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Thursday, April 25, 2013
Fantasy Core Ireland--Adventure Part 7
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Adventure Index
Goblin Raid (2 XP for running off the Goblins unaided, 1 XP if aided):
The farmhouse is under attack by the Goblin clan. The good news is that Mara and her two scarecrow constructs have taken out about half of the attackers. The better news is that the characters have arrived just as Mara has run out of charges in her wand (which she was firing out from a window), one of the scarecrows has been knocked out, and the other is on fire and trying to put itself out. Several goblins are approaching the house with torches. In words, it’s hero-time!
The attackers are down to 9 Goblins (4 are carrying torches) and 2 Hobgoblins. Their attention is only focused on the house, as the torchbearers are cautiously approaching it. The characters will have a good opportunity to get in the first shot depending on how they want to play it. If two torchbearers make it to the house, it will catch on fire. The stone structure will be totally burned out on the inside within 6 rds, unless the fire inside is extinguished. There is a trough of water nearby.
As far as tactics go, the goblins and hobgoblins will attempt ranged combat wherever possible (goblins with javelins, and hobgoblins with short bows). There is forest near the house that could offer great cover for characters wanting to snipe and enough light still left to make all the combatants targets. The deaths of both of the hobgoblins will scatter the rest. They are obviously in charge, but don’t make them easy targets. If the players come up with any interesting ideas themselves for strategy, let them run with it, within reason, because they are overmatched here. In a pinch, Mara could have her wand recharged (assuming she’s not running out of a burning house) and 1 of the scarecrows (down to 10 hp) could rejoin the fight, but only do this if necessary.
After the fight (again assuming the house hasn’t been burned out), Mara will invite them in. She’ll thank them for their help, offer them a meal, not to mention a healing spell for the worst wounded, and first aid for the rest. She’ll want the characters to spend the night there and offer to put them up, though she knows it will damage their reputations in the county.
In a refreshing change of pace, Mara will refuse to talk about Di, Jack, or Nim, and will be horrified that the characters know about them. She will not mention or talk about her teleportation amulet, which unfortunately, she’d already used for the day before the attack. She won’t talk about her house being warded against magical attack. (That the players don’t understand everything going on in this adventure at this time is fine, as long as the Ref does.) Mara will only tersely talk about the goblins. They had also been attacked by the Orc clan last night with the Black Mist and apparently rumor had reached them that she was responsible. She won’t mention that she’s had business dealings with the goblins, so they knew her.
The only subject Mara will open up a little about is Ines. She knows her, where she lives, that she is indeed a were-spider, and that she is certainly the source of the Black Mist. Mara didn’t say anything at the trial, because they had been in a coven a short time ago. The potential revelation of being associated with a known malevolent witch would have made things worse. Mara had ended their relationship when she could no longer stomach Ines appetite for blood.
When it becomes apparent that Mara isn’t going to talk about anything else, it’s time for bed. In the morning, the characters will hopefully be fully healed. Mara gives the characters her Darkvision mask (she can make another) and a test vial of her Red Pollen poison. It can only used at close range to be tossed in the face of the intended target (a ranged attack). This version will only stun the target for 2 rds if they fail a DC 18 Fort Sv, but they will be completely unable to act in those 2 rds (essentially free shots, consider a victims’ AC to be 10). Also, each character receives 1 healing potion (1d6 hp, can only be taken once per day). If the group is down a member or two, Mara should go with them (and be played by a player). Otherwise, her wand isn’t working and has to be recharged (or more properly recharged). She wouldn’t be useful in a fight without it. Likewise the scarecrows are shutdown, regenerating. (All of this is a lie, by the way. Mara will be getting prepared to flee the county if this attack doesn’t work, and doesn’t like the characters’ chances.) Mara gives the group directions to Ines’ lair.
If the characters ask to go into the village to look for silver weapons, they should be given the opportunity. There should be one silver dagger (30 gp) and five silver tipped arrows (5 gp) available for sale at the smithy. Were-creatures are enough of an Irish problem that these kind of items are kept in stock. It should also be noted that nobody in the county is going to have any interest in helping the characters fight.
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