Tuesday, May 31, 2016

Dark Continent Redux: The Prison

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




The Prison
2 XP for destroying the red crystal here. 


[Here’s the original layout image.]


Essentially the BastilleEntry is made via a drawbridge.  The building is made up of eight close-packed towers, around 24 m (80 ft) high.  Six of the towers form the outer courtyard and are filled with prison cells.  The other two towers have a separate drawbridge and courtyard and are there for the jailers and the armory.  Beneath the inner courtyard is the dungeon, which features the worst conditions in the prison, filled with slimes and oozes.

The good news is that currently the prison is almost devoid of inhabitants.  The infamous dungeon has collapsed into the giant cesspool beneath the prison.  The bad news is that a collection of disgusting slime-based creatures now rule the structure.  A darkened force field covers the top of the castle, preventing flying in or scaling over the walls (and to protect the sunlight-averse creatures inhabiting the prison).  The drawbridge is invitingly open. 

Unfortunately guarding the drawbridge are the prison’s only sentient occupants.  Tarpit and Mucus of the Demon Host will fling their special bodily fluids down on the group as they pass between them.  The interior of the towers are ruined and blocked up.  Only the interior parapets between the towers are passable.  If members of the party manage to climb, fly up to them, or effectively attack them at range, they will disengage and move to another tower to continue their attack at an inopportune moment for the Characters.  In any case, they’ll stick to the towers or the offices.

Mucus
HD 5 (d8), Hp 40, AC 10* (*See Below)
Fort +8, Ref +1, Will +1
Melee: Acid Slime Punch +9 to hit 2d6 + -1 AC to worn non-magical armor.
Ranged: Fling Mucus +5 to hit 2d6 + DC 12 Fort Sv or sickened 2 rds, M.
Special Defense: Any non-magical melee weapon scoring damage on a hit is covered in acid and will break on its next hit.
Special Weakness: If Mucus takes 10 or more points of damage from one attack, he collapses into a slimy puddle.  He’ll reform in 2 rds.  If other materials, such as sand, water, oil, etc. are mixed into the puddle, he’ll be permanently disrupted.

Tarpit
HD 5 (d8), Hp 40, AC 10 (See Below), Slow-Last in Init
Fort +4, Ref +1, Will +1
Melee: Sticky Slam +5 to hit 2d6 + DC 12 Str check or stuck to ground (can still attack those in reach and defend).  Requires another Str check or help to get loose. 
Ranged: Fling Hot Tar +5 to hit 2d6, M
Special Defense: Sticky Body-On any melee hit on Tarpit, the weapon will stick to him.  It is a DC 12 Str check to pull it out.
Special Weakness: Every other rd, Tarpit must stop attacking and shake his internal furnace.  If his fire goes out, he solidifies.  If the furnace hit on a Called Shot and 10 points of damage is taken, he’ll explode in 2 rds for 3d6 damage to everyone in S range, covering everything in hot tar.
Description: A slow, waddling, pot-bellied tar-covered man.  His belly glows with an internal fire.

The Outer Courtyard is covered by a blanket of Yellow Mold.  The Characters will have to make their own path or go around it.  The buildings in the courtyard are completely ruined. 

Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 12 Fort Save or take 1d6 damage.  Those failing will need to make a DC 18 Fort Save next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight renders it dormant. 

The three-story Office structure can be reached via a precarious set of stone stairs in the Outer Courtyard.  The security door at the top has been broken down.  Just inside the darkened entrance is a large hole in the floor and a steep drop to the bottom (DC 12 Ref Sv or fall 3d6 dam + Stun 1 rd).  The offices are all ruined and on a very shaky foundation.  The internal stairs have crumbled away, so access to the lower floors will require a rope and climbing.  The roof is missing, allowing the Demon Host (and the Characters) to gain easy overhead access.  Any combat on the second or third floors will potentially collapse the floor beneath the combatants.  Roll 1d10 each rd, on a 1, it collapses.  (DC 18 Ref Sv or 3d6/3rd floor or 2d6/2nd floor damage + Stun 1 rd).  The top floors at least give a good look at the contents of the Inner Courtyard.

