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.)
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 ).
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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