A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Well of Heroes
Award 1 XP if the Characters are able to upgrade themselves
here. Award 2 XP if they get through all
four encounters within the time limit.
Underneath that capstone are stairs leading down to an old
crypt, a burial ground of heroes and kings.
It pre-dates the Boneyard and adds to the powerful enchantment of the
place (and isn’t filled with native bodies either). It is terribly haunted, of course, with various
sorts of powerful corporeal and incorporeal undead who react badly to being
disturbed. The only motivation the
Characters have for entering this dark, dangerous hole is the possibility of
goodies. However, they’ve got a time
limit. “Smash, grab, and run” should the
characters’ tactics.
The entities entombed here were buried with their worldly
possessions, namely magic weapons, armor, and items. The creatures here do not work together and
will not pursue beyond their burial areas.
This underground complex is much more extensive than mapped. Perhaps way more. [Sure, go ahead and insert a dungeon
here. Whatever.] There may be other entrances to it outside of
the valley. But remember that time limit
and make sure the Players do too.
I’m sure this suggestion is going to cause problems, but I’d
say make it two hours real time. Look at
the clock and say, “You have two hours, starting now.” (Well, let the Players go to the bathroom and
snack first, then start the clock.) There’s
no subtly (or any originality) to these encounters, so they can be fairly
efficiently grave-robbed, but not if they’re resting in between each encounter. (If there’s a rest or other time delay, just
knock that time off of their deadline.
Don’t make them sit there and twiddle their thumbs to run time off the
clock.) As long as they’re out of the
tomb within the time limit, they will only see the dragon coming back. If it’s close, perhaps he chases them out of
the valley.
The crypt alcoves have a plaque outside them. They are written in an unknown language that
isn’t native (Ancient?). However, the
letters will magically rearrange themselves to allow the sign to be read anyway. (Talk about vain.)
1) Here lie the Wizard Twins, Alfonso and Betismo. There are twin sarcophagi with heavy lids on
them that will require two people to move.
The Necklace and Wand are in one, the 4 scrolls are in the other. As soon as they are touched, 2 Wraiths attack.
Wraith (x2)
HD 5 (d12), Hp 32, AC 13* (Natural, Magic to hit)
Fort +1, Ref +4, Will +6
Melee: Incorporeal
Touch +6 to hit 1d4 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight
Description:
Flashing supernatural energy forces.
Treasure: Necklace Talisman +1 to
Spellcheck when worn, 4 Spell Scrolls (Fireball, Chain Lightning,
Cloudkill, Cone of Cold, Scrolls are single use spells. A Wizard adds +10 to their Spellcheck, but
still must roll for it.), Wand of Magic Missiles (10 Charges) 4 +
Spellcheck impact damage + Knocked down. (Ref Sv all damage) Short range.
2) King and Queen Morris, Defenders of the weak. There are two slots in the wall where their
bodies are interred. There’s a metal
plate in front of each slot. The screws
holding the plate in can be unscrewed (five minutes each, using a dagger or
something similar) or opened immediately with a Knock spell. A Wight
will crawl out of each.
Wight (x2)
HD 4 (d12),
Hp 26, AC 15* (Natural, Magic or Silver to hit)
Fort
+1, Ref +2, Will +5
Melee: Slam +3 to hit 1d4+1 + Energy Drain
DC 12 Will Sv or lose 1d4 Negative Hp
Description:
Corporeal undead. Pale, loping barely
human creatures.
Treasure: Putting down these two creatures
enchants everyone’s armor +1 and makes it magical (if it wasn’t already). There are 4 full Healing Potions in
each of their crypts (8 total).
3) Mighty Clarence, Paladin and Defender of the Faith. A body lays under a sheet upon an altar. A Spectre
rises immediately out of the body as soon as they crypt is entered. The body will still be lying there under the
sheet. The body is handsome and
perfectly preserved and holding large sword.
Any Paladin in the group will feel the magic of the sword, as soon as
they enter the room.
Spectre
HD 7 (d12),
Hp 45, AC 15* (Natural, Magic to hit)
Fort
+2, Ref +5, Will +7
Melee: Incorporeal
Touch +6 to hit 1d8 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight
Stealth +8 in
dark conditions (DC 20 to detect)
Vulnerable: Strong light, stuns 1 rd
Description:
Human-like, translucent spirit.
Treasure: +5 Holy Avenger (1d10
Bastard Sword, +3 for non-Paladin). After
someone picks up the sword, everyone else’s weapons receive a +1
enchantment and become magical (if they weren’t already).
4) The Brothers Karamoff, Master Thieves. There are 4 coffins inside. Touching them causes 4 Shadows to attack. Each
coffin contains a skeleton and a magic item.
Shadow (x4)
HD 3 (d12), Hp 19, AC 13* (Natural, Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch
+3 to hit Stun 1 rd + Energy Drain DC 12 Fort
Sv (different type of Save) or lose 1d4 Negative Hp
Flight
Stealth +8 in
dark conditions (DC 20 to detect)
Vulnerable:
Strong light, disperse for 1 rd
Description: Supernatural shadow spirit.
Treasure: +2 Thieves Tools, +4 Stealth Cloak, Dust of
Invisibility (1 turn, can attack while invisible), Luck Ring (can
re-roll any failed roll, once per combat encounter)
5) If the Characters get through all of these encounters and
still have time left (or are exceptionally greedy), the next chamber they could
enter contains 8 Wights who rise and
attack as soon as the party enters.
There’s no treasure inside and the Wights will pursue until the
Characters get back up the stairs. (Any
further encounters in the tomb will have to keep for another adventure.)
6) Exit Sign. If the Characters totally blow the time limit,
the capstone will be sealed above them. Have
this sign come on and be visible. A long
tunnel takes them out of the valley and exits out of a cave. If you want to make it harder than that (like
having Wights chasing them out), it’s up to you. They’re about to have worse problems anyway.
Outside the Valley
Seeker and Doctor Sane are not at the camp when the
Characters return. There are signs of
struggle. There’s a fairly obvious blood
and debris trail (DC 12 Tracking). This
should cause the Players some bad moments.
Their Characters are lost in the middle of a hostile jungle and their
guides have been kidnapped.
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