Tuesday, April 29, 2014

Fantasy Core Adventure: Diamond Temple Part 2

DIAMOND TEMPLE
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Encounter 6: Fatso
The bad smell gets stronger here.  Wherever the group enters, on the opposite end of the chamber is a large mound of flesh.  It jiggles and slowly rises to face them.  This is Fatso, a Ghoul Giant.  The good news is that, it too, has been badly underfed and does not have the usual paralyzing bite.  The bad news is that it’s still likely a TPK for a bunch of grade-schoolers like the character group in straight up fight.  It also has a Ghast-like stench about it, hampering melee combat.  If there are any Pirates with the group, it’s a DC 12 Will Sv for them to stand and fight.  (Just roll for the Captain.)  After the first death, roll again at DC 18.

It moves slowly.  The characters will get a free shot at it after seeing it, and they can easily outrun it.  Right now, it is hemmed in the chamber.  All of the egresses are too small for it to fit through.  However if the characters want to continue on (through chamber #7), they’re going to have to figure out a way around it.  It’s worth noting that there are some half-eaten Ghoul bodies in the chamber.  It’ll eat the live and the undead apparently.

Ghoul Giant
HD 10, Hp 30, AC 15, Always last in Init.
Fort +4, Ref +3, Will +5
Melee: Swat +10 to hit, 2d8
Or +10 to hit, DC 12 Ref Sv or grabbed
DC 18 to Break (Str) or Escape Artist, next rd, automatic Bite 1d6 damage, it will likely drop a victim after a bite, if it takes a hit from someone else
Stench: For everyone within 5’, DC 12 Fort Sv or stunned 1 rd.


Encounter 7: Tunnel
The escape from Fatso and entry into the temple goes through a partially collapsed passage.  It is nearly filled with debris and doesn’t seem stable.  Characters will have to crawl, one at a time into the passage, and it can fit three people down its length.  Torch-carrying isn’t going to work, so they’ll need another light source, or have to travel in the dark.  It will take 2 rds to reach the end, where a dim amount of light can be seen. 

At the end of the tunnel is a wire trap.  It’s DC 12 to detect if the character has a light, DC 18 if not.  It’s a DC 18 Ref Sv to avoid, if not detected, DC 12 to avoid if detected.  (DC 12 to Disarm if a Thief wants to try it.)  It’s 2d6 damage to everyone in the passage if set off.  At least the passage won’t be totally blocked by it, but it’ll take 2 rds to dig out.      

On the other side, the corridor is obviously a built structure, and pretty old.  There are torches burning at regular intervals down the hallway, though it’s still not well lit.  Normally, the trap going off would bring some guards, but not this time. 


Encounter 8: Stable
Judging by the desiccated hay, piles of manure, and horse skeletons, this was some sort of makeshift stable.  There are four piles of bones, which will suddenly start to reform if disturbed.  The Skeleton Horses will attack anyone in the chamber, though they will not pursue out of it.  There’s a saddle bag in the crusted crap containing 25 GP and perhaps a partial map of the rest of the dungeon (if you want to expand it).

Four Skeleton Horses
HD 2, Hp 8, AC 13
Fort +3, Ref +0, Will +0
Melee: Hooves +2 to hit, 1d6 x 2


Encounter 9: Abandoned Room
This chamber has clearly been worked on and turned into an actual room, though not finished.  It’s piled up with a bunch of the garbage.  If you’d like connect this to a larger dungeon, the north wall has a magic infused archway that’s been painted on it.  There are runes inscribed on it that will defy any translation.  If copied down and taken to a Sage, it will reveal a way to open the arch into the rest of the dungeon.

The garbage can be searched through in one turn.  Roll 1d10 for each character searching.   

1-5- Nothing Useful
6-Short Sword
7-Shield
8-Useful equipment (player’s choice)
9-Pouch of 1d6 gems (10 GP each)
10-A glowing stone, a magic light source

There’s also a broken Ballista in the room, which could be fixed with a DC 12 Int check (roll for the highest Int and add +1 for everyone with +1 or more Int that are helping).  7 Bolts will also be found with it that will do 2d10 damage.  It will require 2 people to fire it every rd and to move it.  It won’t go through the passage #7.

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