dam with Sv

[Note: These two 5e Elves are adapted from Goodman Games’ The Wizard’s Amulet adventure.]

Duke Torren (Half-Elf Noble) (FC)
HD 6, Hp 36, AC 17 (+2 magical Elvish chain mail shirt), Enhanced Init +3
Fort +2, Ref +8, Will +5

Melee: +1 Rapier +10 to hit 1d6+4
Ranged: +1 Magic Longbow +10 to hit 1d8+1 (10 arrows)

Spellcheck +5, Save Against DC 15, 3 failures/encounter

1st Level Spells, DC 13 to cast
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

2nd Level Spell, DC 14 to cast
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 4 rds (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

3rd Level Spells, DC 15 to cast
Dispel Magic: Cancels magical spells and effects. Roll a normal spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject 50%. Encounter.
Fly: Subject flies at speed of 60 ft./rd, 6 turns
Hold Person: Paralyzes one humanoid for 6 rds. (Will Sv)
Lightning Bolt: 11 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

Baron Louis (Fey Pixie)
HD 1 (d6), Hp 6, AC 18 (none) Enhanced Init +4
Fort +0, Ref +6, Will +4

Melee: +1 Rapier +6 to hit 1d6+1
Ranged: +1 Repeating Pistol Bow +6 to hit 1d4 + 1 + Poison DC 18 Fort Sv or Paralyze 1 turn (5 shots)
Can Fly

Spell-Like Abilities: Can automatically cast each once per encounter/turn
Ghost Sound or Lights: DC 12 Will Sv to distract
Greater Invisibility: Can remain invisible even when attacking.  0 Bonuses for any attacker to hit, +4 to Saving Throws.  Invisibility is disrupted by any hit.   
Mirror Image: Creates 4 decoy duplicates (illusions) until touched or successfully attacked or Encounter/turn.  DC 18 Will Sv to disbelieve them.
Dispel Magic: Cancels magical spells and effects up to a 6th level caster.
Glitterdust: Blinds creatures, outlines invisible creatures. Fills confined area or 20' sq. Encounter. (DC 18 Ref Sv)

[The Duke and the Baron are from the Endless Night ***link*** adventure.  I’m presuming they’re both still alive anyway.  Torren is still a prick, but it’s because he’s compensating for his mixed heritage.]

Vassily (Banshee) (5e)
HD 13 (d8), Hp 58, AC 12 (Natural)
Str -5, Dex +2, Con +0, Int +1, Wis +0 (+2), Cha +3 (+4)
Darkvision 60 ft., Passive Perception 10

Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Melee: Corrupting Touch Spell Attack: +4 to hit, 12 (3d6 + 2) necrotic
[I’m assuming this attack does work on corporeal undead creatures.]
Ranged: Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Detect Life: The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement: The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.


[Now this is truly a mystery worthy of investigation.  Banshees are perished female elves that are chained to the mortal realm.  Sometimes they haunt a specific area, sometimes a specific human clan, sometimes they are in service to a human clan.  What is Vassily’s story that she is able to move around freely and work for the Elves?  An unheard of half-elf banshee, perhaps?  If Vassily is at some point the only survivor of the Elf group, I have to think she’ll disappear and return to the Otherworld, but it’s up to you, depending on how the rest of the group is doing.]

Wednesday, February 3, 2016

Fantasy Ireland Adventure: Keeper Hill-Elvish Strike Force

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.)

Elvish Strike Force
(This encounter might have already occurred in the Main Chamber.  It could also happen by either exit instead or somewhere else entirely, even the next level.  This location is just where I’m placing it.) 

10) At Lady Nim’s request, the Elves have conducted a raid into Keeper Hill.  The Elves want Apollos the Centaur back.  They don’t really care about retrieving the magic mirror he stole, but they want to know what Apollos was doing stealing it and certainly don’t want a Fey citizen in the hands of the Formorians. 

They know how to easily get into the Dark Road and know the general layout of Keeper Hill, and can guess where Apollos is being kept (on the assumption he’s being kept alive to be ransomed back to the Elves).  The strike force was unfortunately only vaguely aware that there was some kind of chaos going on inside Keeper Hill.  They didn’t know that it was undead and were woefully unprepared for energy-draining Wights holding the entrance to the complex.  To their credit, the Elves fought bravely.  The Wights were rightly apprehensive about their magic weapons, and Ghoul paralysis doesn’t work on Elves, so the undead retreated to gather more troops.  The remaining Elves took the opportunity get inside and hide, waiting for the right moment (or perhaps finding some allies) to make a break for the next level, where their objective is.