The bottom floor is a slimy, wet mess.  An Ochre Jelly hangs from the ceiling, looking to drop on the unwary.  Meanwhile, a Gray Ooze will attack from the floor.  A black puddle surrounds the open exit door to the Inner Courtyard.  Of course, it’s actually a Black Pudding awaiting someone dumb enough to step in it.        

Ochre Jelly
HD 6 (d10), Hp 40, AC 10* (magic weapons strike as normal, slashing weapons do no damage, but split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3, Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or grappled -1 to worn non-magical Armor (1d6 acid damage if not wearing armor), next rd, automatic acid damage, until scraped off (1d4 damage to victim from scraping) 
Stealth +5 (Camouflage) Hanging from ceiling
Bane: Will retreat from fire and magic attacks

Gray Ooze
HD 3 (d10), Hp 15, AC 10* (magic weapons strike as normal, wooden weapons dissolve on contact, metal weapons break on a 1 in 4 upon contact)
Fort +6, Ref –4, Will –4
Melee: Slam +3 to hit 1d6+1 + DC 12 Ref Sv or -1 to worn non-magical Armor (1d6 acid damage if not wearing armor)
Stealth: +5 Camouflage among stones
Bane: Will retreat from fire and magic attacks

Black Pudding
HD 10 (d10), Hp 50, AC 10* (magic weapons strike as normal, any other type of weapon dissolves or breaks on contact)
Fort +9, Ref –2, Will –2
Melee: Slam +8 to hit 2d6+4 + DC 18 Ref Sv or -1 to worn non-magical Armor (2d6 acid damage if not wearing armor)
Ranged: Acid Spit +8 to hit 2d6 + DC 18 Ref Sv or -1 to worn non-magical Armor, S
Stealth +5 in darkness
Bane: Will retreat from fire and magic attacks

The Inner Courtyard is a pool of Green Slime in which the skeletons of a multitude of bodies can be seen floating.  The altar stands in the center of the pool with the glowing red crystal in it.  Basically invisible to distant observation, the altar platform is encased within a Gelatinous Cube.  The Cube will need to be dealt with before the altar crystal can be destroyed.  (Shooting at the crystal, after the Cube is killed, would be an AC 12 target shooting, assuming the shooter isn’t in combat.)

Taking the red crystal off the altar (which shatters it), or just smashing it, will cause a blinding flash.  The force field overhead will disappear.  Assuming its daytime, the sunlight will promptly destroy the Green Slime and Yellow Mold of the prison.  Outside, the river island will be vaguely visible (though not enterable).  If this is the final altar, the island will be completely visible and can be entered.     

Green Slime
A flesh-eating slime.  It automatically dissolves wood and organic items touching it in 2 rds.  Non-magical metal items are corroded on 3 rds.  In either case, it must be scraped or washed off immediately to avoid ruining the item.  On exposed flesh, it does 1d6 damage each rd until scraped or washed off.  Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. It does not harm stone.

Gelatinous Cube
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).
Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will retreat from fire and magic attacks

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.]

Friday, May 27, 2016

Dark Continent Redux: The Opera House Part 1

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



                            


The Opera House
2 XP for destroying the red crystal here. 



From Wikipedia: “In 1896, one of the counter-weights for the grand chandelier fell, killing one. This, as well as the underground lake, cellars and other elements of the Paris Opera House, inspired Gaston Leroux in 1909 to write his classic Gothic novel, The Phantom of the Opera.”  This is a titanic building with five levels of balcony seating, 200 dressing rooms, instrument closets, trapdoors, hidden staircases, secret passages, cellars for food and barrels of wine, as well as the scenery, props, and wardrobe. Frankly, this building alone is worthy of its own adventure setting.  (Dungeon Magazine#39 has a pretty good representation of a large theater.  9 Megs.)

If you can believe it, this is mostly a social encounter.  If they play along, the Characters will only have two foes to beat in the Opera House.  Failing that, it’s going to be a long night at the Opera. 

This massive structure is surprisingly intact on the outside.  The windows all glow with a red light from within.  The entrance doors are in place, but unlocked.  Inside, the place is in complete shambles.  It saw disaster within well before the coming of Kurtz, and the audience that night was overtaken by it. 


