Friday, February 19, 2016

Fantasy Ireland Adventure: Keeper Hill-Chief Enchanter’s Apartment/Mara Keening

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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