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.)
Chief Enchanter’s
Quarters
1 XP for interacting with this encounter, none for being a
spectator.
6) As the Characters approach, Jack’s ghost again appears, just to them. He tells them that she’s in there and asks
for them to help her. Jack doesn’t
answer any questions and disappears.
This apartment is obviously different than the others. It filled with arcane trappings as it was a
wizard’s quarters, Dwarf Chief Enchanter Storg.
There’s barely room for a bed amongst all the paraphernalia. Unlike everywhere else in Keeper Hill,
there’s a human inhabitant here, Mara
Keening the Witch. If the group has
been exceptionally loud outside, she’ll be hiding behind the bed with her wand
drawn. Otherwise, she’s resting on the
bed.
Mara, using her Invisibility Cloak, had made her way into
the undead-infested complex into Billy’s apartment. When she found Nim’s locket, it set off a
supernatural alarm that alerted Billy and Nim and all of the undead in the
area. In fear and haste attempting to
exit, Mara’s cloak got ripped, losing its enchantment. The way back was blocked. Using a few combat spells, Expeditious
Retreat, and a couple of “Light Bombs,” Mara managed to make her way to the
relative safety of this apartment. (Cursing
herself the whole way for not taking her Teleportation Amulet with her on this
adventure.) She’s recharged her spells
and just finished sewing and repairing her cloak and was taking a nap.
She’s
also wearing the Nim’s locket around
her neck. Billy will immediately notice
it and want it back. Likewise, the
Elves’ Crystal Ball will detect it and will make them suspicious about its
origins. This is one spot that may well
start a fight as there is nothing Billy wants more, though he will certainly
not say why. This locket also may be
Mara’s only chance at getting her husband Jack’s heart back from Nim. If the Elves examine it, they’ll immediately
identify Nim’s hair, probably blowing the secret. Mara could threaten to do that as well. Just threatening to reveal Billy and Nim’s
tryst, may be enough to stop him from attacking or send him into an immediate
rage.
Billy
(and Hobgoblin Captain Sarn) and Nim are the only ones willing to fight
here. The Elves might make a play for it
if any fighting starts. Everyone else is
going to sit on the sidelines. If this
adventure isn’t part of a campaign and the Characters haven’t met Mara
before (or even if they have), they may have no reason to help her. Mara can offer two reasons. She will remind them that she is a subject of
the King, whom they claim to serve as “King’s men,” she thus deserves their
protection. Also, she knows the level
and is willing to help them against the undead.
I can’t possibly tell you exactly how to play this out. It’s really up to the Players and the NPC’s
motivations.
If Mara joins the group, and if the group is having a hard
time in an encounter, Jack’s Ghost will put in an appearance. He can’t fight, but he will distract the
opponents for a rd. Perhaps more
importantly, Mara knows Keeper Hill and this level well. She knows that there are 3 Mummies and that
they are the ones who create Wights out of the Zombies. “Killing all the Mummies is the only way to
end the undead threat.” She’s willing to
join them in the hunt in return for safe passage out of Keeper Hill and the
locket. She’ll forgo any treasure (and for
a good reason, you’ll see).
Otherwise, she flips the hood on her cloak and disappears
and tries to run, calling for Storg’s help covering for her. Mara has developed a friendly relationship
with Dwarf’s spirit. Charmed, he allowed
her to take whatever she wanted from his apartment, which is how she got all
that stuff in her workshop. If
she is attacked here, 6 Poltergeists will begin assaulting everyone else in the room.
Mara Keening (FC)
(These
stats are from the NPC draft doc.)
4th level Witch, Hp 24 (d6), AC 13 (+1 Corset)
+3 Int, Wis ,
+2 Dex, +1 Cha
Fort +1 Ref +3 Will +7
Melee: Won’t use any weapons.
Ranged: Magic Wand (Scorch), Fireball 10 fire damage + 1d6 continuing damage until extinguished,
20-ft. radius. (Ref Sv ½ damage) Medium range.
10 charges. Requires magic skill
and activation word, “Zap.”
Spellcheck +5 to
cast, Save Against DC 14, 3 failures/encounter
Currently Prepared Spells, 2 focuses (wand and ring), 3
spells each
1st Level Spells, DC 11 to cast
(Witches have a lower DC to cast, but have to prepare
spells.)
Expeditious Retreat: Speed increased by 30 ft. 4 turns,
Focus-Ring
2
x Magic Missile:
9 impact damage + Knocked down. (Ref Sv all damage) Short range. Focus-Wand.
Shocking
Grasp: 9
electrical damage + Stun 1 rd. (Ref Sv all damage) Close range. Focus-Ring
2nd
Level Spells, DC 12 to cast
Command Undead: Up to 4 HD, 1 turn (Will
Sv). Focus-Ring
Web: 20’ radius, entangled 3 rds (Ref
Sv to avoid, DC 18 Str to break or Escape Artist), Focus-Wand
Mara Keening (5e)
4th Level Wizard, Hp 26 (d6), AC 13 (None, AC 16
with Mage Armor)
Str -1, Dex +3, Con +2, Int +5 (+7), Wis +1 (+3), Cha +0
Arcana +6, Investigation +6
Melee: None
Ranged: Wand of Magic Missiles. While you
hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast
the Magic Missile spell without
using any components. For 1 charge, you cast the spell as if you used a
1st-level spell slot, and you increase the spell slot level by one for each
additional
charge
you spend.
The
wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend
the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is
destroyed.
Spellcasting: Attack Bonus
+7; Saving Throws against DC 15.
Cantrips (at will): Firebolt (1d10 fire), Light, Mage
Hand, Minor Illusion (1 minute)
1st Level Spells (4)
Burning Hands: 3d6 fire, ½ dam with Sv
Mage Armor: AC 13 + Dex
Magic Missile: 3x 1d4+1 force
Silent Image: (10 minutes)
2nd Level Spells
(3)
Flaming Sphere: 2d6 fire, lasts 1 minute
Hold Person: 1 minute
Web: 20’ radius
Spell Recovery: Once per day, after casting at least one prepared spell, recover
the ability to cast two 1st-level spells or one 2nd level spell by
taking a short rest.
[Note: These stats
are a speculative adaptation. Feel free
to correct them.]
Mara’s
Magic Items (for either rules)
Invisibility Cloak:
The wearer is eponymously rendered invisible.
They cannot be seen whether moving or motionless. If attacking or interacting with anything,
they become visible, but will be able to surprise their opponent.
2 x “Light Bombs”:
A powerful light spell has been cast on an object and sealed in a breakable
ceramic shell. When shattered, any enclosed space is flooded with light;
blinding the unprepared and stunning heliophobic creatures (like undead) for 2
rds.
2x Healing Potions:
All hp damage. Can only be taken once per day.
Darkvision Mask:
Can use to see in the dark and invisible people or creatures.
In her Workshop, Mara has a Flying Broomstick, which can fly 4 turns, and Protection Amulet. It protects
against all spells and may teleport holder twice per day, up to 10 miles, with
activation words, “Carry me away to .” Must be somewhere the person has been
before.
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