A Fantasy Core
Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Encounter 10: Mess hall
This dimly lit room has a pair of long mess tables. There is evidence of a pitiful feast. There’s rations and wine skins left on the
table and in several backpacks (22 if counted).
There’s a basin of red liquid (wine) in the center of the
room with a Gargoyle statue standing
over it. The statue is conspicuously missing
its head horn and is chained to the wall.
It won’t react unless it is attacked or if anyone tastes from the
basin. If reduced to 4 or less Hp, it
will cease fighting and cower in the corner, whimpering. It won’t speak, but will tug at its
chain. The lock can be picked at DC 12
or the chain pulled out a DC 18 Str check (add +1 for everyone with +1 or more
Str helping, the Gargoyle adds +1 as well).
(I suppose you could also hack off its foot.) If freed, it will escape. (It’ll turn up again when the characters raid
the temple and will go straight for Rodney.)
Gargoyle
HD 4, Hp 16, AC 16 (normally magic to hit, but Gargoyles
lose their enchantment without their horn)
Fort +5, Ref +6, Will +4
Melee: 2 x Claw +6 to hit 1d4+2 and Bite +4 to hit 1d6+1
There are 5 black hooded cloaks hanging on pegs in the room. There’s also one black hooded Acolyte in the
room, asleep and snoring loudly. This is
the guard for the complex. A loud
scuffle in the Room #11, or bashing open the door to #13, or entering the room
incautiously may wake him up (roll a DC 12 Will Sv for him). Otherwise, the room can be entered without
even a Stealth check. If alerted, he’ll
attempt to run to the temple for reinforcements (10 Acolytes) in 4 rds.
One Acolyte
HD 1, Hp 2, AC 10
Fort +0, Ref +0, Will +2
Melee: Club +0 to hit, 1d6
The door is locked door and DC 12 to pick, DC 18 to break
down. Inside is a simple office and
bed. There’s a shelf full of blasphemous
religious tomes and a magic book (radiates magic) with 3 1st level
spells, 2 2nd level, and 1 3rd level. (The spells can be picked out later.) There’s also 4 healing potions (1d6+1
hp). Under the bed is a metal strongbox
with 75 GP inside. It’s DC 18 to
pick. Rodney has the key with him.
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