Thursday, February 25, 2016

Fantasy Ireland Adventure: Keeper Hill-Long Walk/Crypt/Afterward/Design Notes

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.)


The Long Walk
1 XP for finding the Secret Door. 

14) This passage was reserved for the king.  It perhaps gave him time to think about things on his way to and from his throne room where he would hold court.  Of more importance to the Characters is the secret passage to the treasure crypt.  This corridor is well and recently travelled.  The layer of dust covering the floor is clearly showing lots of footprints.  (No Tracking skill required to notice this.  A Ranger would identify the prints as human-ish and as several individuals, but with a shambling gait to their step.) 

The prints all seem to congregate about half-way down the corridor, which should be a clue.  The Secret Door only requires a DC 12 Search to find if being actively searched for.  The inner door has a DC 12 lock on it or could be popped by a Knock spell. 


The Noble Crypt
2 XP for defeating this encounter
2 XP for killing the Mummy.  (3 XP if this is the final Mummy to be defeated.)

15) This was a crypt built for a few honored ancestors.  Of the 8 tombs here, only 3 of the Mummies have survived the ages.  The rest of the remains have crumbled to dust.  The Mummy left in this chamber, Claver, is hiding in his tomb, marked (x).  When found, he will call out for help and 5 Wraiths will rise out of their tombs (or fewer, depending on if they’ve already been called by Braygan).  If Claver is killed, the Wraiths will return to their tombs.  Killing Claver endows anyone in the area with a permanent 1 HD increase in hp (either roll for it or add half + 1).     


Afterward
Given the possible permutations of this scenario, there’s no telling what happened to all the NPC’s and who’s running Keeper Hill in the end.  If Billy and Sam are still alive, they’re in charge for now, but (assuming the undead have been cleared out) they’re seriously weakened and will be challenged for the spoils of the Noble Level.  If neither or only one of them is around, it’ll be a free for all.  Sid, if still around, will be on top of that.  Lord Sogore will somehow think that he is due something and want a piece of the action.  Formorians fighting in en mass will inevitably cause problems for the human residents of Tipperary County.  Will the Dwarves make a move on the hill?  If the undead are gone, they’d consider it, but they still need to drain the water out of the mines to make it worthwhile.  Did Hobgoblin Captain Sarn somehow make it to the end?  Bless his heart.  Advance him 3 HD and have him join the Character group.    

Did someone other than Billy end up with Nim’s locket?  That will have repercussions, especially if his secret affair has been exposed.  Is Mara around?  There’s still treasure in the vault where she’s set up shop.  Did Apollos escape?  The Elves will still be looking for him.  Were the Elves all massacred?  There will be a reckoning.  What about all the riches in this level?  As soon as word gets out, everyone will swarming this place for a share.    

As for the Characters, their main problem may be, “How do we get out of this dungeon?”  If there aren’t any friendly Formorian lords left, they’re going to have to negotiate with the Goblins and Grimlocks for an exit via the Dark Road.  The Dwarf exit might be an option.  Mara will certainly be willing to help them (though not show them her vault).    


Design Notes
Stone Grave Design Notes.  Okay, so right after I wrote this, I decided to clean up what I had written about the previous, failed version of this adventure, Keeper Hill.  In looking things over, I suddenly had an idea about how to make this adventure finally work and ran with it.  While using the same maps and many of the same monsters, Stone Grave and this adventure are very different.  I, at least, consider them to be different enough to be separate adventures, though I don’t know if I’d want to run the same group of players through both (not without telling them up front about the similarities and making allowances for their familiarity).

It’s still not a murder mystery (darn it), but I think this turned out to be way more complex NPC interaction-wise than I’d thought it would be.  I’m happy that Keeper Hill is bit of a twist on the standard dungeon crawl.  

Enjoy.

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