Normally, the haughty and arrogant Elves would never consider joining forces with anyone, but by this point, they’ve figured out they’ve bitten off more than they could chew.  Attempting to continue the mission and salvage their honor has likely lead to a situation where they are going to have to call for help and be truly shamed.  The Character group showing up with their magic weapons will present an opportunity for them to save face and find the centaur.    

Wherever this encounter between the Characters and the Elves occurs, if the Formorians are with them, this will be the Elves conversation ice breaker, “I had to see this for myself: Milesians and Formorians joining forces,” their leader will say, announcing themselves to the group.  Billy and Sam will be apoplectic about this intrusion.  The Elves will defend their actions, “We are perfectly in our right to be here.  We are investigating the possible abduction of a Fey citizen, Apollos the Centaur.  He may have also been involved in the theft of a valuable magical item, in which case he will face Elvish justice.”  Billy will be grimacing with each word.  He obviously knows something. 

There should be some posturing and a threat of violence, but the dire straits of both groups should be enough facilitate a temporary alliance.  (Give the Players an opportunity to act as peacemakers, earning 1 XP or some Inspiration.)  Billy will pledge to allow Apollos (if he’s still alive) back into their custody in return for their help against the undead.  He’ll deny knowing anything about a “Black Mirror.”  (If Billy isn’t there, you’ll have to improvise something.)

The FC group would be 4 Arcane Rangers, Duke Torren, and Baron Louis.  (The Duke arrogantly speaks for the group with Louis chipping in some diplomacy.)  The 5e group would be 2 Rangers, 2 Druids, and Vassily the Banshee.  (The Druids would speak for the group.  Name them Georges and Simon.) 

Obviously, these two forces will play very differently.  The FC group will be slinging spells mostly, while the 5e group will be hiding behind their banshee, shooting arrows.  Given that both groups are stocked with magic weapons, the Wights will want to use the lesser undead to soften them up before engaging them. 

All members of the Elvish force are immune to Ghoul paralysis.  Whoever the Elvish leader is, he’ll have a magic crystal ball with him that allows him to detect Fey people and objects (we’ll say roughly across a level).  This would include Apollos, the Characters’ weapons (which they’ll ask about), the Black Mirror, and the locket with Nim’s hair.  They’ll certainly collect that locket if given the opportunity.  The crystal ball would also allow them to summon help, and would serve as a beacon if the entire force was lost, bringing in Prince Alex and a more formidable host.  

Tuesday, February 2, 2016

Fantasy Ireland Adventure: Keeper Hill-Workshop Alley

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.)

Workshop Alley
7) Workshops and forges populated this area when it was a mine.  The smoke was channeled out through an elaborate chimney system.  That was all closed up when Keeper Hill went under siege.  There’s nothing of portable value here, but there are the two exits from this level on this corridor.  The alley is regularly patrolled by 4 Ghouls.  They will immediately engage intruders and attempt to hold them up while half of the defense from the exits will move to encircle the group.

Gate to the Dark Road
1 XP for clearing the guardhouse

8) The Dark Road is an underground network of tunnels that connects the Formorian kingdoms.  Normally, this gate is heavily barred and secured by a stone blockhouse.  It would be manned by a force of 5 Grimlocks and 5 Hobgoblins with a couple of fast Goblin runners to get reinforcements or to announce visitors.

The gates are now wide open, as is the guardhouse.  3 Wights and 4 Zombies are holding the blockhouse.  There are several Ghoul patrols ranging up the rough-hewn tunnel, who won’t figure into this encounter.   If the guards are not alerted, their attention will be focused on the tunnel.  A Wight or two may also be drawn off to fight the Characters elsewhere.  There will always be at least one Wight present. 

There are signs of a recent battle here.  There are two dead Wights and several other undead.  Shockingly (if there are Formorians in the group), there are also several dead Elf bodies.  They would have no explanation for how or why the Fey would be in Keeper Hill.  (If you disliked giving the Characters magic weapons at the start of the adventure, you might instead have the group enter Keeper Hill by this entrance and have them find the weapons here.  Obviously some other adjustments will have to be made to the adventure.)     

If the Character group wants to try to leave the complex via the Dark Road without willing Formorian help, good luck.  The undead only got out because they were following some fleeing Goblins.  The group could possibly find an exit the same way, by following some Ghouls scouts heading for the surface.

