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.)
Security Station
Award 3 XP for getting to the next level.
The security station was a small fortress and jail set up to
protect and screen visitors to the Noble Level.
Contrary to all of the internal security inside of Keeper Hill, the
Dwarves were a pretty orderly society.
Even though often drunk, they didn’t overthrow their kings. It seemed like overkill when first designed,
but with the crowd of refugees from the siege, it ended up being very necessary
when the food started to run out.
The wall facing the level has a murder hole every 10’ with
metal hatches covering them. The entry
security station is wrecked and wide open, but still provides cover. The security station by the stairs is in
similar condition. There is a Sheriff’s
office at the end of the hallway of jail cells.
The implements of torture and interrogation in the office seldom had any
use, apart from scaring the prisoners. A
small barracks and armory is at the south end.
Regrettably, the armory is currently filled with rusted and useless
weapons and armor.
10) While the Characters have been making their way through
the level, the Mummies in the Noble Level have finished converting their
remaining Zombie minions to Wights. The
good news is that this is the last of the Wights. The bad news is that there’s 8 Wights sitting in the Entry to the
Security Station waiting for intruders to show up. They are just there to create more Zombies to
then be turned to Wights. These are
essentially the last line of the defense to the next level. If they lose half their forces, they will
start falling back to the ramp.
If the Elves haven’t been encountered at the Meeting Hall
(in which case, there’s either been another fight or a temporary alliance
made), they made it to the Security Station and found their quarry, Apollos the centaur. (They’ll also have the Black Mirror with
them.) They didn’t like what they found
there or their odds against the Wights.
11) The Elves are hiding behind some large debris at the
south end of the security wall. They’ve
broken into one of the metal murder hole slots there and enlarged it enough
that they would be able to squeeze through, one at a time. From there, perhaps they could sneak over and
free the Apollos from his jail cell.
From there, it would be a mad dash back to knock down enough wall for
the centaur to get through. It’s an iffy
plan. What they really need is a
distraction.
When the party arrives, the Elves will see them first. Perhaps they announce themselves and attempt
to coordinate with the party. Perhaps
they simply sit and wait for the inevitable clash and then act on their
own. Judge for yourself how much your
Players like to talk in-Character and go with that. In any case, the Elves will make a move
during any commotion, and the Wights will notice and make a move to stop
them.
12) “How is this centaur even possibly alive?” you might
ask. The cells were warded against magic
use and supernatural intrusion. As an
interesting side effect, it also repelled the undead. Ironically, Apollos was the safest person in
Keeper Hill during the undead invasion, as were the Dwarves who were
incarcerated during the previous undead invasion. Their skeletons still fill three of the
cells. The old locks are only DC 12 to
pick or the barred doors could probably be broken open by a couple of strong
types with Apollos helping with a couple of strong kicks.
[Crazy Player scheme possibility #1. They might want to take out the ward stone in
floor in front of the jail and place it in front of the Noble Level to once
again “lock” them in. Award 1 XP just for that. The Humanoids may still want to see about the
treasure there and argue that there can’t be too many more undead and that it’s
better to just clean them out. It’s up to
the Players at that point. Their
Characters’ duty has been done.]
The reason why the Wights are going to notice the Elves is
because Apollos will immediately call for help when he sees them coming for
him. Further, when he realizes it’s
Elves, he’s not going to want to go with them, fearing Fey justice. Make sure the Characters are around when this
happens. One, for the comedy. Two, so that Apollos can appeal to them for
help. He’ll help them fight in return
for asylum. What happens next might help
their decision-making.
13) 8 howling Ghouls
will then come down the ramp to cover the Wights’ escape. This group will also fall back after the
Wights get away. Obviously, actual
events depend on how the dice fall.
Perhaps the Character group has to retreat themselves, maybe all the
undead wiped out.
[Crazy Player scheme possibility #2. The group flees into the cells and are then
safe from undead attacks while they heal up.
Good thinking. 4 more Ghouls join
the reinforcements and they sit outside the cells blocking in the group. Meanwhile, the remaining Wights, go down to
the next level and start making Zombies, who will be sent back to become
Wights.]
After the battle (whew!
that was exhausting just to write), things may get really messy. Apollos will not want to go with the
Elves. Billy will notice that the Elves
have his Black Mirror and want it back.
The possible riches above may be a bargaining chip to get everyone on
the same page. Hopefully, the Characters
will take the lead in brokering a deal (with the usual 1 XP or Inspiration
awards). Give everyone a long rest at
this point. As long as they keep a
watch, they’ll be unmolested (especially if they sleep in the cells), though
the uneasy alliance may not produce a restful sleep.
The Characters will get a special visit in their
dreams. The ghost of a man with a hole
where his heart should be will implore them to find his wife and help her.
HD 4d8+8, Hp 26, AC 14 (None)
Fort +3, Ref +6, Will +5
Melee: +7 to hit, +2 to damage, Unarmed (I hope
somebody has an extra weapon to spare)
Or 2 att/rd hooves +3 to hit 1d6+2
Ranged: +5 to hit, Unarmed
Apollos (Centaur) (5e)
HD 6d10 + 12, Hp 45, AC 12 (None)
Str +4, Dex +2, Con +2, Int −1, Wis +1, Cha +0
Athletics +6,
Perception +3, Survival +3
Passive Perception
13
Multiattack: The centaur makes two attacks: one with its pike and one with its hooves
or two with its longbow.
Melee: (Currently unarmed)
Hooves +6 to hit 11 (2d6 + 4) bludgeoning
Pike (preferred weapon) +6 to hit, reach 10
ft., 9 (1d10 + 4) piercing
Charge: If the centaur moves at least 30 feet straight toward a target and then
hits it with a pike attack on the same turn, the target takes an extra 10 (3d6)
piercing damage.
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