Wednesday, February 24, 2016

Fantasy Ireland Adventure: Keeper Hill-King’s Quarters/Jeweled Garden

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.)


King’s Quarters
12) Thane (King) Braygan was called an “old money-grubbing Dwarf bastard” by his friends.  His main concern during the undead invasion was the protection of his riches and the mine’s wealth.  He ended up killing himself as the situation on the noble level became hopeless, and he became a powerful haunting spirit. 
   
The king’s apartment was pretty opulent in regards to space and furnishing.  The outer room is a lounge for entertaining a small number of guests.  There’s a private office in the corner.  The bedroom features of large bed and separate His and Hers bathrooms.  (The king was unwed before the end.)  There’s no treasure in this room, though the curtains (again, there’s no windows, it’s just for show), the rugs, the bedding, and the furniture would be worth at least 1000 gp.  However, attempting to make off with anything will not draw the King’s wrath.  His spirit is elsewhere. 


Jeweled Garden
2 XP for defeating the garden’s guardians.

13) A Zen rock garden, but with gems.  There’s sparkling gems scattered amongst the larger rocks.  There’s 500 gems of 100 gp each value.  Looking closer at the gravel, there’s another 5000 gp scattered on the ground.  There’s also a bench in the chamber, where one can sit and mediate, presumably on how rich you’ve just become.  There is also a skeleton lying in the middle of the field.  It is holding a +1 Dagger in one hand and a rod in the other.  There is also a key on a gold chain around his neck.  This is a Control rod for the Golem in the Treasury and a key to the vault.  There are duplicates, but were lost with the Dwarves who escaped Keeper Hill. 

Mara could identify both items (she won’t), but hasn’t taken them for a reason (she will if given an opportunity).  If she’s with the group, she’ll be shouting at everyone to not take anything.  Of course, the rest of the NPC’s will be lining their pockets.  Here’s where the alliance may break down.  The conflicting claims and greed by the Formorians, Elves, and Dwarves (depending on who’s present) will result in some pushing and shoving.  

The good news is that everyone’s going to have bigger problems in a moment.  Mara will be readying her magic wands.  Thane Braygan’s spirit will appear as a giant entity before the group and begin violently cursing them in a thunderous voice as thieves and robbers.  He will attack as an Advanced Poltergeist.  Worse, unless he is defeated and then the area is Consecrated or he is outright Exorcised, Braygan will reform and return in 1 turn so long as there any valuables in the chamber. 

Hold it, it gets worse.  His voice has woken the dead.  The 5 Wraiths from the Private Crypt will arrive in 2 rds.  (If they have already been dealt with by the group, good for them.)  Retreating from the Garden will call off all undead attacks here.  If two or more Wraiths are dissipated, the rest will retreat back to the Crypt. 

Now the fun begins.  Whatever vendettas there are in the group are probably going to start playing out.  Formorian fratricide, righteous Dwarf ownership, Elvish pride will all potentially be on the block.  Apollos flees with a handful of gold.  Mara grabs the rod and the key and disappears.  Then Braygan reforms and attacks again.  Mara or someone else remaining might say the area is haunted and has to be consecrated to permanently dispel him.  The Characters may be the only ones left standing or perhaps running away. 

Advanced Poltergeist (FC)
HD 4 (d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort +1, Ref +1, Will –4
Melee: Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4 damage and Knocked Down.
Fight ability

Advanced Poltergeist (5e)
HD 12 (d10) +24, Hp 90, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind (Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

[Note: These are the modified stats for an Air Elemental.]

The Golem Control Rod
The user must be holding it in front of the Golem.  It requires a FC: DC 12 Will Sv/5e: DC 10 Wis check to operate.  The user will then have control of the Golem for 1 turn and will have to concentrate to get it to act.  The Golem will then go dormant for 1 rd.  From there, it can either be commanded with another control check, or it will remain dormant.  If it’s still in the Vault, it will automatically attack any intruders. 

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