Tuesday, June 24, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 2

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


4. Servants’ Chamber (0 XP)
The characters hear a multitude of screaming voices before entering the chamber.  It is bare pit but for piles of bones lying in it.  This is the mass grave of the tomb workers, who were killed and dumped here after construction was complete.  It is 10’ down and the room is about 20’ square. 

The bottom is a Large Pile of Bones like in the Burial Chamber, but bigger.  Anyone in the pit will take up to 4 hits every rd they are in it.  Attempting to traverse the pit without going into it, will attract 4 Flying Skeletons (same as regular Skeletons) per person, who will try to force them into the Pile.       


5. Cat Chamber (0 XP)
Here we find murals and statues celebrating the greatness that is the Cat.  There are also a multitude of 20 Mummy Cats in the chamber.  As the characters enter, they will hear a “Meow.”  This will be joined a chorus of other “Meows,” before they attack en mass.  As with the mice, the cats will shy away from fire bearers.  Note that if any of the cats are set on fire, they may run off into the Library and ignite an inferno.


6. Library (0 XP)
Here we find a large number of papyrus scrolls heaped on shelves and piled on the floor.  A Detect Magic spell can point the group to a spell scroll (6th level, DC 18 to cast) with the following spells.

Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 10 + Spellcheck electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 4 + Spellcheck damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.
Dispel Magic, Greater: As dispel magic, but +20 on check. (Caster Check)

However, anyone bringing fire (like a torch or a flaming cat) into the room has a 1 in 4 chance per rd of setting off a fire.  The first rd, is a small fire that can be extinguished quickly, but if let go, it gets bigger.  By the next rd, DC 12 Fort Sv against smoke or knocked out.  Next rd DC 18.  The fire engulfs the room by the next rd, essentially incinerating anything inside.  The next rd, it moves into the Cat Chamber in the same progression.  (It will stop, more or less, at the stairs.)


7. Bull Rush (1 XP)
The stairs in the Cat Chamber go up.  At the top of the stairs, the group will hear the challenging snort of the Mummy Bull, standing at the top of the stairs at the end of the hallway.  It charges right into the group and will try to knock them back down the stairs, which causes 1d6 falling damage.  (If there’s a fire going on there, 2d6 in additional fire damage, 1d6/rd continuing until extinguished).  It will then retreat to make another charge at the group.


8. Antechamber (1 XP)
This sunken chamber is flooded in 2 ft deep in brackish, dirty water.  There is a small set of steps leading up to mural showing a giant pharaoh-ish human accepting the praise of bowing worshippers.  There’s no apparent sign of a door though, though the wall radiates magic. 

There are 4 columns before the steps that all have a metal lever inlaid in them.  The first pull of a lever unleashes the rain of 20 Mummy Frogs from the ceiling.  The second and third pulls unlock the metal bars of the underwater tunnels that lead to the side chambers which each house a Mummy Crocodile.  These will attempt sneak up on the characters underwater before attacking.  The fourth pulled lever opens the wall into the Royal Chamber.  (Pulling all four levers simultaneously just opens the wall without the creatures, or releases them all at once.  Your call.)        


9. Royal Chamber (3 XP)
Here is the opulent, extravagant Royal Chamber of Senet, filled with all of the riches and treasures he intended to take into the afterlife. . . except it’s already been stripped.  Right now it’s mostly bare with broken furniture, broken statues, shattered vases, torn fabric, and defiled images of a giant pharaoh.  No wonder he’s pissed. 

The only treasure left is above.  The 15’ high ceiling shows a model of the universe overhead with gems and pearls embedded within.  The sun pearl is the most valuable at 500 gp.  There are 10 other valuable gems representing the planets and stars at 10 to 100 gp apiece.  It takes one round to pry out each, assuming the players can figure out how to get up there (the original tomb robbers didn’t).  When the pearl is lifted, it awakens Senet.   

The small open side chamber to the right contains only one unbroken sealed metal urn on a podium.  It should be noted that this passage is too small for Senet to enter, at least not without some effort.  Opening the urn unleashes the Mummy Beetle, which will immediately attack the opener.   Inside, waiting for someone to investigate, is a Mummy Scorpion. (If the players are sick of mummies at this point, wait till they meet Senet.)      

At the bottom of the urn is a small black stone statue.  If it is handled, that awakens Senet.  This statue is his Ka, or spirit statue.  Breaking it will require some heavy blunt instrument or a large stone (AC 18 to break), alternately it will smash instantly under Markus’ hammer.  Senet immediately loses about half of his abilities.  (If the statue is broken in combat with Senet, reduce his current Hp by half.)  If Senet is killed, without the statue being broken, he reforms in 1 day and will search out whoever has it.

The side chamber to the left is barred, vertically and horizontally.  A large sarcophagus can be seen inside.  If Senet is activated via the Ka or the pearl, there will be a loud crashing sound and a roar as the sarcophagus lid flies off.  Senet, a 9’ tall Giant Mummy, will then pull the entire barring structure loose from the wall and enter the chamber in the next turn.  If the characters somehow get into this side chamber first and push off the lid (it’ll require at least 3 people), they’ll have 1 rd of surprise on him and another rd as he gets up.  (After he’s up, Senet’s Despair aura will take effect.) 

If Samantha is helping the group, she’ll tell them to destroy the Ka statue after it is found to hurt Senet, or tell them to find it if they’re foolishly woken him up first.  Further, if a character is completely energy drained, Samantha steps into the body and reanimates it (10 new negative Hp) to continue fighting, as long as the character still has positive Hp.  She will depart at the end of the battle and the character will still be dead however.  If the characters didn’t help Samantha and really need some help, Markus can also fill in this role.


Afterward
At Senet’s destruction, the undead army above will collapse back into death.  The group will be unmolested when leaving the burial areas.  A military unit will be at the temple when the characters come out.  “Welcome to the party!  You’re a little late!”  The party can also collect their reward for the signet rings.  Any other ramifications are left up to you, depending on how you’re running this. 

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