Wednesday, May 7, 2014

Fantasy Core Adventure: Zombie Manor Second Level

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


Encounters Continued

01.          Bedroom: A finely upholstered chamber, mostly ruined, with a large, canopied bed.  Upon the bed is a mass of bones, which untangles itself into 3 Skeletons, 1 rd after being disturbed.  (Anyone suggesting that the skeletons were engaged in some kind of unnatural act is a deviant, but correct.)
02.          Wardrobe: Filled with racks of ruined clothing of all sorts and 3 Skeletons hiding among them.
03.          Bath: Contains a tub and fixtures.  If three or more enter or a scuffle breaks out, the entire floor collapses into #11, causing 1d6 falling dam to everyone inside.
04.          The Vault: Has a heavy, but currently open door, which can be locked from the inside.  3 Mini-Skeletons drop from the ceiling on anyone entering (or wait for everyone to enter), DC 18 to Detect.  There are 3 large chests inside, each with a DC 12 lock.  2 are empty, which can be determined by shaking it.  The third contains a Mini-Skeleton, which attacks like a jack-in-the-box.  Something can be heard rattling inside this one if shaken. 
05.          The Balcony: 4 Skeleton Archers hide here and may attack anyone entering the Courtyard.  They will also investigate any loud noises on the second floor.
06.          Storeroom: The room is flooded with a 1’ of brackish, standing water.  There are the ruined remains of boxes and barrels floating there.  A black cloak floats in the water.  
07.          The Well: The hole continues further down, but is no longer passable past here.  The room is in 1’ of standing water.  A black cloak (this one’s magic is ruined from the acid) and an Ivory Tusk seemingly float in the water, but they are actually inside a Stun Cube.  It automatically surprise attacks anyone coming down the well that reaches for the items, but it can be discerned if approached from #23 (DC 18 to Detect).  An altercation here draws the Ice Troll from #25 in 4 rds.  This may draw the other Ice Troll from #27 if the fight goes badly for the first.  The tusk doesn’t radiate magic.  The end has been bitten off.
08.          Chamber: Again, a 1’ of standing water.  A blue-skinned, tall, scrawny Ice Troll nests here and is sleeping on the debris.  If a fight lasts 4 rds in #24, it will awaken and investigate.
09.          Storeroom: Again, a 1’ of standing water.  Here is where the trolls keep their booty.  This includes a couple of barrels of pickled fish, a fresh dead body hanging from the ceiling, and a bunch of spoiled trail rations.
10.          Workroom: Again, a 1’ of standing water.  Another Ice Troll is here eating his latest victim (one of the thieves).  The other one may call for him if reduced to half hp.  There is a pile of bones in the corner.  It does not turn into a skeleton, but if searched the Ruby end of the tusk is there (and it radiates magic).
11.          Tunnel: Again, a 1’ of standing water.  This leads back up the surface outside the manor.  (Going back up through the manor, the group should run into whatever zombies are left.)

Resolution

The party is rewarded for the Tusk only if the ruby is with it and for each cloak.  They are not allowed to keep them, unless they want to surrender the reward for them.  The wizard will not be happy with the condition of his artifact, but he and the marshal will think highly enough of the group to recommend them for other jobs if they stay in the area.

1 comment:

  1. "Anyone suggesting that the skeletons were engaged in some kind of unnatural act is a deviant, but correct.

    This made me laugh so hard I sneezed water on my computer

    -E

    ReplyDelete