A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Museum
2 XP for destroying the red crystal here.
Reference the Louvre. The building has three wings with a pyramid
structure in its inner courtyard. While
the building is ancient (Ancient?) and a devastated shell, the pyramid is
of clearly more modern make. It is a
metallic skeleton, paneled in what appear to be glass plates. Inside, an ever-burning sacrificial pit
filled bodies is visible. An altar with
a bright, glowing red crystal on the dais stands over the pit. The interior of the pyramid is impenetrable
(yes, even burrowing underneath it or going ethereal, astral, or phasing). Kurtz took advantage of some these Ancient
structures’ inherent magical properties to create force fields of amazing
strength. There is a door with a keyhole
at ground-level, however. Again, nothing
will open it though.
Inside the building (hopefully are Players aren’t so
discouraged as to not investigate it, perhaps a glimpse of a Demon Host inside
is in order), different sections of the museum were dedicated to different
foreign cultures and antiquities. Of course, anything valuable that could
easily be hauled away, has been (Sorry, no Mona Lisa). What’s left was
too heavy to move or has rotted away. It
is a rather empty, desolate place.
There is one chamber that is strangely intact and clean,
except for a layer of sand on the floor.
There are a multitude of statues surrounding the chamber. They are in state ruin, except for one, a
man-sized Greek-like hero next to a painting.
Very curious is this completely intact painting, being out of place, as
this is obviously a hall of statues. A
pile of dinosaur bones lay in the corner, seemingly misplaced from the natural
history part of the museum.
Upon closer inspection, the painting shows the museum and
the pyramid, with the sacrificial pit and the altar. (A perhaps minor clue that it’s of recent
vintage.) A blurry man stands before the
pyramid, holding out a key. (If somebody
does something indelicate here to the painting, it instantly repairs itself.) There is an inscription beneath the painting, which
reads, in Common, “Speak the name of the Master and enter.” The name is, of course, Kurtz. This instantly transports the speaker into
the painting. (Jdh417 groans. Oh, I’m sure these logic puzzles aren’t going
to cause any consternation for the Ref and the Players. If one of the Players even says “Kurtz” in
passing away from the gaming table, let them in immediately.)
Inside the painting is the Demon Host, Speed, who will fight to the death before giving up the key. Getting the key will transport the Character
back into the hall. Complicating
matters, it’s more than likely that only one Character says the name. Those outside are immediately beset upon by
the painting’s other guardians. The
statue animates, as it is a Golem. The dinosaur bones reassemble in the Skeleton Raptor. The sand beneath the Character’s feet
transforms in the Demon Host, Sand. (If they all say the entry word together, the
guardians activate upon exit.)
The key opens the door in the pyramid. Taking the red crystal off the altar (which
shatters it), or just smashing it, will cause a blinding flash. (If a Native Witch Doctor is with the group
and they’re stuck, have him suggest it.)
The fire will go out in the pit. Outside,
the river island will be vaguely visible (though not enterable). If this is the final altar, the island will
be completely visible and can be entered.
Minor Stone Golem
HD 7 (d10), Hp 40, AC 20* (Natural, Magic to hit)
Fort +4, Ref +3, Will +4
Vulnerability: Unlike normal Golems, these have no inherent immunity to Magic. A Transmute
Rock to Mud spell will permanently destroy these Golems.
Melee: Slam +10 to
hit 1d10+3
Raptor Skeleton
HD 8 (d12), Hp 25,
AC 18 (Natural)
Fort +4, Ref +7,
Will +8
Melee: Talons x 2 +9 to hit 2d8+5 and bite +4 to hit 2d6+2
Sand (Demon Host)
HD 5 (d8), Hp 40, AC 18* (None, Magic to hit)
Fort +8, Ref +1, Will +1
Melee: Punch +8
to hit 1d6+4
Ranged: Sandblast
+8 to hit 2d6 + DC 12 Fort Sv or blinded 2 rds, S
Special Defense:
Sand is composed of sand, so his form is easily changed into virtually
anything. Anywhere there’s a hole or
gap, Sand can fit through it. He’s also
immune to any normal damage.
Special Weakness: It’s unlikely the Characters are going to have
access to concrete and a mixer, the tradition bane of creatures such as this,
but anything that could potentially gum or bond Sand together will make him AC
10, vulnerable to normal damage, and freeze his form.
Description: A
blurry sandman.
Speed (Demon Host)
HD 5 (d6), Hp 20, AC 18 (None), Enhanced Init +4
Fort +1, Ref +5, Will +1
Melee: 2 x Crystal dagger +5 to hit
1d6
Ranged: 2 x Crystal shard +9 to hit
1d6, S
Special Defense:
Speed runs at super speed into melee combat and retreats to S range after each
attack. So he either can’t be attacked
with melee weapons, or has to be confined somehow.
Special Weakness: A successful sonic or sound attack will cause him
to shatter.
Description: A
blurry, crystalline man.
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