Ramp to the Residence Level
2 XP for getting to the next level.

9) 3 Wights, 6 Ghouls, and 6 Zombies are stationed on the ramp landing.  Up to one Wight might be drawn off to fight the Characters elsewhere, along with the Ghouls, but there will always be 2 Wights here.  This group simply fights to the death (delaying the Characters for an ambush on the next level).  Remember that the Wights can raise the dead into Zombies. 

After this encounter, if the Formorians are with the group, Samuel the Gargoyle will want to bring some of his people up to get supplies and to clear out the rest of the level.  If the group is short-handed, especially if they’re missing Billy, Magnus the wizard might instead look after the survivors and Sam could join the group, or Magnus could even join the group if he isn’t available.

A cautious (and battered) group might consider an extended rest at this point.  Formorian troops could hold the exits while the group sleeps.  There would be some action in the interim, but the Wights aren’t going to commit themselves until they know where the Characters are.  A few undead scouts will return from the Dark Road and a couple of probes will be sent from above, trying to draw out the Characters.

Monday, February 1, 2016

Fantasy Ireland Adventure: Keeper Hill-Recreation Alley/Market Alley

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 Rest of the Level
Award 1 XP for defeating any ambush. 

After the Main Chamber encounter, what happens next is going to be fairly fluid.  The party may be running for their lives or stalking the remaining Wights.  The level starts with 10 Wights.  There were 5 at each of the exits, and the ambush in the Main Chamber took 2 from each.  Whatever Wights are on the level will normally be divided between the exits to the Dark Road and the next level.  The Wights will send half their number for an ambush and to reinforce either exit. 

The number of Ghouls (Dwarves) and Zombies (Grimlocks) should be left undefined.  There will be small patrols of Ghouls searching the level for the party.  They won’t engage unless forced.  They’ll instead try to lure the Characters into an ambush with the Wights.  Failed ambushes (losing a Wight) will break off and not fight to the death.  Of other note, there are Decoy statues of Samuel all over the level.  If the group is separated from Sam, this might be a surprising way to have the group run back into him.


Recreation Alley
3) This area serviced the miners’ various personal needs.  It included a Bathhouse, Mess Halls, Kitchen, Brewery, and (ahem) entertainment.  It all operated continuously, 24 hours a day.  During the siege, some of the basic functions remained the same.  4 Ghouls will be patrolling this area looking for Characters, but there’s no one else in this alley.  They will want to herd the Characters into the Gambling area and then attack in force with 2 Wights, 6 Ghouls, and 8 Zombies.  There are Samuel decoy statues in each of the main chambers.

Brewery
4) When this area was an active Dwarf mine, an unsurprisingly large amount of beer was consumed by the miners on their off-hours.  An onsite brewery was the most efficient way to service them.  It even operated during the siege, as the Dwarves could not do without their beer. 

Gambling/Pleasure Den
5) The purpose of this section may not be immediately apparent as it fell into complete disuse during the siege.  The entry chamber is a ruined mess of circular and rectangular tables for games of chance and skill played for money.  Unfortunately, the games are ruined, and there’s not a single coin left.  The crook in the north passage featured a table and small lockbox (busted).  The small bedrooms down the hall are entirely too functional to be residences.  It is said that only the comeliest Dwarf women worked in the Pleasure Den.  Their hips were wide and sturdy.  Their beards were soft as silk.  Of course in truth, they were skanks with rough beards, but who would admit to visiting such a place. 


The Market Alley
6) In Stone Grave’s mining days, this area was next to the main gate and the stalls here sold goods from the mine to outsiders and goods were brought in to sell to the miners.  Iron gates at either end of the alley locked up the area at night.  The main gate was buried in during the war and this area was used for storage of various survival goods. 

Now, this area is the living quarters of the Grimlock clan.  Or it was, until the undead stormed it.  The gates at either end have been broken down.  There also knocked over statues of Samuel guarding the gates.  The pitiful hovels of the inhabitants have been trashed and obviously abandoned in a hurry.  The center stall across from buried front gate is Samuel’s quarters.  Inside is another statue of himself.  There’s nothing of value inside any of the domiciles, even Sam’s, except for some questionable food rations. 

There are 4 Zombies at each gate guarding the area.  Attacking them will alert the rest of the undead on the level.  They will attempt to surround the Characters by attacking with 2 Wights, 6 Ghouls, and 8 Zombies from the south end, driving the party into the undead guarding the ramp up at the north end (or vice versa, depending on how the Characters enter).