Monday, May 5, 2014

Fantasy Core Adventure: Zombie Manor

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

[This is a little test adventure I made up for Fantasy Core a while back.  It originally used a map I got out of a Dungeon Magazine.  I’ve gone ahead and made own version of the map for posting.  I think this would work best as something of a “chase” encounter.  After the characters walk in, they are hit with an increasing swarm of zombies and standing their ground likely becomes untenable.  They’ll have to run around, being chased, hopefully whittling down or throwing off their pursuers.  If the characters are having too easy a time, throw in more zombies.  If they’re about to be overwhelmed, have some of the zombies back off and watch, and throw them at the characters later.  The zombies and skeletons are not determined pursuers or very observant.]


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

Setup
Three days ago, the Black Hood gang stole a valuable artifact from a local wizard.  They did not make a clean get-away and just made it out of town with a posse on their heels.  Ten miles out, the four-member gang dodged into an abandoned manor house in the swamp.  “Zombie Manor,” as it has been nicknamed, is old, deserted, and regarded as haunted.  The gang wasn’t from the area and didn’t know of the place’s reputation.  The posse was reluctant to pursue the gang inside and decided instead to wait them out.  Finally, the wizard posted a bounty for anyone willing to retrieve his artifact.  The town marshal has also increased the bounty for evidence of the gang’s presumed demise.  So far, none of the locals have taken them up on the challenge.

The artifact in question is an ivory elephant tusk with a large ruby implanted on the blunt end.  It radiates magic, but the wizard will neither name the item, nor detail its function.  The Black Hood gang is well known for their trademark black cloaks, which may be magical as well.  The bounty for the artifact is 100 gp.  The bounty for the four thieves, dead or alive (likely dead), is 25 gp each.  Bringing back their black cloaks would be sufficient evidence.  There is no information about the manor in town apart from wild speculation and rumors.

The characters are from out of town and looking for work.  After registering with the marshal for the bounty, they are escorted to the keep and to the rangers watching the site.  The only thing they have to tell the characters is that, “When you get inside, you’re on your own.”

XP
3 XP for recovering the artifact and the four cloaks
2 XP for recovering less than that
2 XP for defeating the two Ice Trolls
1 XP for clearing the Courtyard (either killing everything or escaping the mob and getting into the house

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