Monday, February 22, 2016

Fantasy Ireland Adventure: Keeper Hill-Temple/Office/Throne Room/Library

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.)


Temple
1 XP for getting the Dwarves to join the group.

7) Here are those who refused to partake of human flesh while starving.  Many of the nobles came here in the end, and here they were overrun by the Ghouls who ate them down to the bone.  Unfortunately, those bones would reanimate as Skeletons, who then resumed sitting in the pews. 

These Skeletons attacked the next intruders, who happened to be 3 Dwarf Spies.  Having heard about the undead attack, they have entered the complex, looking for loot and to see if they could now re-take the level (and possibly the whole hill).  The Dwarves easily took out the Skeletons.  Currently they are arguing, loudly, over how to dismount and then carry off a large jeweled symbol mounted to the wall behind the altar.  It is worth about 500 gp, however it’s heavy and bulky and can’t be lugged around easily.  

The Dwarves will be greedy and suspicious.  Likewise, Billy and Sam will not be happy about Dwarf thieves running around their property (or what is soon to be their property).  Anyone else is apathetic about the situation.  Since they’ve been discovered, the Dwarves will be inclined to leave (via their secret passage in the Throne Room), of course with the symbol.  The two resident Formorian lords will not want to start a possible war with the Dwarves either and will let them leave, unchallenged.  It will be up to the Characters if they want to broker a deal for their help.  The Dwarves don’t know about the current inhabitants of the level, nor do they actually know its layout either (otherwise they’d be making a bee-line to the Jeweled Garden).

Dwarf Spy (FC) (Boose, Cord, Suel)
3rd Level Dwarf Scout, Hp 16, AC 15 (+1 Magic Leather)
Fort +4, Ref +3, Will +2
Melee: +1 Magic Short Sword +5 to hit 1d6+3, Extra attack on any Natural hit
Ranged: +1 Light Crossbow +6 to hit 1d8+1

Immunities: Poisons, paralysis, and petrifaction. 
Infravision: Has the ability to see the in dark.
+3 Stealth and Detection skills.
Magic Cloak: Can hide by changing color to match stonework, loses cover if moving.

Dwarf Fighter (5e) (Boose, Cord, Suel)
HD 3, Hp 31, AC 19 (Scale Mail, Shield, Style-Defense +1)
Str +4 (+6), Dex +1, Con +3 (+5), Int +0, Wis +0, Cha -2
Athletics +6, History +2
Resilient: Advantage on Poison Saving Throws
Gather Strength: Bonus action to regain 1d10+1 hp, once between long or short rests
Darkvision
Magic Cloak: Can hide by changing color to match stonework, loses cover if moving.

Action Surge +1
Critical on 19, 20
Melee: +1 Battleaxe +7 to hit, 11 (1d8+7) slashing
Ranged: +1 Heavy Crossbow +4 to hit, 7 (1d10+2) piercing

[Note: Again, I don’t have the books, so forgive me if these stats aren’t entirely correct or especially interesting.]

Head Priest’s Office
8) This is a fairly simple living quarters and small office.  Of notice is a large tome on the desk.  It’s in Dwarvish and is a history book with genealogy lists.  This would be worth 100 gp to a Dwarf king, but could be even more valuable if translated for Characters for possible future adventure seeds.  (Certainly the Dwarf spies will want it.)  There is another iron gate to the corridor leading to the library.  However, this one is wide open.

Throne Room
9) The Waiting/Guard Chamber ante-chamber contains 4 ruined suits of Dwarf-sized plate mail.  The Throne Room itself has an opulent old throne, which was encrusted in gems.  The Dwarf spies have already stripped it of 40 gems worth 700 gp.  More importantly, a rope hangs from the ceiling over the throne.  This is a secret Dwarf passage into the complex.  It leads into a crawlspace which eventually comes up at a hatch with a rock facade.  It opens easily from the inside but requires a Dwarf pass-phrase to open from the outside.  (For the Characters, this is a possible exit from Keeper Hill that won’t require any negotiation to use.) 

Library
1 XP for surviving this encounter.

10) Dwarves are all about history and knowledge.  This large chamber held the accumulated intellectual wealth of the colony.  Unfortunately, this room became prone to leaking when the Dwarves weren’t in charge.  Virtually all of the books have been ruined.  The Chief Librarian’s office in the back has a couple of history books under glass and in good shape.  These would be worth 100 gp a piece to a Dwarf king.  (The Dwarf spies will want them.  They’re going to run out of room to carry all this crap.) 

Unfortunately, a very unhealthy strain of mold has taken hold in the books.  If any of the shelves are disturbed, a cloud of Yellow Mold is released.  There are 20 Skeletons in this room, who will engage anybody trying to pass by the Library.  They will make an effort to encircle the party and push them inside.  Once there, they will make an effort to unleash the mold on them instead of a standard attack.        

Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a FC: DC 12 Fort Save/5e: DC 10 Con or take 1d6 damage. Those failing will need to make a FC: DC 18 Fort Save/5e DC 16 Con next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight renders it dormant.  It is found in damp areas.


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