Wednesday, July 9, 2014

Endless Night: The Entrance Hall

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


The Entrance Hall





Description: An oak paneled room that was simply used to receive guests.  The only decoration here is four suits of armor holding polearms.

Status: Open to entry and exit.  The front doors can be opened, however it is naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Inhabitants: Carter the Cat and 4 Suits of Animated Armor

Objective: Receive Carter’s intro and gain magic weapons (if needed) and magic armor (if foolhardy).  0 XP award.

Carter’s Introduction: (After the group has defeated the Animated Armor suits) “Meow.  Welcome to Azimuth House.  Meow.  My name is Carter.  Are you all here seeking the Creighton family treasure?  Meow.  Well then, you’ll have to exorcise the ghosts of the family here to take their treasure back to the real world.  I should warn you that the Elves and the Goblins have also taken up residence here.  They don’t want the house tampered with.  The servants here are also rather dangerous.  Meow.  Just remember, this isn’t the real world.  Things work by their own logic here.  Meow.  Good luck.”     


Three fairly straight forward things happen in this room to the characters. 

One, the replacement characters appear with the characters, but only as immaterial, ghost-like entities.  The house will only allow some many uninvited guests at one time.  They are in stasis until needed.  If a character is killed out, they disappear immediately.  A replacement activates and Carter will lead them to the group.  

Two, the 4 Armored suits activate and form a barrier at the entrance.  They proceed to advance on the characters and attack.  They shouldn’t be much of a challenge (except for their high AC).  The main purpose here is to provide a few magic weapons for the group, if needed.  And it doesn’t hurt to start off with some action.


Three, after the Armors are defeated, Carter the Cat (a calico) strolls out and gives his introduction.  If you feel your players are particularly dense, go ahead and have Carter drop some hints about how to get through the first floor.  If the characters have some questions, he can stick around and answer them, or not. He’s a cat; he’ll do what he wants.  Carter will stroll off and disappear.

Animated Armor (4)
HD 4 (d12), Hp 24, AC 19 (+1 magic Plate Mail)
Fort +1, Ref +1, Will +4
Melee: +1 magic Halberd +5 to hit 1d10+1, Reach 5’

The halberds are of Elvish make.  There’s no Str requirement for them, so anyone can use them.

Putting on the Armor is not recommended.  It should twitch a little if poked after being defeated.  If the characters insist on it, it’s a DC 18 Will Sv to mentally subdue it once it’s on (+1 Full Plate Mail AC 19, requires 1 turn and help to put on or off, no Str or Con requirements to wear though).  Otherwise, the Animated Armor reactivates and attacks the party with the character inside it (taking half damage from every hit).  

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