A Fantasy Core
Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
This room functions as a crude cistern with a smelly hole at
one end. It also functions as a
cell. Currently there are 2 captives
chained up inside. Both are unarmed and
unarmored and frightened, as they’ve been told they’re going to be sacrificed
to a horned god today. The chains are
the same as in the Gargoyle room #11.
These can also function as replacement characters.
Fighter (Drew)
HD 1, Hp 6, AC 11 (none)
Fort +3, Ref +1, Will +0
Melee: +2 to hit, add +1 to damage
Drew is a recently recruited cultist who was caught trying
to steal from the cult, but won’t admit to it.
He’ll just say they caught him while he was out hunting. Perhaps he helps the party for a part of the
cut. Perhaps he goes along with the
party and sells them out at a bad moment to get back in the cult’s good
graces. It’s up to you.
Thief (Shamus)
HD 2, Hp 5 (badly beaten, 9 hp fully healed), AC 12 (none,
+2 Dex)
Fort +0, Ref +5, Will +1
Saving Throws: A thief never takes full damage from a
failed save, only 1/2 damage (if applicable). If a successful save gives 1/2
damage, the thief takes no damage.
Melee: +2 to hit
Ranged: +4 to hit
Surprise Attack: Unsuspecting, Stealth roll + Attack
roll, max damage + 2
Knockout: Unsuspecting, Stealth roll + Attack roll,
DC 12 Fort Sv or KO 1 turn
Sneak Attack: In combat, Stealth roll + Attack roll,
max damage
+4
Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find
(Secret doors and items)
+4
Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets
+2
Acrobatics (Balancing, jumping), Climb
+4 Fast
Talk, Haggle, Disguise, Intimidate (Psychologically)
+3
Charm
+2 Intimidate (Physically)
Note: Lacking Thieves Tools, so is unable to Disarm Traps or
Pick Locks
Shamus broke into the temple via the exit inside the temple
room, looking for the diamond. He’ll
need little convincing to go after it, in return for a cut of the profit.
The characters will be able to hear chanting from outside
the room. The large doors to the chamber
are partly open. They can carefully
sneak up to the doors and peek inside without a Stealth check. They’ll be able to see 20 black hooded Acolytes bowing and chanting. Rodney Maxwell is standing on a podium,
wearing a crown with the Gargoyle’s horn stuck on it. He has his back to the doors, chanting with
this arms upraised. And there it is, the
fist-sized eponymous Diamond. It’s implanted in the wall that Rodney is
chanting to, and set in the middle of a complex looking magical diagram. There’s also a set of red curtains beside the
diagram.
Okay, the characters can plan what they want to do next
without any interference, for a turn. If
they enter wearing black hoods, no one will notice for up to 1 turn, as long as
they are acting like the other Acolytes.
Not acting like the others, will result in immediate discovery. It’s a DC 12 Stealth check to sneak in
otherwise, but they’ll have to keep rolling it every rd they’re inside.
There’s no telling what kind of hair-brained scheme the
players will cook up, so I’m not even going to try to account for them. The Acolytes and Rodney will move to attack
en mass any intruders without any subtly.
If the Gargoyle was freed, he will charge in and attack Rodney at some
point. Also, Drew the fighter may change
sides. Rodney will try to escape if he’s
seriously hurt or most of the Acolytes are gone. There’s a ladder behind the red curtains that
goes to the surface in 2 rds. It ends in
a hatch that’s magically hidden on the outside.
Rodney will duck behind the curtains and scale the ladder in a
panic.
Twenty Acolytes
HD 1, Hp 2, AC 10
Fort +0, Ref +0, Will +2
Melee: Club +0 to hit, 1d6
Cult Priest-Wizard
(Rodney Maxwell)
HD 3, Hp 18, AC 12 (none)
Fort +1, Ref +3, Will +6
Melee: Staff of Striking DC 14 Ref Sv or 2d6 damage (11
charges, command word “Strike,” requires a wizard to use)
Spells: Spellcheck +5, Save against DC 14, up to 3 failed
Spellchecks/encounter
DC 13 to cast
Magic
Missile: 9
impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid
Arrow: 9 acid
damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Afterward
The Diamond can be easily pried out. If Rodney was killed in the temple, he’ll
momentarily come back to life with the removal of it. “You fools, that was the capstone for. . .
gurgle,” then he expires for good.
Nothing immediately bad happens however.
Perhaps there’s some clues in his books.
Rodney’s key to his strongbox is also on his person.
The characters will need Rodney’s staff to collect the
bounty. If a wizard in the group wants
to keep it, it’ll be 50 GP off the 100 GP bounty. The Diamond is clearly worth a lot more than
100 GP, but the group may find some complications in owning it which will be
left up to you. If the Gargoyle survives
and Rodney is killed, it runs off again.
Perhaps the group will meet him again someday.
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