Friday, May 9, 2014

Fantasy Core Adventure: Diamond Temple Intro

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

{Crap!  I knew I wrote an introduction to this dumb adventure.  It got lost in the Draft posts.  Hopefully, it will make a little more sense now.}

[This is a quick and dirty intro adventure I made for the previous version of the rules.  I’ve converted it to Fantasy Core.  It also used a map I got off the Internet, so I’ve re-drawn it.  Essentially this adventure is two encounters, which go way over the head of a group of low-level characters.  The goal here is to use some strategy to overcome them.  This might be an evening’s worth of gaming.]

This adventure is for four or five first and second level characters.

Setup
The group has taken up a 100 GP bounty on an evil wizard who’s running a cult.  Rodney Maxwell has gotten dangerous enough to become an official nuisance.  Bringing back his staff will be proof of his demise.  Civic duty isn’t only motivator.  The group has also heard about a large diamond in the wizard’s possession that he uses as a fetish.  There’s also been a more disturbing rumor that Rodney’s lair is protected by a large undead creature. 

The characters have managed to get a lead on his secret lair.  Arriving at a cave, the group has discovered a complication.  A group of pirates (“Everything is better with pirates.”) is already there.  They’re laying low after a caper of their own and have no idea what they’re next to.  On the run, the pirates will not be friendly to outsiders. 

XP Awards
3 XP for recovering the diamond and killing the wizard
2 XP for defeating Fatso the giant ghoul
1 XP for getting past Fatso without defeating him
1 XP for resolving non-monster/non-cultist encounters without killing, perhaps even recruiting them. 

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