Friday, January 29, 2016

Fantasy Ireland Adventure: Keeper Hill-Main Chamber Encounter

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.)


MAIN CHAMBER ENCOUNTER

Entry
Billy and Sam (who leads the Grimlock clan which lives on this level) had the elevators bolted shut with salvaged metal sheets.  The covers can be moved (by at least two people), as both the Goblins and the Grimlocks occasionally use the Mine exit.  It was perhaps a bit of foresight that said covers can be bolted from either side, thus the Mines could also be used as a survival shelter. 

The undead could not follow the fleeing Formorians once they’d bolted the trapdoor.  They still keep the area under observation, but are now searching elsewhere outside the complex for new victims.  As the party climbs up the elevator scaffolding (the north one) with Billy and Sarn, Billy explains that Samuel the Gargoyle rules the Grimlocks, who live on the lower level.  Sam is still above keeping surveillance on the situation above, as he can perfectly mimic a statue. 

There are a couple of Hobgoblin guards perched at the top.  Billy motions to them, and they begin a series of rhythmic knocking on the cover.  After a moment of silence, there is a return series of rhythmic knocks.  The cover is unlatched and with guards holding it up, the group is able to crawl out.  The cover is immediately shut and locked.


Welcoming Party
1) There are four gargoyle statues surrounding the elevator.  Billy starts calling for Sam.  Instead, 8 Zombies (Grimlocks) come stumbling out of the two rectangular mushroom farming plots (4 out of each) and immediately attack.  As they swarm in, one of the statues will “unfreeze” and attack them from the rear. 
 
Between the Characters, Sarn, and two monsters who aren’t going to be taking damage from Zombie hits, this should be over quick.  Sam and Billy immediately begin a discussion.
  
Billy: “You were supposed to do the knock if it was safe!”
Sam: “This is as safe as it gets!  This place is still crawling with undead!  What are you doing here and why are these Sons of Mil here?”
Billy turns to the Characters, “Excuse us for a minute.”  Sam and Billy stomp off just out of earshot near the SE corner.  They have an animated discussion and a little pushing and shoving to go with it.  


Surprise Party
2 XP for clearing this encounter

2) While this is going on, the undead have been alerted and massed.  4 Wights sneak attack Billy and Sam.  Immediately afterward 6 howling Ghouls (Dwarves) come charging out of the NE passage towards Sarn and the Characters and will arrive the next rd.  Out of the NW passage, 8 Zombies (Grimlocks) come shambling into view and arrive in 2 rds.  These two groups are going to try and encircle the Characters and cut them off from the two Formorian Lords.  Billy will scream at the Characters, “Milesians, to us!  Kill the Wights!  It’s the only way to stop them!” 

Pause.  At this point, the encounter is obviously going to get complicated.

First, the point of this encounter is not to TPK all the Characters.  Rather, after a bunch of backstory and NPC conversation has nearly lulled them to sleep, the purpose is to scare the hell out the Players.  There’s no telling what kind of outcome you’re going to get here, but I’ll present some possibilities. 

The Wights are able to harm Billy and Sam.  The Wights are able to raise anyone killed as Zombies.  However, if two Wights are killed, the attack will immediately break off, with the lesser undead sacrificing themselves to save the other Wights.  If the Characters pursue, they should be lead into an ambush by the remaining undead on the level.  Otherwise, they’re going to regroup for another attack elsewhere at another time.  Winning or fleeing the battle here will determine if the Characters are hunting or the hunted on this level.   

I’d recommend making sure Billy stays alive somehow (perhaps using a little dramatic license), though he doesn’t necessarily have to stay with the Characters for the rest of the level (but they should meet up again on the next).  He is expendable though, if you don’t mind doing some improvisation.  If the group is left alone, they at least have their marching orders (kill the Wights). 
           
If things are going really poorly for the group, there are options.  A group of 4 Grimlocks have been hiding out on this level and could be drawn to the battle.  They could provide support (much like Hobgoblin Sarn should be doing) that allows the Characters to focus on the Wights, or at least make a distraction that allows the Characters to escape (though the Grimlocks will be turned into more Zombies).  Meanwhile, the encounter with the Elvish strike force on this level could instead happen here as they save the group’s bacon.  The undead will immediately flee at their appearance.  
    
(If it seems like the undead are acting in some sort of coordinated manner, that is correct.  The Mummies are able to sense whatever the other undead encounter and can adjust their forces accordingly.  However, they are not omniscient and do not have unlimited forces to deploy.  If the group isn’t in sight of the undead, their leaders won’t know where they are.  They will certainly be actively searching for known intruders.) 

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