Thursday, May 12, 2016

Dark Continent Redux: The Well of Heroes

Dark Continent Redux
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. 

As they start following the trail, they’re going to get sniped at by a native warrior.  He’ll move after each attack and run further down the trail.  Eventually, the Characters should catch him.  He’ll surrender when hit.  He’s missing his front teeth and has a painted white dot on his forehead.  The group will likely ask him what happened to their guides.  The native will say in pidgin Common, “They be taken to Kurtz’s home,” he’ll point due south.  “Toothless,” the native, will offer no other information, but will offer to lead them to their guides.      

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