Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Goth Hallow
Cemetery and Temple
The Temple Grounds (0 XP)
Party’s horses are suddenly spooked as they near the
cemetery. Off to the side of the road in
a ditch, there is a dead horse and rider.
They appear to be dead from several bloody wounds. The rider has a message, but it’s too bloody
to read.
The party comes to the walled cemetery and can see the hill
and the temple upon it. At the gates is
a food deliveryman (Mel) on a wagon at the front gate. He got there at daybreak and nobody has shown
up to let him in for two hours. He’s
quite agitated. Mel didn’t see the dead
rider and doesn’t know anything about what’s going on, he just wants to sell
his goods. (Note: the deliveryman will
not join the party in breaking into Goth Hallow, but he will return to town and
alert the constables, and eventually the town militia is mobilized.)
The gate is not only locked but also sealed and has a holy
symbol jammed into it. No one is at the
guardhouse. The 10’ walls are fairly
easily scalable. The entry log inside
the guardhouse contains Wickum’s and his apprentices’ names written in it as
the last visitors. Inside, there are
holy symbols painted on the insides of the cemetery walls.
The whole place at first seems totally deserted. It’s very quiet and idyllic with trees lining
a path to the hill. A couple of guard
dogs go running by, whimpering and barking.
Later, the main path continues towards the hill and a discreet side path
forks off behind the screen of trees.
The Living Compound (0 XP)
[This is primarily a looting encounter. It’s entirely expendable.]
A couple of saddled horses are running around free as the
characters enter the area. There is a
courtyard garden with a small shrine and three surrounding buildings. This is where the groundskeepers, priests,
and guards lived. They’re all now
Ghouls. They won’t come out into the sun,
but will attack anyone entering a building.
The Groundskeepers’ Quarters—a simple barracks and
tool shed. There are four Ghouls inside in hiding and will
attempt attack from surprise (DC 12 to detect).
There are a couple of places later where a pick or sledgehammer will
come in handy.
The Priests’ quarters—a two-story building. The lower floor has the priest’s rooms and a
scribing room. The top floor has a
library and the Head Priest’s room.
There are two Ghouls hiding
in the lower level. The Head Priest’s
room has a cabinet with 4 Holy Water vials (2d4+3 damage to undead) and 4
Healing Potions (heals 2d4 Hp). They are
all labeled. There’s also a locked (DC
18 lock) and hidden (DC 12 to find) vault with 200 gp inside. (If this adventure is part of an ongoing
campaign, this stolen gold should eventually bring the party some form of
trouble. There’s some small amount of
wealth scattered around everyone’s personal effects, but I’m assuming that
experienced characters would not care about such petty thievery.)
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