Monday, April 28, 2014

Fantasy Core Adventure: Diamond Temple Part 1

DIAMOND TEMPLE
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


Encounter 2: The Door
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


Encounter 3: Ghouls
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


Encounter 4: More Ghouls
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


Encounter 5: Underground Stream

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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