Virtually everything is ruined or destroyed inside, except for one particular class of item (described below).  The auditorium itself is a truly macabre spectacle.  The stage features a painted background of the ruined city.  In front is a well-used guillotine, well-used on the natives.  A large number of their heads are piled up around the stage as their decapitated bodies fill the seats in the audience in observance.  An altar is also on stage, but without the familiar red crystal on it.        


All that is intact inside is the lighting system.  In the Entrance Hall, all 8 of the delicate chandeliers are still working and pristine and glowing red.

As are all 8 of the red lights at the Grand Stairway. 
  
The stage and audience are lit by a single massive Grand Chandelier 70’ off the ground floor.  All these lights glow red and are linked by a thin red energy line, but the Grand Chandelier glows brightest of them all with the red crystal in the center.  Very simply, the Grand Chandelier needs to be destroyed (AC 10, 10 hp).  However, it will be impervious to damage until all of the other chandeliers are destroyed first (AC 10, 1 hp).  (If the Native Witch Doctor is with the group, he can suggest what to do.  Even the Spectres might be helpful.  Or perhaps the Players can figure it out for themselves.)

Oh, when the big one comes down, don’t be underneath it (DC 18 Ref Sv or death for anyone directly underneath) or anywhere near it (for anyone on the ground floor area 3d6 collateral glass damage, DC 12 Ref Sv for half damage).  Outside, the river island will be vaguely visible (though not enterable).  If this is the final altar, the island will be completely visible and can be entered. 

Opera House Part 2

Thursday, May 26, 2016

Dark Continent Redux: The Museum

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





The Museum
2 XP for destroying the red crystal here. 


Reference the Louvre.  The building has three wings with a pyramid structure in its inner courtyard.  While the building is ancient (Ancient?) and a devastated shell, the pyramid is of clearly more modern make.  It is a metallic skeleton, paneled in what appear to be glass plates.  Inside, an ever-burning sacrificial pit filled bodies is visible.  An altar with a bright, glowing red crystal on the dais stands over the pit.  The interior of the pyramid is impenetrable (yes, even burrowing underneath it or going ethereal, astral, or phasing).  Kurtz took advantage of some these Ancient structures’ inherent magical properties to create force fields of amazing strength.  There is a door with a keyhole at ground-level, however.  Again, nothing will open it though.      

Inside the building (hopefully are Players aren’t so discouraged as to not investigate it, perhaps a glimpse of a Demon Host inside is in order), different sections of the museum were dedicated to different foreign cultures and antiquities.  Of course, anything valuable that could easily be hauled away, has been (Sorry, no Mona Lisa).  What’s left was too heavy to move or has rotted away.  It is a rather empty, desolate place.


There is one chamber that is strangely intact and clean, except for a layer of sand on the floor.  There are a multitude of statues surrounding the chamber.  They are in state ruin, except for one, a man-sized Greek-like hero next to a painting.  Very curious is this completely intact painting, being out of place, as this is obviously a hall of statues.  A pile of dinosaur bones lay in the corner, seemingly misplaced from the natural history part of the museum. 

Upon closer inspection, the painting shows the museum and the pyramid, with the sacrificial pit and the altar.  (A perhaps minor clue that it’s of recent vintage.)  A blurry man stands before the pyramid, holding out a key.  (If somebody does something indelicate here to the painting, it instantly repairs itself.)  There is an inscription beneath the painting, which reads, in Common, “Speak the name of the Master and enter.”  The name is, of course, Kurtz.  This instantly transports the speaker into the painting.  (Jdh417 groans.  Oh, I’m sure these logic puzzles aren’t going to cause any consternation for the Ref and the Players.  If one of the Players even says “Kurtz” in passing away from the gaming table, let them in immediately.)

Inside the painting is the Demon Host, Speed, who will fight to the death before giving up the key.  Getting the key will transport the Character back into the hall.  Complicating matters, it’s more than likely that only one Character says the name.  Those outside are immediately beset upon by the painting’s other guardians.  The statue animates, as it is a Golem.  The dinosaur bones reassemble in the Skeleton Raptor.  The sand beneath the Character’s feet transforms in the Demon Host, Sand.  (If they all say the entry word together, the guardians activate upon exit.) 

