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