KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Ref Overview
Briefing
After you start reading the succeeding posts, I know what
you’ll be thinking, “A lot of this
material looks awfully familiar.” In spite of that, this is a different
adventure and setting, albeit with about the same maps and monsters. This isn’t exactly a “re-mix,” but if that
thought helps you digest it better, good.
Give it a chance.
This would be a mid-level adventure (minimum 5th
level) for about six adventurers (raise the level if there are less). The group should include a magic user. This adventure includes some strongly
motivated NPC’s and quite a few fluid encounters. In other words, this might be a bit hard to
run just straight from the text without adding some improvisation. For the Ref, handling the various monsters
and allied NPC’s may be a bit much. You
might consider allowing the Players to play the NPC’s during the battles,
though with the caveat that you may (and likely will) take control of them at
some point. There’s a few encounters
that need to happen, but some of the others may be considered somewhat
optional. I would not try to force
everything, though the subplots here add to fun. If part of a campaign, unaddressed threads
can be used for future adventures.
As much combat as there will be inside Keeper Hill, negotiation
skills will be paramount. The Characters
will almost certainly need help and at the very least information from the
NPC’s inside. The Ref should hand out 1 XP awards for good negotiations and
role-playing when the situation merits (FC rules). Hand out Inspiration for 5e. (I’ve never used regular D&D XP awards,
so you’re on your own for figuring that out).
Further, this isn’t a kill-everything-clean-it-out dungeon
(though that may well happen). Keeper
Hill is home to two clans of Humanoids. This
is Character knowledge that the Players need to know, the Formorians may be a
bunch of warring clans of monsters, but they are, in a very loose sense, a
nation and Keeper Hill is their sovereign territory. The Humanoids are a nation that Humanity (or Milesians
as they are called by them) has an informal truce* with. A few skirmishes here and there between
warriors are regrettable incidents or just business. Invasion of each other’s living territory,
murdering non-combatants, and looting (especially by a group known as “the
King’s Men”) would be an act of war.
While humanity may be more numerous and powerful than the Formorians,
even the High-King does not want to put that to the test on a battlefield
against a bunch of trolls.
[* Sidebar for future adventures: The truth of the
situation, that the characters don’t need to know right now, is far more
complex. Humanity has a formal treaty
with the Fey (the Elves) after winning a war against them. Humans got the land; Elves got the
magic. The Humans have trade
arrangements forged with the Dwarves, albeit grudgingly on the Dwarves’
part.
The Formorian situation is far more nebulous. It is a tenuous, un-negotiated
cease-fire. The Humanoids have had
enough of their forays repulsed and are so disorganized as a nation, that they
have ceased mass incursions. The Humans
cannot realistically invade the Underworld to destroy them, lacking easy access
to the Dark Road ,
which connects the Formorian cities.
Were there ever another true King of the Formorians to rally them, or the
gates of the Underworld betrayed to the Milesians, the situation would change
quickly.
Currently, there is little peaceful relations between the
races. There are no trade
agreements. The Humanoids simply raid Human
settlements if they want something. The
Underworld is virtually impenetrable to Human incursion. Small groups of Formorians are harassed when
found above, unless displaying a flag of truce.
Massed groups of Humanoids are assumed to be a raid and attacked
immediately.
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