ZOMBIE MANOR
A Fantasy Core
Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
[This is a little test adventure I made up for Fantasy Core
a while back. It originally used a map I
got out of a Dungeon Magazine. I’ve gone
ahead and made own version of the map for posting. I think this would work best as something of
a “chase” encounter. After the
characters walk in, they are hit with an increasing swarm of zombies and
standing their ground likely becomes untenable.
They’ll have to run around, being chased, hopefully whittling down or
throwing off their pursuers. If the
characters are having too easy a time, throw in more zombies. If they’re about to be overwhelmed, have some
of the zombies back off and watch, and throw them at the characters later. The zombies and skeletons are not determined
pursuers or very observant.]
This is an adventure for four or five, first and second
level characters.
Three days ago, the Black Hood gang stole a valuable
artifact from a local wizard. They did
not make a clean get-away and just made it out of town with a posse on their
heels. Ten miles out, the four-member
gang dodged into an abandoned manor house in the swamp. “Zombie Manor,” as it has been nicknamed, is old,
deserted, and regarded as haunted. The
gang wasn’t from the area and didn’t know of the place’s reputation. The posse was reluctant to pursue the gang
inside and decided instead to wait them out.
Finally, the wizard posted a bounty for anyone willing to retrieve his
artifact. The town marshal has also
increased the bounty for evidence of the gang’s presumed demise. So far, none of the locals have taken them up
on the challenge.
The artifact in question is an ivory elephant tusk with a large
ruby implanted on the blunt end. It
radiates magic, but the wizard will neither name the item, nor detail its
function. The Black Hood gang is well
known for their trademark black cloaks,
which may be magical as well. The bounty
for the artifact is 100 gp. The bounty
for the four thieves, dead or alive
(likely dead), is 25 gp each. Bringing
back their black cloaks would be sufficient evidence. There is no information about the manor in
town apart from wild speculation and rumors.
The characters are from out of town and looking for
work. After registering with the marshal
for the bounty, they are escorted to the keep and to the rangers watching the
site. The only thing they have to tell
the characters is that, “When you get inside, you’re on your own.”
XP
3 XP for recovering the artifact and the four cloaks
2 XP for recovering less than that
2 XP for defeating the two Ice Trolls
1 XP for clearing the Courtyard (either killing everything
or escaping the mob and getting into the house
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