Tuesday, February 9, 2016

Fantasy Ireland Adventure: Keeper Hill-Entry Encounter

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.)

Entry
2 XP for getting past this encounter. 

1) Here’s where the undead were planning on ambushing the Characters and their allies (hopefully they still have some).  Unfortunately for them, when the troops besieging the Formorian delegates holed up on this level were drawn off, several of the humanoids made a break for it and ran right into the ambush.  Neither side was prepared for this particular conflict, but the undead eventually prevailed.

The group may be resting after clearing the Work Level or might be pressing on right after doing so.  In either case, furious barking sounds are heard up the ramp.  A small pack of dangerous-looking dogs comes scampering down, barking at something behind them.  Any Formorians will recognize them as the pets of one of the delegates, Lady Hagar.  Billy will want to immediately charge up the ramp, hoping that his guests are somehow still alive. 

Given that there’s no telling what happened to the party on the previous level, it’s hard to say who’s going to be going with the Characters.  The Elvish strike force definitely, as will the dogs (who will follow the Formorians or whoever feeds them).  Billy and Sarn will go, if they’re available.  Sam will go, but only if Billy is not available.  Magnus will go, if Billy and Sam aren’t available.

A really bad smell will manifest as the group takes the turn up the ramp.  At the top of the ramp on the Residence Level stands a Bugbear, Lady Hagar (stats are in the Converted Undead section later).  The dogs are now barking like berserkers, and she will not answer to any calls and will retreat from the ramp.  Turning to them after they enter the level, it’s obvious, she’s become undead.  At the entrance, it’s a veritable charnel house of Humanoid and undead bodies.  Bounding out behind Hagar, 4 Ghasts appear and move to attack.  These creatures turned the tide in the battle and are the source of the bad smell.  Everyone needs to start making a Saving Throw against it (see the monster description in Minor Undead Section).

Meanwhile in corridor behind them, a Wight can be seen raising the body of a Gnoll into a Zombie.  (Don’t roll a “Spot Check.”  Just say it.)  The next rd, he moves to another Gnoll and starts to raise it.  The next rd, he moves over to raise Mungo the Ogre, a very large, dangerous-looking Humanoid, even when dead.  Hopefully, the Players will recognize the threat.  (The Gnolls and the Ogre are also in the Converted Undead section.)  If the Ogre isn’t raised here and the body isn’t dealt with, it could still be raised by another Wight later.  (Just a thought.)

Irish Wolf Hound (Dire Wild Dog) (FC) (x2)
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Irish Wolf Hound (Mastiff) (5e) (x4)
HD 1d8 + 1, Hp 5, AC 12 (Natural)
Str +1, Dex +2, Con +1, Int −4, Wis +1, Cha −2
Perception +3, Passive Perception 13
Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee: Bite +3 to hit 4 (1d6 + 1) piercing, if the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.


Developments from the Battle
Again, there’s no telling what the group looks like after the battle.  It would again be preferable that Billy survives, but it isn’t necessary.  If he isn’t around or if the party is short-handed, Sam or Magnus could arrive to join the group (having just finished mopping up the lower level).  The dogs will follow the Humanoids.  They’ll even follow the humans, if fed by them.   

The Elves will desert the group during the fight, so that they can look for Apollos and the mirror.  (What?  You expected better from Elves?  The group was just a means to an end to get them into the level.)  They might leave if the group starts losing, or perhaps if the group has things well in hand.  The Elves will not attack the humans however, unless the humans attack them.  The Elves might even be willing to work with the party again, but only if it’s in their interests.  (If all the Humanoids are wiped out, perhaps the Elves and Humans formally join forces for this level.)

Give the group a short rest and a reprieve from any attacks after the battle.  You may wish to allow the Characters to explore around a bit, especially if they’ve been left alone.  If you wish to spur the action forward, they could hear the distant sounds of battle coming from down the corridor, where the delegates were housed.  Billy will want to investigate.  The rest of the encounters will be written using that premise, but improvise as you will.    

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