Monday, May 16, 2016

Dark Continent Redux: Elysium

Dark Continent Redux
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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