Wednesday, April 30, 2014

Fantasy Core Adventure: Diamond Temple Part 3

DIAMOND TEMPLE
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). 


Encounter 11: Purification room
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


Encounter 12: Cloak room
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


Encounter 13: Rodney’s Office
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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