Thursday, May 1, 2014

Fantasy Core Adventure: Diamond Temple Part 4

DIAMOND TEMPLE
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Encounter 14: Cell
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.


Encounter 15: The Temple




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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