ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Master Bedroom (The Elvish Trial)
Description:
Elegant and opulent. The enormous
canopied bed dominates the room with a large trunk sitting in front of it. There are dressers, a small sitting area for
light reading before bed on his side, and a chair and sewing table on hers. On either side of the room are walk-in
closets/dressing rooms, with their doors opened. Lots of nice clothes inside. There are also closed doors to the His and
Hers bathrooms.
None of this matters. As soon as the party enters, they’re
transported elsewhere.
Status: The
double doors are locked. They cannot be
entered until the characters clear out all of the other rooms on the
floor. The doors will then stand open.
Inhabitants:
None in the room itself.
Objective:
Here the characters face the music for crossing the Elves. They must face a trial by combat against Prince Alex. Award 2 XP.
Carter’s Introduction: After the characters clear out all of the rooms,
they will see the cat running by. He’ll
lead them to the open doors of the Master Bedroom and then disappear out of
sight.
The Master Bedroom
immediately fades from view and is replaced with a large open arena. The seats are all filled with Elves calling
out for vengeance against the group.
Don’t bother with trying to escape or attacking the crowd. The arena is magically shielded against such
intrusions.
From the royal box, Queen Elaine rises and addresses the
group, “You are accused of crimes against the Seelie Court of the Astral
Plane. Your actions have damaged our
abode. By unanimous consent of our
people, it has been decided that you mortal interlopers shall face a trial by
combat. You shall combat our chosen
champion, Prince Alex. Your valor and skill will decide your fate.”
Alex’s tactics are listed
with his stats. He’s a powerful wizard
and fighter. Play him as smart as
possible. Decide on what order the
characters need to be taken out and always finish off anybody seriously
wounded. The characters will have the
advantage in numbers, and, while max’ed out on hp, he’s still low compared to
the entire group. It’s seriously
possible that Alex could kill off the entire group, so you might want to leave
a sole survivor as an Elvish warning.
The remaining replacements will appear in the Master Bedroom afterward, and
the players can carry on from there, suitably chastened.
At 5 or less hp, Alex will yield. (If killed, the trial is immediately ended as
Elvish healers will rush to treat Alex.)
Queen Elaine will announce that they have passed the trial and that the
Elves have no further quarrel with the group.
With a wave of her hand, surviving group members are completely
healed. Like a dream, the arena fades,
and the group is returned to the Master Bedroom. Any replacement characters needed will
already be there waiting.
Prince Alex
8th
level Arcane Ranger/Wizard, Hp 48, AC 17 (Elvish chain mail suit),
Enhanced
Init +3
Fort
+2, Ref +7, Will +6
(Immunity to sleep spells
and effects, ghoul paralysis, and a +2 racial saving throw bonus against
enchantment spells or effects.)
Melee:
+2 Magic Rapier (Slasher) +13 to hit 1d6+5
Ranged:
+3 Magic Longbow (Striker) +14 to hit 1d8+7
Spellcheck +8 to cast, DC
16 Save Against, 3 Failures/encounter
4TH-LEVEL
SPELLS (DC 16 to cast)
Invisibility,
Greater: As
invisibility, but subject can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4
Saving Throws vs spells, disrupted by any hit.
Encounter.
Ice Blast: Hail deals 20 freezing damage + Stun 1 rd +
dropped to last in Initiative. (Ref Sv ½ damage) Medium range.
Wall of Fire: 20 fire damage + 1d8 continuing damage until
extinguished out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals x2
damage. Lasts 4 rds. (Ref Sv ½ damage to avoid initial appearance.) Short
range. Note that this spell does have the capacity to set off flammable objects
in the area and go out of control quickly.
Wall
of Ice: Ice plane
creates wall with 23 hp or hemisphere can trap creatures inside. (Ref Sv to
avoid being trapped. Can batter their
way out.) Short range.
3RD-LEVEL
SPELLS (DC 15 to cast)
Fly: Subject flies at speed of 60
ft./rd, disrupted by any hit.
Lightning
Bolt: 18
electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
2ND-LEVEL
SPELLS (DC 14 to cast)
Acid
Arrow: 16 acid
damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
1ST-LEVEL
SPELLS (DC 13 to cast)
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
Magic
Missile: 12
impact damage + Knocked down. (Ref Sv all damage) Short range.
Alex will attempt to become invisible and then take
flight after the introduction. He’ll
attempt to “bomb” the group with airborne arrow attacks. On the first hit, Alex loses his
invisibility, on the next, he drops to the ground. From there, he’ll use his spells, using Wall
of Fire and Wall of Ice to separate group members. He’ll use the rest of the spells, starting
with the most powerful. Shield would only
be used if a Wizard successfully casts a Magic Missile at him. If he’s down to his last spellcasting
failure, he’ll just use Magic Missiles. Finally,
Alex engages in melee with his rapier.
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