A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
1 XP for either
pointlessly destroying or helpfully befriending the Lizardmen.
This reservoir was
found during the excavation of the Opera House.
The lake has a small island with a ramshackle cabin on it. There’s even a jetty on shore with a rowboat
tied up to it. In older days, there
might have been a singing madman wearing a mask holed up there (Phantom of the Opera reference). Currently, it’s just home to a degenerate
clan of Lizardmen. These are the inbred
cousins of the residents of the river island and absolutely despise them.
The Lizardmen are
territorial, but not immediately hostile.
Their Troglodyte leader is something of a coward. If approached with some enticement, they
might speak (haltingly and ignorantly) about their relatives and their
abode. (If nobody has Tongues or Comprehend Languages spells, say Doctor Sane has them.) Treated and rewarded well (food) and
the Lizardmen can be enticed to act as guides through the sewers (avoiding the
traps), and may even show up as volunteers when the Characters make to it to
the island.
There’s a series
to stairways leading to the Opera House’s basements above, which puts
the Characters backstage. They might be
able to surprise Threadman there.
Lizardmen
(x10)
HD 2d8+2, Hp 11,
AC 15 (Natural)
Fort +1, Ref +3,
Will +0
Melee: Club +2 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6
Stealth +4 (DC 16 to hit) in water or swamp
Troglodyte
HD 2+4, Hp 20, AC
15 (Natural)
Fort +5, Ref –1,
Will +0
Melee: Club +1 to hit 1d6
Ranged: Javelin +1 to hit 1d6
Stench: DC 12
Fort Sv or sickened 1 turn, all bonuses go to 0, 30’ radius
This smell
will also attract more Lizardmen and generally drive them into a frenzy. They will be immune to fear attacks and
morale checks for the encounter. The
death or retreat of the Troglodyte will automatically cause the Lizardmen to
flee.
No comments:
Post a Comment