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.)
Noble Apartments
5) When the group first enters the hallway, Jack’s ghost will appear briefly at the
end opposite end and point to the Chief Enchanter’s room. Only the Characters will be able to see him
though. The NPC’s will not see him.
The Formorians at least will want to pillage each of the
rooms, perhaps dividing up the rooms among themselves for spoil. The rest may go along with it. (If the Dwarves are with the group, they’ll
protest ineffectually, before also joining in.)
This may be one of those dreaded “Don’t split the party moments,” but
this one could be to the Character’s advantage if they want to check out that
room down the hall.
These are pretty nice apartments for what are essentially
caves underground. The small room in the
rear is the bathroom, which actually had running water. There is nice furniture, rugs, and curtains
(no actual windows) furnishing each room.
They’d be worth about 400 gp. In
addition, each apartment has at least 500 gp in rings, jewels, and gems in
jewelry boxes or out on the dresser.
Now if you attempt to take any of this stuff, you get to
meet the spirits haunting these apartments.
The other undead on this level avoid this area. It is simply hostile to all invaders and
really can’t be combated. Poltergeists
are intangible and invisible at all times, but do assume a physical presence
when attacking. They will reform in a
turn if destroyed if they are not exorcised or consecrated. (If the party does get split up, don’t roll
up everything for each NPC. Just assume
they take 1d6 damage and flee the room within a turn.)
Poltergeist (FC)
HD 1, Hp 8, AC 10* (Magic to hit)
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to
hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv
or panic 1d4 rds. (Paladins are
immune.)
Always Invisible and Intangible (0 Bonuses to
attack)
Poltergeist (5e)
HD 5d6, Hp 17, AC 17 (natural armor)
Str +1, Dex +2, Con +0, Int
−5, Wis −3, Cha −5
Saving Throws: Dex +4
Blindsight
60 ft. (blind beyond this radius)
Passive
Perception 7
Fly
50 ft.
Melee: Object +3 to hit 5 (1d8 + 1) bludgeoning.
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