Tuesday, May 6, 2014

Fantasy Core Adventure: Zombie Manor First Level

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




Encounter Areas

01.          The Gatehouse: The large front gate doors are broken open.  An iron barred portcullis closes off the inner doorway, but the bars are bent enough to allow a single person at a time through.  There is light from above from the murder holes.  This area is submerged in brackish, foot deep water.
02.          The Courtyard: About half of the yard is also flooded.  A lone Zombie staggers near the Well.  He is wearing a black cloak and is one of the gang.  He also seems fairly oblivious to the party, unless provoked in some way.  Zombies in the Foyer (first), then the Stables, the Latrine, the skeleton archers on the Balcony, and finally the West Tower may be activated in order if he is attacked or if the party enters any of the doors in the Courtyard.  It is recommended that they come out in staggered (1 rd a piece), disorganized waves.  Only the Foyer zombies will pursue the group inside the manor.  (Yeah this adventure isn’t called Zombie Manor for nothing.  Why do you think the locals are afraid of it?) 
03.          The Stables: This structure is ruined and rickety.  Hiding inside are 3 Zombies.  These may attack when provoked or if action begins in the Courtyard.
04.          The Well: This is large enough to pass one person at a time and leads to #24, 20’ below.
05.          The Latrine: This is the common bathroom with waste going to a cesspool 10’ below and draining into the swamp.  3 Zombies are inside miming the act of using the facilities.  The party will catch them by surprise if they aren’t activated from action in the Courtyard.
06.          Barracks: This room is entirely wrecked.  There is a Zombie stuck (head first on the inside) halfway through the barred window.  It is wearing modern dress.  (Another thief, who tried to use the keep as a hideout.)  It reacts to the party, but is harmless unless molested.  There is a pouch hanging around his neck that jingles with the sounds of 10 gp and a jewel worth 50.
07.          Storeroom: The door is wedged partway open.  Forcing it, collapses the ceiling (DC 12 trap detection).  2d6 dam to the opener and 1d6 dam to anyone nearby.  DC 12 Ref Sv to avoid.  The noise will attract attention.       
08.          The Foyer: The double doors are smashed open.  There are 6 Zombies inside.  They are wearing outfits ranging from modern to ancient.  They will shamble outside if the Courtyard zombie is attacked.
09.          The Armory: The room only has empty racks and 2 Zombies standing guard.
10.          Bath: There are tubs and fixtures inside.  If three or more people enter or a scuffle starts inside, the entire floor collapses into a 10’ deep sinkhole, causing 1d6 falling dam to everyone inside.  This noise will attract attention.
11.          Servant’s Quarters: A simple bedroom and bunk beds, ruined.  2 Zombies are inside, miming sleeping.
12.          Lounge: 4 Zombies are here, seated on the ruined furniture, miming polite conversation.  This group also investigates any altercation or loud noise that occurs on the first floor.
13.          Inner Courtyard: The outer wall is broken here.  The top is open to the sky.  There are the remains of a garden and a dead tree.  Beyond the outer wall is a slow-moving, mossy river gently lapping against it.  A rowboat is docked there with a bedroll, a collapsible 10’ pole (in 2 5’ sections), and a backpack with 3 oil flasks and 2 torches under the seat.  A crocodile briefly surfaces, but quickly ducks back under the water if anyone gets near the water.  (Just a warning shot there.)  There is a stuck door, which must be forced open (DC 12 Str check), which leads down to #23.
14.          The Castellan’s Hall: In what was a tasteful study, a purple cloaked figure (the Castellan skeleton) sits in a high-backed chair in front of a fireplace with 2 dog skeletons.  He and the dogs rise to attack anyone entering, but will not pursue outside the room.  Likewise, the zombies will not enter.
15.          Kitchen: The typical contents of a kitchen, but covered in a perpetual fungus and slime.  DC 12 Fort Sv or sickened for 1 turn.
16.          West Tower: The bottom floor is sunken.  Entering drops a person into 3’ of slimy water.  There are 3 Zombies inside under the water.  (DC 18 to Detect or they attack from surprise.)  They will move to block the gatehouse if the Foyer zombies enter the Courtyard and the group tries to leave.
17.          East Tower: The bottom floor is flooded.  Thick vines from above dangle all over.  On the second floor is a mass tangle of vines.  The eviscerated body of another black cloak member is buried under the vines.  As soon as the body is disturbed, the Killer Vine attacks.

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