A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Elysium
1 XP for the Characters rescuing their guides and finding
the map to the Forbidden City (killing the
Demon Host here will also probably be necessary).
Kurtz’s Interior estate for his Intended was meant to be a
paradise. Elysium is even the name on
the gates. There are any number of
artistic flourishes and little Cupid statues and such adorning the
building. The phrase, “For my Intended”
is inscribed on every brick and stone.
Paintings and sculptures of her are everywhere inside. But alas, the estate was never
completed. Worksite materials are still
lying around. Works of art are piled up
in the corners of empty rooms. It’s also
coming apart, since it was never fully put together. It’s a sad testament to Kurtz’s love.
It’s never been spoiled for a good reason. One of the Demon Host guards this incomplete palace,
the Undead Master. Advanced, powerful, and fast moving Zombie
creatures (12 Stalkers) roam the grounds and rooms. They are relentless hunters with a keen
telepathic sense guiding them and coordinating their packs. Have them start attacking in groups of
two. They will strike when they have an
advantage in numbers and location, disengage when forcefully confronted,
regroup, and repeat.
Complicating matters, supernatural darkness fills the
interiors. Only supernatural light
sources will provide any illumination inside, and then only within 5’. The master himself is on the second
floor. The second story is a shell and completely unfinished in the interior
(there are outer walls, windows, and a roof).
Any Stalkers left will come to his defense. His demise deactivates the zombies and lifts
the darkness.
Seeker and Doctor Sane are bound,
crucified-like, to the exposed beams of the tower. They’re not in good shape, but remarkably,
they’re still alive. Even more
remarkable, they’re still willing to help.
They will need at least a day to recover though. Sane will work a spell and 3 more Warriors will appear the
next day. The Doctor will say that he
called his tribe in to help enter the Forbidden City
with the Characters. “Sigh. I don’t know if these are the brave ones or
the stupid ones.” (As long as they don’t
abuse them, let the Players control all of these NPC’s from here on.)
There’s quite a bit of unspoiled, and indeed opulent,
supplies available. The wine chest and
liquor cabinet are full in the Kitchen.
The Characters can find at least a couple of weeks of rations in the
large Pantry, which is good, because that’s how long the trip will take. (Again, it’s up to you if you want some random
encounters or make up a few planned encounters of your own.) The Library is interesting. While Kurtz took his magic books with him and
the rest of the books aren’t going to be useful, this is where Kurtz and his
expedition planned their trip to the Forbidden City . There on the table is a rough map of route
and a rough map of the Forbidden City,
including its major landmarks (show the Players the Forbidden City map which is coming next).
(In all honesty, after the Characters find the map, they
don’t need the guides. I didn’t have the
heart to kill off Seeker and Sane. Your
sentiments may differ. The Characters could
pick up their reinforcements along on the trip.)
Undead Master
HD 5 (d6), Hp 20, AC 10* (None, Magic to hit)
Fort +1, Ref +1, Will +9
Melee: Necromatic
Touch +5 to hit DC 12 Will Sv or lose 1d4 Negative hp.
Ranged:
Necromatic Blast +5 to hit DC 12 Will Sv or lose 1d4 Negative hp, M.
Special Weakness: If the Undead Master is killed, the rest of the
undead will collapse.
Description: A
tall black cloaked man. UM will fight to
the death at this venue.
Stalker Zombie
(x12)
HD 4, Hp 29, AC 15 (Natural), Enhanced Init +3
Fort +8, Ref +7, Will +1
Melee: 2 x Claws
+9 to hit 1d8+4. If both Claws hit, the
opponent is also knocked down.
Stealth +5 DC, 17
to Detect and can crawl on walls and ceilings.
Swarm: If 2 or more make successful
attacks one 1 victim in 1 rd, they Grapple the opponent. DC 12 + 1 per additional attacker (up to DC
15 for 4 attacking the same victim) Str check or Escape Artist to break or
automatically take 1d4 Bite/attacker/rd
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