Monday, August 11, 2014

Endless Night: The Head Housekeeper's Room

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




The Head Housekeeper’s Room


Description: A simple, modest living room with a desk and a bed.  If a fight starts in here, the room will expand to twice its size.

Status: The door is closed.  There is a sign on it identifying it as the Head Housekeeper’s Room and “Please Knock first.”  The door will only open if the characters knock and are invited in by Causewell, “Yes, come in.”

Inhabitants: Head Housekeeper Causewell is inside.  Here we have a Ghoul in a proper servant’s dress.  She has the key to the Residence Area on a ring at her waist.  (Use your best shrill Englishwoman’s voice.)

Objective: Causewell’s key is needed to get into the Residence Area.  The characters can fight her for it or make a deal for it.  Award 2 XP for killing her.


She’s a very proper Ghoul as she stands to greet the characters.  Causewell asks if they’ve found the accommodations to their liking and if there’s anything she can help them with, for example she could let them into the Residence Area (meaningfully jingles key).  Of course, Causewell wants a favor in return for letting them have her key: she wants Solomon “taught a lesson about manners” or the Gillmen “put in their place.”  (Depending on if Solomon is alive or not.)  

The characters could go ahead and attack her and get the key and/or complete their deal with Solomon/the Gillmen.  Or, they could go back out and attack Causewell’s enemies.  (Solomon will come looking for them.  Causewell will say that the Gillmen should be in the bathroom.)

Head Housekeeper Causewell (Ghast)
HD 4 (d12), Hp 29, AC 17 (natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 and 2 claws +3 to hit 1d4+1 + (on any hit) DC 12 Fort Sv or paralysis 1 turn

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 18 Fort Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 12 Fort Sv or be sickened (stunned) 1 rd.

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