Monday, June 16, 2014

Fantasy Core RPG Adventure: Goth Hallow-Cemetery and Temple Grounds

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


Goth Hallow Cemetery and Temple

The Temple Grounds (0 XP)



Party’s horses are suddenly spooked as they near the cemetery.  Off to the side of the road in a ditch, there is a dead horse and rider.  They appear to be dead from several bloody wounds.  The rider has a message, but it’s too bloody to read. 

The party comes to the walled cemetery and can see the hill and the temple upon it.  At the gates is a food deliveryman (Mel) on a wagon at the front gate.  He got there at daybreak and nobody has shown up to let him in for two hours.  He’s quite agitated.  Mel didn’t see the dead rider and doesn’t know anything about what’s going on, he just wants to sell his goods.  (Note: the deliveryman will not join the party in breaking into Goth Hallow, but he will return to town and alert the constables, and eventually the town militia is mobilized.)

The gate is not only locked but also sealed and has a holy symbol jammed into it.  No one is at the guardhouse.  The 10’ walls are fairly easily scalable.  The entry log inside the guardhouse contains Wickum’s and his apprentices’ names written in it as the last visitors.  Inside, there are holy symbols painted on the insides of the cemetery walls.

The whole place at first seems totally deserted.  It’s very quiet and idyllic with trees lining a path to the hill.  A couple of guard dogs go running by, whimpering and barking.  Later, the main path continues towards the hill and a discreet side path forks off behind the screen of trees.

The Living Compound (0 XP)

[This is primarily a looting encounter.  It’s entirely expendable.] 

A couple of saddled horses are running around free as the characters enter the area.  There is a courtyard garden with a small shrine and three surrounding buildings.  This is where the groundskeepers, priests, and guards lived.  They’re all now Ghouls.  They won’t come out into the sun, but will attack anyone entering a building.   

The Groundskeepers’ Quarters—a simple barracks and tool shed.  There are four Ghouls inside in hiding and will attempt attack from surprise (DC 12 to detect).  There are a couple of places later where a pick or sledgehammer will come in handy.

The Priests’ quarters—a two-story building.  The lower floor has the priest’s rooms and a scribing room.  The top floor has a library and the Head Priest’s room.  There are two Ghouls hiding in the lower level.  The Head Priest’s room has a cabinet with 4 Holy Water vials (2d4+3 damage to undead) and 4 Healing Potions (heals 2d4 Hp).  They are all labeled.  There’s also a locked (DC 18 lock) and hidden (DC 12 to find) vault with 200 gp inside.  (If this adventure is part of an ongoing campaign, this stolen gold should eventually bring the party some form of trouble.  There’s some small amount of wealth scattered around everyone’s personal effects, but I’m assuming that experienced characters would not care about such petty thievery.)

The Guards’ barracks and Stable—another simple barracks.  There are two Armored Ghouls inside.  They are not hiding and will attack immediately.  There is a private room for the commander.  Inside, out on a shelf, are a couple more Healing potions, a +1 Dagger, and a quiver of 20 +1 Arrows, slung to the side.  Chain mail suits and other normal weapons can be found with the other troops’ effects.  The stables are currently empty.    

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