A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Asylum
1 XP for running off The Fool AND not killing anyone else.
-1 XP for killing anyone other than the Fool.
News travels fast in these parts. When the Characters come down to the bar for
breakfast, the other patrons stand and applaud them. They’ve heard that they defended Kurtz’s
fiancée from native assassins (and hopefully succeeded, otherwise the
congratulations will be a bit muted).
Everyone wants to hear about it and, of course, the meal is on the
house.
The Baron arrives to similar accolades, which he gracefully
accepts. As the group gathers in a
secluded alcove, the Baron becomes more serious. He had heard the tales of the so-called Demon Host, human-ish creatures with
supernatural powers that were aiding the uprising, but hadn’t believed
them. The disturbing thing is that he
recognized the two beings from last night.
They had been explorers recruited by Kurtz for his expedition to the Forbidden City .
As the Intended had mentioned, there’s another former member
of that expedition in the city, but has been committed to the insane
asylum. “He was put there because he was
acting like a lunatic. He kept telling
people that Kurtz was behind the native rebellion.” The Baron is still working on acquiring their
travel papers, which has been greatly aided by their heroics last night and a
recommendation from Mrs. Kurtz (once again, really hoping they saved her). He has a meeting here this morning with an
official. In the meantime, perhaps the
Characters would like to meet the “mad Mr. Frederick Codus?”
The Baron lends the group his carriage to take them to the
outskirts of town. He’s already spoken
to Codus, and what he heard convinced him to enter into this conspiracy that he
and Characters have joined (and also that the Intended, must not be allowed to
speak to him). The caretakers are
surprised that anyone would be asking to speak to Codus, but will let the
Characters in (ahem, for a small gratuity).
After being relieved of their exposed weapons (for the patients’
safety), they are brought to a dayroom with other inmates with various forms of
mental illness. They are fingerpainting,
molding clay, staring at the walls, etc.
Codus is brought in, wearing a straitjacket, and seated at a table with
the Characters.
“I knew you were coming,” is the first thing he says to them. “Been watching you. Saw you on the ship. Saw you at the hotel. Saw you with Kurtz’s wife.” How?
“I got eyes everywhere, man. I
can see it all. That’s why Kurtz sent me
back here. To see what you people here
were plotting against him. Him and his
plan. Are you people really the best
they could send against him?” If the
Characters have long history of adventuring, feel free to have Codus remind
them of some of their more ignominious moments.
“I call myself, ‘The Fool,’ but those who plot against Kurtz are the
real fools.”
Let the Characters ask whatever questions they want and
divulge whatever seems interesting.
Kurtz is running the rebellion from the Forbidden
City . He “enlightened” the
members of his expedition and they became his “Demon Host,” using their gifts
to aid the great man and his plan.
What’s the plan? “He’s going to
transcend humanity, man. And he’s going
to take those loyal to him with him.
Nobody’s going to be fighting him.
You’re going to all want to join him.”
[In reality, “The Plan” is nothing more than the whimsical,
insane desires of a power-mad and extremely powerful wizard, who’s completely
lost his mind. Hey, let’s possess my
crew with demons. Let’s do the same to
my native followers. Let’s evolve some
apes today. Let’s make everyone
undead. Hey, let’s bring up a demon lord
from the pit! There’s no plan, just
meticulously executed schemes, calculated to lash out at all humanity.]
At some point, the Characters should have enough of this
sycophantic jerk off. “I didn’t say you
could go. You haven’t even spoken to Mr.
Jacks. He’s hurt that you’ve been
ignoring him all this time.” Whoever
asks about Mr. Jacks, gets to meet
him. The Fool’s invisible friend
materializes and attacks. Meanwhile, the
10 mind-controlled staff and inmates in the room move to
surround and attack the Characters (AC 10, Hp 6, To Hit +0, All Saves +0, 0
damage). They will attempt to swarm and
grapple the Characters, picking out the weakest looking ones (like any wizards). The Fool is still sitting in his straitjacket
and laughing. He won’t even bother using
his powers until somebody hits him.
Okay, the Characters mostly unarmed (assuming a couple of
daggers have been snuck in), but have their magic. However, killing these innocent possessed
people would be a no-no. They’re no real
threat to the Characters, make that plainly apparent. Killing the Fool, on the other hand, is to be
encouraged (though he’ll probably teleport first). The others should just be getting in the way
of doing that. With the Fool out of the
way, his minions fall unconscious. They
come around in a mild state of confusion soon enough. The Characters can leave at that point and
recover their weapons up front.
The Fool
(5th level Psychic)
HD 5 (d6), Hp 20,
AC 14 (Shield spell, blocks Magic Missiles),
Enhanced Init +4
Fort +1, Ref +1,
Will +9
Melee: None
Ranged: None
Special Defense: Detect Thoughts 50’, can’t sneak up on
him. Fearless.
Teleport Contingency: Upon being reduced to five or less hp
(even 0), The Fool will call out Kurtz’s name and will teleport away on his
turn. His Hp will be healed for the next
meeting.
Description: A very tattered, disheveled, scrawny
creature. He wears a wide-brimmed straw
hat.
PSI Powers +7, Save
Against 15, 3 cumulative failures in
a turn/encounter
1ST-LEVEL
PSI POWERS (DC 13 to cast)
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
Summon Servant Spirit: HD 1 + ½ level, d8, Max hp,
Attack 1d6 + ½ level damage, Save as Ftr level equal to HD, Lasts 1
turn/encounter, Int bonus x day. Spirit
is insubstantial and invisible, though it must become visible to attack and
interact with the real world.
“Mr. Jacks” HD 4, Hp 32, Fort +4, Ref
+1, Will +1, Punch +4 to hit 1d6+3
2ND-LEVEL
PSI POWERS (DC 14 to cast)
Psi-Mass Stun: Stuns 4 sentient entities for 1
rd. (Will Sv)
Psi-Blast:
13 impact damage + Knocked down. (Will Sv all damage) Medium range.
Scare: Panics targeted creatures of less
than 6 HD. All non-allies in immediate
area. 5 turns. (Will Sv)
3RD-LEVEL
PSI POWERS (DC 15 to cast)
Greater Psi-Blast:
15 impact damage + Knocked down. (Will Sv all damage) Medium range.
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