Monday, August 18, 2014

Endless Night: The Voodoo Room

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




The Voodoo Room


Description: It’s a jungle in there, literally.  The characters are confronted with dense undergrowth right at the door.  They’ll have to hack their way through it.  Eventually, they’ll see a clearing and a ramshackle shack.  There are more zombie versions of themselves stumbling around outside.    

Status: The door is closed, but not locked.  Jungle noises can be heard inside.

Inhabitants: Zombie Wizard, Royale Creighton, and Zombie versions of the characters. 

Objective: Defeat Royale and the zombie characters.  The characters all gain 2 XP.  There are also 6 rejuvenation vials to be recovered.

Carter’s Introduction: “Meow.  Royale Creighton made his fortune in the tropics, harvesting cash crops on the backs of a multitude of slaves.  He thought them less than human, but was endlessly fascinated by their bizarre religious practices and fetish-driven magic.  He was only ever a novice at the practice, never entirely sure if his voodoo death rites would successfully raise him from the dead.  Now we know.  Meow.”


Zombies make for lousy guards.  The characters are free to plan whatever they want.  Anyone with the Stealth skill won’t even need to roll to get past them (DC 12 anyone else).  It is a one wooden room shack with an open window.  Again, with the Stealth skill, a character can peek inside and see Royale brewing up his rejuvenation serum and taking a swig of it.  The rest of the shack is filled with various fetish items.    

However the characters play it, any attack or blown Stealth check will bring Royale and the zombies to it.  Royale will generally seek to reduce the odds in the encounter with Fear and Hold Person, then hobble those left with Blindness.  Finally, he’ll strike with his cane and whip, reanimating zombies as needed.

If killed, but not completely destroyed (dismembered, decapitated, disemboweled, burned to cinders, whatever), Royale will make an immediate comeback and bring his zombies with him.  It should be a pretty good clue he’s not dead when the grandfather clock doesn’t chime immediately.  It will only do so when he’s finally finished. 

The only thing of value in the shack is the brewing pot of Rejuvenation Serum, which an Identify spell can show as useful.  There’s enough inside for 6 dosages (there’s even some mason jars inside as well).  If taken by the living, it restores all hp (including negative ones) and ends any other debilitating conditions (except for curses, like the Tarot card ones).  If taken by the dead (-1 or less hp), it turns them into a hostile zombie.  If the shack if damaged (like by fire), it may destroy the serum as well.  

Royale Creighton (Zombie Wizard)
HD 8 (d12), Hp 25, AC 15* (natural, Magic to hit)
Fort +2, Ref +0, Will +6
Melee: 2 attacks, Cane +9 to hit 2d8+4 and Whip +9 to hit DC 12 Ref Sv or knocked down
Reanimate Zombies: Automatically reanimates any dead (up to -10 hp damaged) zombie with 5 hp, however this will take up his action for the rd.
Reanimate Self: Until brought to -11 or less hp (completely destroying the body), Royale will come back to life in 1 rd with 10 hp.

Spellcheck +8 to cast, DC 16 Save Against, 3 Failures/encounter
He uses Voodoo dolls of the characters to cast his spells.
(DC 14 to cast)
Blindness: Makes subject magically blinded. Encounter. (Will Sv)
(DC 15 to cast)
Hold Person: Paralyzes one humanoid for 4 rds. (Will Sv)
Blink: You vanish (become ethereal) for 1 rd and then reappear.
(DC 16 to cast)
Fear: Subjects within 10' flee for 1 turn. (Will Sv)

Zombies
HD 2+3, Hp 11 (5 if reanimated), AC 11 (natural), Always strike last in rd.        
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1

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