Monday, May 30, 2016

Dark Continent Redux: The Opera House Part 2

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)



The Opera House Part 2


No, it’s not going to be that easy, for the Players or the Ref.  Here’s where you all get to work on your improvisation skills.  Dead bodies aren’t the only patrons of the arts here.  There are 12 Spectres haunting the building.  (There could be more or less, depending on your tolerances.)  They were here at the end for Hemisphere and haven’t moved on to the afterlife.  The appearance of the Characters will draw them out for some interaction. 

They aren’t exactly “friendly” as they are annoying.  If the Characters ignore or irritate the Spectres, they will surely attack.  If they play along, the Spectres will eventually become bored of the Characters’ company and leave them alone, or perhaps become fast friends with them.  (A good place to hand out some 1 XP role-playing awards.)  The Players’ job will be to avoid fighting.  The Ref’s job will be to provoke the Players into combat.  (You’ll know you’re playing this out correctly if the Players say in exasperation, “Screw this!  I draw my sword!”) 

I’d hate to limit your creativity, but here’s some example Spectres.  Use what you want, as there’s more than 12 listed here.         

William the Usher (Entrance): Will want to see the Characters’ tickets and insist on escorting them to their seats.  If the Characters exit the auditorium and attempt to re-enter, he’ll tell they’re not allowed to go back in, unless they’ve had their hand stamped.  (This does not happen at real Opera Houses.)

Leslie in Concessions (Entrance): Will insist on selling the Characters popcorn, soda, and Good & Plenty boxes.  (This does not happen at real Opera Houses.)


The Marx Brothers (Grand Stairway): Groucho will sarcastically and cruelly comment on the Characters.  Chico will attempt to fast-talk them into buying scalped tickets and Opera memorabilia.  Harpo, the quiet one, will be honking a horn and attempting to pick the Characters’ pockets.





Mrs. Claypool (Grand Stairway): This overweight aristocrat woman will probably be being pestered by the Marx Brothers, but she’ll also insist on telling the Characters about the latest in scandalous society news.







Max the Director (Stage): Of course, he’s a tyrant and a petty dictator.  He’ll be shouting at the Characters, telling them what to do and how to do it.









Statler & Waldorf the season ticket holders (Private Box): Yes, right next to the stage where everyone can hear them, are these two notorious hecklers.  I’m sure the Characters will give them plenty of material.  Somehow, they’ll even know about all their past failures and bloopers.  [Remember, only go after the Characters, not the actual Players themselves.  As much abuse as you should be heaping on them in this encounter, don’t make it personal.]

Biff and Buffy the bored opera fans (Common Seats): Drool, very drool.  Quite sure that the production the Characters are about to be involved in will be a disaster.  Their performance in their last adventure was much better, even though that was also dreadful.

Leopold the Conductor (Orchestra Pit): This madman will hysterically be giving silent instructions to the Characters with his baton, expecting to be obeyed.









Anna the Diva (Stage): Well, at least a good-looking, talented Spectre.  Anna will start singing to the Characters, praising them and their prowess and declaring her endless love for them.  She’ll expect them to return the favor in praise and song.



Pavarotti the Baritone (Stage): His booming voice will command everyone’s attention.  He will make threatening, yet beautiful, song at the Characters.  After a prelude, he’ll want to mock duel with them.  If engaged, he’ll take a mortal blow immediately and begin his death song.  If not acted with, he’ll attack for real. 


Scott the Supporting Cast Member (Stage): Neglected and forgotten amongst the stars of the show, Scott will insist on rehearsing a scene with the Characters in a needy, jealous manner.  He’s really sure that he’s just as good as the stars are, he just needs some more practice. 

The Extras (Backstage): These human props, living scenery, are waiting for their cue to rush on stage to make the stars look good by comparison.  They are filled with gossip about the other actors and the director and anyone else involved in the production. 

Raye the Set Designer (Backstage): Iconoclastic and cutting edge, Raye is a visionary (as she’ll tell you) and paints pictures before the audience using the performers as her medium.  In the meantime, she’s got some painting and set building that needs to be done, by the Characters.  She’ll give them plenty of over-the-shoulder instruction.

