Monday, February 15, 2016

Fantasy Ireland Adventure: Keeper Hill-Security Station

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.

Apollos (Centaur) (FC)
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.

Ranged: (Currently unarmed, preferred weapon) Longbow +4 to hit, range 150/600 ft. 6 (1d8 + 2) piercing  

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