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.)
The Rest of the
Level
Award 1 XP for defeating any ambush.
After the Main Chamber encounter, what happens next is going
to be fairly fluid. The party may be
running for their lives or stalking the remaining Wights. The level starts with 10 Wights. There were 5 at
each of the exits, and the ambush in the Main Chamber took 2 from each. Whatever Wights are on the level will
normally be divided between the exits to the Dark Road and the next level. The Wights will send half their number for an
ambush and to reinforce either exit.
The number of Ghouls (Dwarves) and Zombies (Grimlocks)
should be left undefined. There will be
small patrols of Ghouls searching the level for the party. They won’t engage unless forced. They’ll instead try to lure the Characters
into an ambush with the Wights. Failed
ambushes (losing a Wight) will break off and not fight to the death. Of other note, there are Decoy statues of
Samuel all over the level. If the group
is separated from Sam, this might be a surprising way to have the group run
back into him.
Recreation Alley
3) This area serviced the miners’ various personal
needs. It included a Bathhouse, Mess
Halls, Kitchen, Brewery, and (ahem) entertainment. It all operated continuously, 24 hours a day. During the siege, some of the basic functions
remained the same. 4 Ghouls will be patrolling this area looking for Characters, but
there’s no one else in this alley. They
will want to herd the Characters into the Gambling area and then attack in
force with 2 Wights, 6 Ghouls, and 8
Zombies. There are Samuel decoy
statues in each of the main chambers.
Brewery
4) When
this area was an active Dwarf mine, an unsurprisingly large amount of beer was
consumed by the miners on their off-hours.
An onsite brewery was the most efficient way to service them. It even operated during the siege, as the
Dwarves could not do without their beer.
Gambling/Pleasure
Den
5) The purpose of this section may not be immediately
apparent as it fell into complete disuse during the siege. The entry chamber is a ruined mess of
circular and rectangular tables for games of chance and skill played for
money. Unfortunately, the games are
ruined, and there’s not a single coin left.
The crook in the north passage featured a table and small lockbox
(busted). The small bedrooms down the
hall are entirely too functional to be residences. It is said that only the comeliest Dwarf
women worked in the Pleasure Den. Their
hips were wide and sturdy. Their beards
were soft as silk. Of course in truth,
they were skanks with rough beards, but who would admit to visiting such a
place.
The Market Alley
6) In Stone Grave’s mining days, this area was next to the
main gate and the stalls here sold goods from the mine to outsiders and goods
were brought in to sell to the miners.
Iron gates at either end of the alley locked up the area at night. The main gate was buried in during the war
and this area was used for storage of various survival goods.
Now, this area is the living quarters of the Grimlock
clan. Or it was, until the undead
stormed it. The gates at either end have
been broken down. There also knocked
over statues of Samuel guarding the gates.
The pitiful hovels of the inhabitants have been trashed and obviously
abandoned in a hurry. The center stall
across from buried front gate is Samuel’s quarters. Inside is another statue of himself. There’s nothing of value inside any of the
domiciles, even Sam’s, except for some questionable food rations.
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