ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Astral Graveyard
Description:
The characters appear in a foggy, nighttime, full moon, Hollywood set-like
graveyard. Of course the characters see
several open graves with their names on the tombstones. They also see graves for any of the
characters lost during the adventure.
I’m sure we’re all seeing where this is heading. Underneath a pair of large, dead trees is a
short stairway leading to an ornate throne.
Upon it sits, the Goblin Queen.
Status: Wide
open, like an open grave.
Inhabitants:
Natasha the Goblin Queen, her two
(?) pet Drakes, and some pissed off
dead Characters.
Objective:
Defeat the Goblin Queen’s attendants and win the gold. Award 3 XP for this final encounter. This counts as a major accomplishment.
Natasha sits on an elevated
dais upon a highly Gothic-looking throne, attended by two small pet
dragons. “You’re here for the
treasure? I thought as much all along. Well, you’ll have to go through them to get it.” Crawling out of the graves are all of the
dead and reserve characters from the adventure.
Natasha motions to her dragons to join the fight, and it’s on.
It’s impossible to know
what the character party’s composition is by this point in the adventure. There should be at least four. Use a 5 HD Elven, Goblin, Gillman, or Ghoul
hero to round out the group, if needed.
Adjust the number of dead character opponents (or even Drakes) so that
the party isn’t outnumbered by more than double.
This fight will probably
get confusing, since you’ll be running a party of characters instead of
monsters. Given that the dead characters
are dead, I wouldn’t play them terribly smartly, the Drakes as well. (Natasha will not want her pets fighting to
the death, at less than 10 hp they fly off at her command). But, you should know your group pretty well
by now and what they’re capable of, even playing the wrong characters. (Certainly, the players will be highly
motivated to beat you in this encounter, and possibly physically
afterward.) You might want any
additional characters killed here to join the fight on the other side, or not. I also have the dead Characters having only ½
their hp to move things along quicker, but go full if you think it’s necessary
(but make the decision before the fight starts).
Natasha will not join the
fight. (The group is no match for her at
this point in their lives.) She’ll only
applaud or taunt the characters and their actions. If she’s attacked, in the unlikely event
she’s hit and takes damage, she’ll simply fire a Magic Missile at the offender
in a huff, “How dare you! You miserable
worm!” No, the only way to win this is
to kill off the dead Characters and Drakes.
Goblin Queen Natasha
10th level
Wizard, Hp 60, AC 20 (+2 Protection Ring, Permanent Shield spell, blocks any
Magic Missiles), Permanent Reflection Spell (see below),
Enhanced Init +4
Fort +7, Ref +7, Will +11
Melee: Does not engage in
melee
Ranged: Natasha owns an
assortment of magic wands, none of which come into play here.
Reflection Spell (Unique spell): Any hit (melee, ranged, magic) that does not roll at
least a natural 16 and up is reflected back on the attacker.
Spellcheck +9 to cast, DC
17 Save Against, 3 failures per turn/encounter
Has a full assortment of
powerful, high-level spells, but will only be using this one in the encounter.
1st level, DC 13
Magic
Missile: 13
impact damage + Knocked down. (Ref Sv all damage) Short range.
Dead Characters
All stats and weapons the
same, but half their hp.
Drake (Brutus, Butch)
HD 7 (d12), Hp 59, AC 18
(natural)
Fort +7, Ref +6, Will +6
Melee: Talon +10 to hit 2d6+4
and bite +10 to hit 2d8+4
Ranged: Fire Blast 3d6 fire
damage + 1d6 continuing until extinguished, DC 12 Ref Sv ½ damage, once per
encounter
Can Fly
Afterward
Natasha applauds the
remaining characters, “Well played.” She
snaps her fingers and suddenly a pile of riches appears before them, “Your
reward.” Suddenly, the group reappears
in the real world, at the house entrance, with the treasure. (And bodies switched back.) There’s 100K in gold (coins or bars) and another
100k in gems and jewels. Also of this is
in 20 wooden boxes and chests. If any of
the residents from the house joined the party, they take their cut, and
disappear back into the Astral Plane.
Fairy gold always comes
with complications. If this is part of
an on-going campaign, the first problem is going to be how to move this very
heavy stash and where to. From there,
there’s no telling who’s going to suddenly be after them for the treasure. Earthly Goblins and Elves are likely
candidates. Somebody is also probably
going to notice the characters moving a bunch of stuff out of the house. That’ll cause rumors around town. Until the characters figure out how to spend
this wad, they should be in constant jeopardy of losing it and living very nervous
lives.
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