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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