Thursday, February 18, 2016

Fantasy Ireland Adventure: Keeper Hill-Noble Apartments

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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