The key opens the door in the pyramid.  Taking the red crystal off the altar (which shatters it), or just smashing it, will cause a blinding flash.  (If a Native Witch Doctor is with the group and they’re stuck, have him suggest it.)  The fire will go out in the pit.  Outside, the river island will be vaguely visible (though not enterable).  If this is the final altar, the island will be completely visible and can be entered.      

Minor Stone Golem
HD 7 (d10), Hp 40, AC 20* (Natural, Magic to hit)
Fort +4, Ref +3, Will +4
Vulnerability: Unlike normal Golems, these have no inherent immunity to Magic.  A Transmute Rock to Mud spell will permanently destroy these Golems.
Melee: Slam +10 to hit 1d10+3

Raptor Skeleton
HD 8 (d12), Hp 25, AC 18 (Natural)
Fort +4, Ref +7, Will +8
Melee: Talons x 2 +9 to hit 2d8+5 and bite +4 to hit 2d6+2

Sand (Demon Host)
HD 5 (d8), Hp 40, AC 18* (None, Magic to hit)
Fort +8, Ref +1, Will +1
Melee: Punch +8 to hit 1d6+4
Ranged: Sandblast +8 to hit 2d6 + DC 12 Fort Sv or blinded 2 rds, S
Special Defense: Sand is composed of sand, so his form is easily changed into virtually anything.  Anywhere there’s a hole or gap, Sand can fit through it.  He’s also immune to any normal damage. 
Special Weakness: It’s unlikely the Characters are going to have access to concrete and a mixer, the tradition bane of creatures such as this, but anything that could potentially gum or bond Sand together will make him AC 10, vulnerable to normal damage, and freeze his form. 
Description: A blurry sandman.

Speed (Demon Host)
HD 5 (d6), Hp 20, AC 18 (None), Enhanced Init +4
Fort +1, Ref +5, Will +1
Melee: 2 x Crystal dagger +5 to hit 1d6
Ranged: 2 x Crystal shard +9 to hit 1d6, S
Special Defense: Speed runs at super speed into melee combat and retreats to S range after each attack.  So he either can’t be attacked with melee weapons, or has to be confined somehow.
Special Weakness: A successful sonic or sound attack will cause him to shatter.        
Description: A blurry, crystalline man.

Wednesday, May 25, 2016

Dark Continent Redux: Abandoned Catacombs

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




Abandoned Catacombs
1 XP for getting through this area.

This area was once an ossuary (all the block areas in the chamber) and later an impromptu graveyard (pit) under the Cathedral.  Approaching any of the bone piles will result in an attack, though the bones are immobile and Characters can simply run through them.  A few improperly disposed of corpses (Skeletons and Zombies) are also wandering around to attack the living.  A small Ghoul pack lays dormant in the pit area, who will animate should anyone pass near.

There’s a shaky stairway up to the basilica in the ***Cathedral***.  Coming this way will allow the Characters to survey the scene and get in 1 rd of attacks before the bell starts ringing.

Pile of Bones (x4)
HD 4, Hp 24, AC 15 (Natural)
Fort +3, Ref +1, Will +1
Melee: 3 attacks/rd +3 to hit, 1d6, if all 3 attacks hit the same opponent, they are grabbed and held, DC 12 Str or Escape Artist check to get loose.  Destroying the pile will also release the victim.

Skeleton (x6)
HD 1, Hp 4, AC 12 (Natural)      
Fort +2, Ref +0, Will +0                     
Melee: Claw +1 to hit 1d6

Zombie (x4)
HD 2, Hp 8, AC 11 (Natural) Will always strike last in rd
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                    
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd

Ghoul (x4)
HD 2 (d12), Hp 13, AC 14 (Natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn

Tuesday, May 24, 2016

Dark Continent Redux: The Sewage Pit

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



The Sewage Pit
1 XP for getting through this encounter.

