Friday, June 3, 2016

Dark Continent Redux: The Temple Grounds/The Sanctuary

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



The Temple Grounds
In spite of all of the stone walls and towers, the Infinite Temple is not a defensive structure.  Everything is open and unbarred, except for the Inner Temple.  The outer walls and towers of the Temple are unmanned.  Unfortunately, the Sanctuary is not.  The grounds in front of the Sanctuary are wide-open, close-cut grass.  In other words, a killing ground.

The Sanctuary
Award 2 XP for this encounter.

Bas-reliefs cover the outside of the Sanctuary walls, celebrating the long-lost Serpent Men culture.  Four open towers stand over the courtyard.  There are two open pits that were once reflecting pools, 5’ deep.  There is a very steep stairway that leads between two giant stone Serpent Men statues.  At the top of the Inner Temple stairs are heavy oak doors, reinforced with steel strips.  There’s no lock on the door, however they are Arcane Locked.  It is DC 16 Dispel Magic or a Knock Spell to open.  If the Players’ Characters cannot manage this (they’re a bunch of losers, destroy them without mercy), they could conceivably climb up the face of the temple and rappel down through one of the many open windows that let air and light into the Inner Temple.         

The two entrance side towers of the Sanctuary and the two entrance towers of the Inner Temple are manned by Serpent Men.  Each contains 1 Wizard, 1 Noble, and 2 Warriors.  (Here’s where allowing the party to have some extra fodder troops will come in handy.)  The Wizards and their guards will rain down spells and bolts on anyone in the open.  The dry pools could provide some cover.  The Wizards will be targeting the Characters and any other colonists.  Their guards will be firing at any supporting troops.  (I’d suggest having the guards in each tower focus their fire on one target at a time.)  They will be attempting to keep the party out of the Inner Temple.  If the Characters get inside, they will pursue. 

The towers are essentially open, so the Serpent Men aren’t getting any cover.  Also, their Wizards will be limited to their Medium Range spells from the towers, which have a higher DC (though the Characters will also have that issue firing from the ground).  While the Characters will be out in the open, it’s not inconceivable that with a distraction, someone stealthy could flank them or climb up a tower and surprise them (not to mention, searching around the outer walls and attacking from them from the rear).  The Wizards will attempt to run to the Inner Temple if they’re out of spells from too many bad rolls or if confronted with melee combat.  Their guards will cover their escape.

Serpent Man Wizard (x4)
HD 10 (d8), Hp 20 (physically weak), AC 18 (Natural)
Fort +3, Ref +7, Will +7
Melee: Will not engage in melee
Ranged: None, only uses spells

Spells: Spellcheck +8, Save Against DC 17, allowed 3 Failures in turn/encounter.  Listed spells are just their typical combat spells.

1st LEVEL WIZARD SPELLS (DC 13 to Cast)
Magic Missile: 12 impact damage + Knocked down, Ref Sv all damage, S

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.

3rd LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 14 damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Lightning Bolt: 14 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Ice Blast: Hail deals 16 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.

6th LEVEL WIZARD SPELLS (DC 18 to cast)
Chain Lightning: 18 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 12 damage + Stun 1 rd.  Ref Sv ½ damage, M

Serpent Man Warrior (x8)
HD 2, Hp 11, AC 16 (Natural)
Fort +3, Ref +4, Will +4
Melee: Spear +4 to hit 1d8+3
Ranged: Light Crossbow +3 to hit 1d8, M

Serpent Man Noble (x4)
HD 4, Hp 22, AC 16 (Natural)
Fort +4, Ref +5, Will +5
Melee: Long Sword +6 to hit 1d8+3
Ranged: Light Crossbow +5 to hit 1d8, M

No comments:

Post a Comment