A Fantasy Core
Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Encounter 1: Lookout
The group observes two men who look like pirates, standing guard outside of the
cave mouth, which the characters need to enter.
They’re not very observant, actually a bit drunk from passing jug back
and forth. The players can decide how
they want to deal with them, as their characters are currently hidden in the
forest brush surrounding the cave.
They will attempt to warn the others if given the
opportunity, unless convinced otherwise, though they are not really in the mood
for a fight.
Two Pirates
HD 1, Hp 6, AC 12 (leather)
Fort +3, Ref +0, Will +0
Melee: Cutlass +2 to hit, 1d6+1
Ranged: Crossbow +1 to hit, 1d6
While checking out the cave, Captain Bart noticed an apparent secret door in the cave wall. He and the group are trying to figure out how
to open it. The characters will get the
drop on them if they have taken care of the lookouts. The pirates
are fugitives and desperate, but not stupid.
They might be willing to deal.
Certainly the possibility of treasure would intrigue them.
The secret door is stone and while it’s pretty obviously
there, the mechanism to open it is tricky.
It requires a DC 12 Lockpicking check, or a DC 18 Int check (highest Int
bonus rolls, anyone with a +1 Int bonus adds +1 to the attempt).
Three Pirates
HD 1, Hp 6, AC 12 (leather)
Fort +3, Ref +0, Will +0
Melee: Cutlass +2 to hit, 1d6+1
Ranged: Crossbow +1 to hit, 1d6
Pirate Captain Bart
HD 2, Hp 12, AC 13 (leather)
Fort +4, Ref +1, Will +1
Melee: Longsword +4 to hit, 1d8+2
The first thing the characters will notice upon entering is
the smell. It is grave death awful. It permeates all of the caves. The caverns are rough-hewn, but show obvious
signs of use. There are two scraggly,
emaciated bodies lying out in the middle of the chamber. They slowly come to life as they smell the
approach of the party. They are Ghouls, but haven’t been fed in a while
and are thus weakened. Hungry as they
are, they’re smart enough to run to the north if overmatched.
Two Ghouls
HD 2, Hp 8, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit, 1d6+1 + DC 12 Fort Sv or paralyzed 1
turn
Two more Ghouls
in a similar condition are here. These
are hanging from the wall however. It is
DC 12 Detection to notice them, otherwise they’ll leap down for a surprise
attack. Again, they’ll run to the north
if being beaten.
Two Ghouls
HD 2, Hp 8, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit, 1d6+1 + DC 12 Fort Sv or paralyzed 1
turn
This high-ceiling chamber has a stream running into and out
of it. If you’d like to connect this
dungeon to something larger, wading upstream to the north, voices can be
heard. However, the passage is too small
to fit through. Perhaps with some proper
tools, it could be opened up.
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