Under the Prison is a particularly vile cesspool.  Everyone entering this area must make a DC 12 Fort Sv or be sickened for 1 turn (all abilities and skills go to 0 bonus).  This is also the best place for mushrooms in the sewers, which attracts scavengers.  The bones and bodies of unlucky gatherers are scattered around them. 

There is a predatory brood of Giant Spiders in residence here.  Unlike what you’d expect, the webbed nest of the spiders isn’t visible at eye level, but rather 10’ above the ground.  The spiders work in concert with the Shrieker mushroom by the entrance, which deafens prospective mushroom pickers, allowing the spiders to drop in on victims.  There is also a Violet Fungus mushroom by the spiral staircase which can knock out the unwary.  Giant Centipedes come out whenever bodies hit the ground.  The webs above are flammable, which would cause the insects to scatter.

A spiral stairway leads directly to the bottom floor of the Prison offices.  It’s full of various oozes, but the Characters will avoid the Demon Host guards for at least 1 turn.

Shrieker (Giant Mushroom)
HD 2+6, Hp 15, AC 13 (Natural)
Fort +6, Ref –1, Will +0
Melee: None
Ranged: High pitched shriek goes off if approached within 5’, DC 12 Fort Sv or stunned for 2 rds.  Will also attract any monsters in the area.  

Giant Spider (x6)
HD 2, Hp 8, AC 14 (natural)
Fort +4, Ref +3, Will +0
Melee: Bite +4 to hit 1d6 + Poison DC 12 Fort Sv or sickened 1 turn (all bonuses and skills go to 0), a victim failing the first saving throw, bit again, and failing a second saving throw is reduced to 0 hp and rendered unconscious.
Stealth +4 (DC 16 to Detect)

Violet Fungus (Giant Mushroom)
HD 2+6, Hp 15, AC 13 (Natural)
Fort +6, Ref –1, Will +0
Melee: 4 attacks/rd Tentacles +3 to hit 1d6+2 + Poison Spore Cloud DC 12 Fort Sv or Die.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

Giant Centipede (x6)
HD 1, Hp 2, AC 14 (Natural)
Fort +1, Ref +0, Will +0
Melee: Bite +1 to hit, 1d6 + Poison DC 12 Fort Sv or Sick 1 turn (all bonuses 0)

Monday, May 23, 2016

Dark Continent Redux: Underground Lake

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016

(This link will take you to the Fantasy Core Playtest Rules.)



Underground Lake
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. 

Friday, May 20, 2016

Dark Continent Redux: Abandoned Quarry

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



Abandoned Quarry
1 XP for getting through this area.

The underworld was peppered with limestone quarries, which were eventually abandoned.  These became dangerous sinkholes as the city on top grew over them.  This quarry is underneath the Museum.  Fire Beetles, bred by the miners, roam free about the area.  A degenerate tribe of Grimlocks also live here, humans driven underground generations ago by the Thunderbird.  They are fiercely territorial.  

There are a series of tunnels that the Characters can crawl up to end up just outside the Museum.  Unfortunately, there’s little advantage to this.

Grimlock
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (DC 17 to Detect)
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Giant Fire Beetle
HD 1 (d8), Hp 4, AC 16 (Natural)
Fort +2, Ref +0, Will +0
Melee: Bite +1 to hit 2d4
Luminous Gland: Produces a 10’ radius glow for 1d6 days after removal.

Thursday, May 19, 2016

Dark Continent Redux: The Sewers

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



The Sewers


"Sire," said the Minister of the Interior to Napoleon, "yesterday I saw the most intrepid man in your Empire."
"What man is that?" said the Emperor brusquely, "and what has he done?"
"He wants to do something, Sire."
"What is it?"
"To visit the sewers of Paris."

Find Les Miserables by Victor Hugo online and start reading at Volume V/Book 2. The Intestine of the Leviathan/Chapter I, The Land Impoverished by the Sea.  From there and into Book 3, you’ll find out everything you ever wanted to know about the sewers of Paris.  I cower in embarrassment at my own feeble attempts to put this into an RPG adventure.  This should be a separate adventure unto itself.  For here and now, it’s a dangerous alternate way around the city, but not as bad as fighting the Thunderbird.  There’s even an off possibility of gaining unlikely allies.

