Friday, January 15, 2016

Fantasy Ireland Adventure: Keeper Hill-Character Entry

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.)


Character Entry
Award 1 XP if the Characters volunteer for the mission.

While relaxing for the evening at the Drunken Shamrock, the Characters are interrupted by a panicked farmer.  “There’s undead comin’ out of the woods, and taint even All Hallow’s Eve!”  This should get their attention, being the King’s Men and responsible for the safety for the people of the county. 

The Characters are lead on a short trip to a Kavanagh tenet farmer.  A mob has gathered and are looking upon two dead Ghouls. Father Macgillycuddy is already there and consecrating the corpses so they do not rise again.  Nialls Kavanagh is also in the process of being alerted.  He’ll begin marshalling a watch to protect his clan.  The O’Grady’s will be warned soon after.  Connor O’Grady will attempt to control of the situation, which will result in the usual shouting match between the two rival clans.  (See the sample Fantasy Ireland Adventure and NPC’s for more details.) 

The Ghouls were scouts who found a surface exit from the Dark Road out of Keeper Hill.  They had the misfortune of running right into a Kavanagh raiding party who were out to steal O’Grady cattle.  Thankfully, the Ghouls were not able to report back about finding the exit, but they won’t be the last scouts sent out.  The engagement was quick and decisive for the raiders, who quickly sent out for help.  A possible undead uprising gets everyone’s attention.

Shortly after the Characters arrive, Sean Robins, the local Bard, arrives with a guest just as unwelcome as the undead, a large Hobgoblin.  Lady Nim told Billy to send an emissary to the Mortal World (the surface) to meet with her emissary.  Sean was then alerted, and after being given an assortment of magical weapons, he rendezvoused with Sarn, Billy’s captain.  Together, they present an odd pair in front of a hostile crowd.

Sean will call for peace.  He might appreciate some help from the Characters, or the good Father will have to intervene.  With some decorum established, Sean will ask Sarn to tell his tale.  “Milesians, treachery has befallen the Formorian clans of Keeper Hill!  The undead of the old Dwarf colony have been awoken by a foul traitor and unleashed.  They have overrun our clans and are now searching out new victims.  In the name of my Lord William of the Goblin Clan of Keeper Hill, I beseech thee for mercy and aid against this mutual foe of all who live.”  (Milesians are humans and Formorians are Humanoids, by the way.)
   
Well, this statement starts off a lively debate.  The majority opinion is to let the Formorians be exterminated.  The humans will deal with the threat as needed.  Sean will argue that if the Formorians all fall inside Keeper Hill, they’ll join the undead and be even more formidable.  Macgillycuddy will opine, “I should prefer that the undead die in the Formorian hill than upon our fields with our people fighting them.” 

Sarn will stay quiet during the proceedings.  It’s up to the Character to ask him questions or insert themselves into the argument.  Sarn will tell them about the conference, the traitor, the undead being unleashed, and that the Goblins and the other resident clan, the Grimlocks, are in hiding.  [This is why you should have read the Background section.]  He’ll omit mentioning the magic mirror and just say that the traitor was caught in the act. 

It’s really up to the Players if they want to help at this point, but if they don’t, the undead will return in force the next night and attack the village.  (This doesn’t happen if the Characters go now.)  Sean will find other volunteers to give the magic weapons to.  The Characters will have to find an opening to the Dark Road in order to get inside Keeper Hill.  Someone will see where the undead are coming from.  The Characters can ambush them and get inside that way.  The Characters can recover the magic weapons from the dead volunteers that they’ll find once there.  (The volunteers will be Zombies at that point.  If Sean is with the group, he should make them feel appropriately guilty.)   

If Players decide to help, they’ll be doing so over the objections of the crowd, who will question their loyalties, fighting for the Humanoids rather defending the human lands.  They might wish to answer them, because they’re not going to be getting heroes’ welcome when (if) they return, if they just walk off.  Sarn will lead the group, along with Sean, into the woods.  Father Macgillycuddy blesses the group (each member gets a one-time +2 bonus to any roll, whenever they wish to use it in this adventure).  The bard promises to help smooth things over with the townsfolk on their behalf later. 

On a more practical level, Sean starts unloading a bag with gifts.  He gives a +1 magic weapon to each member of the party, ranging from longswords to warrior types, short swords or rapiers to roguish types, and daggers to wizard types (whatever seems appropriate).  He announces them as a gift from one of the Ladies of the Enchanted Glade, Nim, to aid them on their dangerous quest.  Sean will be reluctant to expound on why she’s involved.  Sarn will be bemused by this revelation, but he won’t explain either (he knows about her and Billy).

[For future consideration, the Elves have so many magic weapons they get them free with their breakfast cereal, but they seldom hand them out to non-Fey persons.  Certainly not without future obligations.  Sean Robbins found this out the hard way with his gift from Nim.  Refusing to honor this unsaid agreement usually results in the weapon turning into a papier-mâché simulation during their owner’s next fight.]

Sean also gives the group a little encouragement that they’re doing the right thing.  He quietly tells them that resolving this situation would put a local Formorian lord in their debt.  “Favors are one of the most valuable commodities one can possess in this land.”  “Further,” he whispers to the group, “If Billy is deposed at Keeper Hill, a more powerful, more fearsome Formorian lord may take it into his head to move in.  Tipperary County doesn’t need someone competent coming in and making real trouble.”

Sarn steps into a dark thicket by himself for a moment and then emerges to beckon the others.  A tunnel is revealed next to a large rock.  This is a Formorian-made opening to the surface that connects to the Mine level, commonly used for raiding human farms for livestock.  Knowing this location isn’t terribly useful, as a magical ritual involving Formorian blood is required to open it from the outside.  Finding this exit from the inside, without Goblin help, would require a DC 18 search and at least 2 turns of searching.  Sean bravely offers to stay behind to rally the townsfolk and wishes the group luck.  Into the bowels of the earth, they go.

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