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 Room
2 XP for getting inside or through the gates.
2 XP for killing the Mummy.
1) At the top of the ramp, the visitor is greeted by iron
gates on either side of them and a wall with two covered metal slots for murder
holes. The gates are sitting on grooves
and can be rolled open using large wheels inside the security room. They’re also rusty and stuck and will require
a couple of strong types turning them to open them up enough for someone to
squeeze through.
There’s also a door in the wall, but it only opens from the
inside. The murder hole covers are
currently unlocked. They’re big enough
to stick an arm and perhaps a long stick into to blindly flip the latch inside
to open the door (DC 12 Dex check). (Of
course, magical means will work as well.
Someone with the Lockpicking skill can use that to flip the latch.)
Sure there’s undead guarding this place. The Wights were fighting a delaying action to
allow the Ghouls to gather at the entrance to this level. As the group enters, the security gates are
shut. 4 Ghouls and 1 Ghast are behind
each set of bars (8 Ghouls and 2 Ghasts
total). The gates start opening as soon
as the Characters enter and will be allow them to exit and attack in 1 rd. Things should be cramped. They’ll attempt to push the group back down
the ramp. If they succeed, the door to
the Security Room opens.
Inside, are the remaining Wights and the Mummy, Vaage. Lucky for the group, the undead leader is a
coward. He’ll make sure all of the
fighting is in front of him. If he takes
any damage, Vaage will run (well, shamble quickly). He’ll pass through the Kitchen, Dinning, and
Lounge, making brief stands, hiding behind Skeleton minions until hit. Vaage will try to double back around and
finally hide in one of the Bathrooms. He
won’t leave this small area of rooms.
Finally, a bonus for all this fighting. Killing this Mummy adds +1 to the enchantment to any magic weapons in the area.
Kitchen and Dining
Hall
2) The kitchen itself is simply functional and there’s no
food or even much in the way of food storage.
It was brought up fresh from the lower levels and cooked here. The dining room features a large, beautiful
table. There’s a 100 gp worth of
silverware scattered around the room.
(If the Dwarves, who are on this level, are with the group, they’ll be
claiming them.) All the crystal glasses
have unfortunately been smashed. There’s
4 Skeletons working in the Kitchen
and 6 Skeletons taking supper in the
Dining Room.
Saloon
3) Here was a lounge and drinking area, along with a couple
of tables for gaming. There is a
well-equipped, but currently completely dry bar. There’s 5
Skeletons lounging here.
Restrooms
4) The facilities here featured running water when
working. They are elegant and
ornamented, but built to industrial-level, heavy duty specs. (Dwarven excrement is notoriously hard and
dense with their urine being highly acidic.)
The Men’s restroom is on the left and the Ladies’ is on the right, but
the non-Dwarf is unlikely to discern the difference. (If the male Dwarves are with the group, they
will be reluctant to enter the Ladies Room.)
There’s 2 Skeletons in each
of the facilities in the act of using them.
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