A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Kurtz’s Station
1 XP for killing the Insect Master.
What’s going on here is a native tribe, still loyal to or in
fear of Kurtz, was tracking the group for the bounty. (You’ll find out their reward later. It’s not what they expected.) The Characters leaving their guides was a
great opportunity. Not having any chance
of defeating the Characters on their own, they took the guides hostage. They are using them to draw the Characters to
a known refuge of Kurtz’s Demon Host, so that they can handle the group.
“Toothless” takes the Characters out of the deep jungle into
a savannah-like terrain. In about three
days, they reach their destination, a small settlement which was Kurtz’s old
Interior station. There is a small,
deserted-looking blockhouse with a mill and barn next to the river. A dilapidated sign outside labels Kurtz as
the stationmaster.
Other than some meager supplies, the building only contains
a message scrawled across its inside walls, “Exterminate all the brutes!” There
is an overly large cemetery of fresh, upturned graves next to the station. Beyond that are untended fields of
crops. On a bluff overlooking everything
is an uncompleted mansion. Significantly
noticeable, there are no birds or other wildlife visible or even sounds of them
in the area. “Toothless” grins, “Your
guides at big house,” points to the mansion, “Now my tribe get Kurtz reward.” And with that, he runs off.
The fields are the domain of one of the Demon Host, the Insect Master. There’s a path through the fields leading to
the house. As the group approaches they
will hear a low buzzing sound. The
Insect Master will briefly show himself and then disappear into the crops.
8 Bush Warriors will
come out of the corn stalks as soon as the group enters the field. The buzzing sound increases and 2 Wasp Swarms also attack. The Insect Master will be at the edge of the
battle, but not engaging in it. He’ll
retreat further into the field if attacked.
At the center of the field is a small clearing with a Scarecrow, who dismounts himself from
his pole and attacks, along with 4 Bush
Warriors. More buzzing and 2 more Wasp Swarms appear. Again, the Insect Master is just out of the
battle and will retreat.
Coming out of the field is a large tree and the Insect
Master stands by it. The tree animates
into Treant, who attacks. The Insect Master will still be making an
effort to stay away from melee combat and hide behind the Treant, but won’t
leave the scene. 2 more Wasp Swarms appear.
Behind the Characters, 10 Bush
Warriors will leave the field to also engage them. Another wave of Bush Warriors and Wasps
should appear if the original attackers are dispatched, and there should be a
possibility of even more.
The only way to keep from getting overwhelmed here is to
kill the master. As soon as he’s killed
(keeping in mind that scoring significant damage him releases more Wasps), all
of the attacks cease. From the edge of
field, the Characters can see the path up the hill to mansion. They can also see two bound figures plainly
displayed on the tower of unfinished second floor of the building. They are still moving and struggling.
Insect Master
HD 5 (d8), Hp 40, AC 14 (None)
Fort +8, Ref +5, Will +1
Melee: Spear +9
to hit 1d8+4
Ranged: Throat
Spike +9 to hit 1 damage + Poison
DC 12 or unconscious 1 turn, C.
Wasp Swarm: Can
release a swarm as an attack. (If IM is
somehow dunked underwater, his wasps will immediately start attacking him from
the inside and will sting him to death in 2 rds. Obvious Ninja
Scroll reference.)
Special Defense:
If IM takes 10 or more damage in 1 attack, a Wasp Swarm is released.
Description: A
hideous hunchback with a large wasp hive on his back.
Wasp Swarm
HD 2, Hp 8, AC 14 (Natural)
Fort +6, Ref +2, Will +2
Melee: Sting +6 to
hit 1d6 + Poison DC 12 Fort Sv or uncon 1 turn
Flight ability
Vulnerable to
smoke. They will scatter when faced with
fire and smoke for 2 rds.
Scarecrow
HD 5d10+20, Hp 47,
AC 16* (Natural, Magic to hit, Immune to cold, Fire does x2 damage)
Fort +1, Ref +1,
Will +1
Melee: 2 x Slam attacks +5 to hit 1d8+3 + Fear (DC 12 Will Sv or stunned 1
rd)
Ranged: Gaze Attack DC 12 Will Sv or stunned 1 turn (or until hit)
Bush Warrior
(Plant Golem)
HD 1 (d8), Hp 8,
AC 12 (Natural, Fire does x2 damage)
Fort +1, Ref +1,
Will +1
Melee: Sharp Stalk +2 to hit 1d6+2
Treant
HD 7d8+35, Hp 66,
AC 19* (Natural, 10 vs. Fire, which does x2 damage)
Fort +10, Ref +1,
Will +7
Melee: Slam +12 to hit 2d6+9
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