[I admit my map sucks, but is functional for the adventure.  I know the sewer map distance and the city map aren’t going to match up well, which is why there isn’t a scale on them.   I’m not a cartographer.  Here’s a couple of views of the actual sewers of Paris to make it up to you.]
 

As mentioned earlier, there’s a crater in the street just inside the city, which allows easy access to the underworld.  Otherwise, there should be several other less conspicuous opportunities to gain entrance.  The sewer even has direct connections to the other major areas, allowing for some surprise entries by the Characters. 

All the lines follow the streets above.  There are signs at the intersections.  The sewers are navigable by rafts and small boats, which are found in various states throughout the underground.  Tributaries feed into to the large trunk sewer line, the Grand Sewer (the Main Trunk Line), which has walkways on either side.  The trunk feeds into an enormous shaft 280 ft deep and into the river.  Different sections of the sewer come from different ages and can vary remarkably in appearance.  There are markings and even warnings everywhere from other expeditions.  Lost treasures, jewels, and even a crown can be found here.  Disturbing skeletons of animals, perhaps escaped from the zoo or elsewhere, also litter the sewers.

This isn’t a pleasant place, even beyond the garbage.  There are explosive methane gas pockets, sinkholes, quicksand, mudslides, and flash floods of mud and garbage that can actually burst the tunnels.  Massive fungus and mushroom growths populate the underground.  Some of them are hazardous.  The garbage heaps by the drains are filled with swarms of rats, giant rats, and even giant cockroaches.  Crocodiles patrol the waterways.  Giant spiders have spun traps down some of the tunnels.  And be careful, the main sewer river outlet is a nesting ground for the river creature.

The Grand Sewer
Award 1 XP navigating the length of the sewer.

The Main Trunk Line is an artificial river.  While there are walkways on either side of it, they are long ruined in places, forcing more difficult passage.  A small rowboat will be found just inside, if the party wants to chance it.  There are multiple threats to travelers in this tunnel.  There are Crocodiles, who have come in from the river, hungry hoards of Giant Rats, nasty swarms of insects, and various environmental perils (traps), which can attract these predators when they go off.  [The “traps” are marked on the map.  You can use the “wandering monsters” in the sewers as you will.]

Methane Gas Pocket: There is a bad smell before entering this area.  If approached bearing fire, it will explode.  2d6 dam to all in 10’ radius, DC 18 Ref Sv for ½ damage. 
Quicksand: This area is a sandy soup-like pool stretching across the intersection.  DC 12 Ref Sv to avoid stepping in, otherwise victim will sink in within 3 rds unless dragged out. 
Sinkhole: The ground here looks particularly rough.  DC 12 Ref Sv to avoid or fall 10’ for 2d6 dam + DC 12 Fort Sv or Knocked Out 1 turn
Mudslide/Flash Flood: Rain and flooding on the surface works its way down here.  A low rumble will proceed an outburst.  DC 18 Fort Sv or swept into canal with 2d6 damage + DC 12 Fort Sv or Knocked Out 1 turn.  Victims will wash up a ways down the sewer.  (Here’d be a good place for a sewer monster attack.)  

Crocodile
HD 3+9, Hp 22, AC 15 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +6 to hit 1d8+6 or Tail Slap +6 to hit 1d12+6 + Knocked Down
Stealth +4 (DC 16 to detect in water)

Improved Grab: After a successful bite attack, the Croc may choose to hold on to drag its prey underwater.  A DC 12 Str Sv or Escape Artist check is necessary to break free.  Also, if the Croc takes a hit while grabbing, it must make a DC 18 Will Sv, or it will drop its prey.

Dire Rat
HD ½, Hp 2, AC 15 (Natural)
Fort +1, Ref +0, Will +0
Melee: Bite +0 to hit, 1d4

Insect Swarm
HD 2, HP 8, AC 13* (Immune to weapons, only fire, smoke, magic)
Fort +3, Ref +0, Will +0
Melee: Sting +2 to hit, 1 + DC 12 Fort or Stun 1 rd