A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Opera House
2 XP for destroying the red crystal here.
From Wikipedia:
“In 1896, one of the counter-weights for the grand chandelier fell, killing
one. This, as well as the underground lake, cellars and other elements of the Paris Opera House,
inspired Gaston Leroux in 1909 to write his classic Gothic novel, The Phantom of the
Opera.” This is a titanic
building with five levels of balcony seating, 200 dressing rooms, instrument
closets, trapdoors, hidden staircases, secret passages, cellars for food
and barrels of wine, as well as the scenery, props, and wardrobe. Frankly, this building alone is worthy of its own
adventure setting. (Dungeon Magazine#39 has a pretty good representation of a large theater. 9 Megs.)
If you can believe it, this is mostly a social
encounter. If they play along, the
Characters will only have two foes to beat in the Opera House. Failing that, it’s going to be a long night
at the Opera.
This massive structure is surprisingly intact on the
outside. The windows all glow with a red
light from within. The entrance doors
are in place, but unlocked. Inside, the
place is in complete shambles. It saw
disaster within well before the coming of Kurtz, and the audience that night
was overtaken by it.
Virtually everything is ruined or destroyed inside, except
for one particular class of item (described below). The auditorium itself is a truly macabre
spectacle. The stage features a painted
background of the ruined city. In front
is a well-used guillotine, well-used on the natives. A large number of their heads are piled up
around the stage as their decapitated bodies fill the seats in the audience in
observance. An altar is also on stage,
but without the familiar red crystal on it.
All that is intact inside is the lighting system. In the Entrance Hall, all 8 of the delicate
chandeliers are still working and pristine and glowing red.
As are all 8 of the red lights at the Grand Stairway.
The stage and audience are lit by a single massive Grand
Chandelier 70’ off the ground floor. All
these lights glow red and are linked by a thin red energy line, but the Grand
Chandelier glows brightest of them all with the red crystal in the center. Very simply, the Grand Chandelier needs to be
destroyed (AC 10, 10 hp). However, it
will be impervious to damage until all of the other chandeliers are destroyed
first (AC 10, 1 hp). (If the Native
Witch Doctor is with the group, he can suggest what to do. Even the Spectres might be helpful. Or perhaps the Players can figure it out for
themselves.)
Oh, when the big one comes down, don’t be underneath it (DC
18 Ref Sv or death for anyone directly underneath) or anywhere near it (for
anyone on the ground floor area 3d6 collateral glass damage, DC 12 Ref Sv for
half damage). 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.
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