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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