Ben the Custodian (Backstage): Somebody has to clean up the mess.  He’ll start to tell you all of his troubles, personal, financial, and medical, whether you want to hear it or not. 

Spectre (x12 ?)
HD 7 (d12), Hp 45, AC 15 (Can be hit by normal weapons)
Fort +2, Ref +5, Will +7
Melee: Energy Drain Touch +6 melee 1d8 + DC 12 Will Sv or lose 1d4 Negative Hp
Incorporeal: When not attacking, Spectres may pass through walls and doors.  They do not disappear and cannot fly.
Sunlight Powerlessness: Spectres are powerless in natural sunlight, including Daylight spells and Divine Light.  They will seek to flee from it.  

[Spectres are an odd case of undead.  They are the spirits of those killed who have refused to surrender their existence in the mortal world.  They are undead who manifest by their sheer will to continue living beyond death.  Normally, this involves death in a mystical place under tragic circumstances.  Unlike similar undead, such as Ghosts, Spectres actually have a physical form with which they interact with the real world, though it takes a concentrated effort for them to do so.  Their motivations and what will cause them to take their final rest are all completely individual.]

Meanwhile, here are the poor beleaguered, pestered Characters, just trying to figure out how to end this encounter.  This would be a terrible time for a sneak attack (especially given that the Characters will be heckled the whole time).  Threadman and Shadow Controller of the Demon Host are here and watching the group from the shadows.  They know they’re overmatched in a straight-up fight, so they’re going for assassination. 

Two specific events will trigger their attack.  One, getting up on stage.  SC will start sniping at the Characters from the Boxes, while Threadman will be backstage.  He’ll be activating Trapdoors (DC 12 Ref Sv or 2d6 damage) and dropping Sandbags (DC 12 Ref Sv or 2d6 damage) on every Character on stage, one at a time.  Two, when the party figures out that they need to destroy the smaller chandeliers before they can destroy the big one.  Once again, the Demon Hosts will be sniping, harassing, and trying to move and hide before the Characters can get to them.  If it’s down to the Grand Chandelier, they’ll both make a frontal assault to try and stop them.            

Threadman
HD 5 (d6), Hp 30, AC 14, Enhanced Init +4
Fort +4, Ref +5, Will +1
Melee: Electro-Whip +5 to hit 1d6 + Stun 1 rd
Ranged: Electro-Thread +9 to hit thread wraps itself around opponent 2d6 + Stun 1 rd.  Medium range (If from Surprise, the thread will be unnoticed and the attack can be delayed.)  If the thread is not immediately cut, Threadman will jump to higher ground and the next rd, will attempt to hang and choke the victim, DC 18 Fort Sv or pass out 1 turn.     
Stealth: +7 (DC 19 to Detect)
Description: Unarmed man in loose fitting clothing.  He’ll try to keep to the edge of combat and hit people from Surprise.

Shadow Controller
HD 5 (d8), Hp 40, AC 14, Enhanced Init +4
Fort +4, Ref +5, Will +1
Melee: Poisoned Dagger +5 to hit 1d4 + DC 12 Will Sv or victim is mind-controlled.  Victim is controlled until they make the save or until after the encounter is over.  SC may control 1 person at a time. (4 Poison doses)
Ranged: Light Crossbow +9 to hit 1d8 + Poison DC 12 Will Sv or victim is mind-controlled.  Victim is controlled they make the save or until after the encounter is over. M range.  SC may control 1 person at a time.  (20 Poisoned Darts)
Stealth: +7 (DC 19 to Detect)
Special Defense: SC can jump into a shadow on his turn and reappear in any other shadow the next turn (usually behind his attackers).  SC can also create 2d4 illusion duplicates of himself once per encounter.
Description: A creepy-looking hooded man.

[Oh, Lord.  This is the dangerous encounter I’ve ever written, for everyone involved.  Please forgive me.]

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