Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Sign of
[Note: I think this map is from Wikipedia.]
A small moat surrounds a massive three level, terraced hill, with a Greek-style temple at the top of it. A quaint bridge crosses the water and a long series of steps goes straight up the mound to the temple. There are many graves and small mausoleums on each level of the terraced mound. Some of the graves have been disturbed and some of the mausoleums are open. (I’m assuming again that the characters will not be interested in petty grave robbing either here or in the crypt area. Also, if you’re looking to expand the conflict in this adventure, you can have the characters fighting their way up the hill.)
The main front doors of the temple are wide open,
smashed. There is a great statue and rows
of shattered pews before it. Everything
inside has been wrecked and broken. Four Ghouls, who were priests,
are there and attack the party on sight.
One of them is dressed obviously as a head priest and has a large key on
a chain around his neck. There are two
locked doors to either side of the statue that require the key (otherwise DC 12
lock).
Meanwhile, the dead have started rising from the cemetery
and are massing outside the chamber.
They are noticeable within 4 rds after entry and will rush in to attack
the next rd. Ten Skeletons come in first, with Five Zombies following.
However, there is comfortably an undead army who will be following them
(think cinematically here, rather than tactically).
The rear chamber is also trashed and has a set of large
vault doors down to the crypt, currently standing open. Here are one more Priest Ghoul and one Armored Ghoul, guarding the
entrance. The Skeleton and Zombie force
will be following in 3 rds.
The Crypt
Mausoleum (0 XP)
The vault doors can be barred from the inside or out. The bar is on the landing to the stairs going
down. 20’ below is a chamber lit by
magical lights. The chamber walls are
filled with crypts, stacked upon each other in two’s. At the far end of the chamber, there is a
small altar with a slumped over priest on it.
Behind the altar is a large heavy curtain, which covers the cave-in
area.
The body is another Ghoul,
which activates as soon as it is disturbed or someone comes near it. As soon as that happens, a constant scrapping
noise can be heard coming from the inside of the crypts. 1 rd later, Zombies start breaking out at a rate of 1d2/rd (up to 10
total). After this occurs, pounding can
be heard on the outer doors, which will be constant. The doors should shatter with loud clang of
the bar as soon as the characters look behind the curtain. 3 rds later, ten Skeletons enter the room (with more undead to follow).
On the other side of the curtain is a ruined set of crypts
that have collapsed into a large hole.
The hole is currently covered by a cloth with a religious symbol painted
on it. There is an assembly over the
hole which was used to secure a rope and winch.
The rope attached has been cut, but there’s more rope nearby. It’ll take 2 rds to secure a new
assembly. It’s a 20’ drop into the dark
below and there’s standing water there.
It will take 1 rd to rappel down, but the characters can only safely go
one at a time. Falling down will cause
2d6 damage and a DC 12 Fort Sv or they will be rendered stunned for 1 rd.
No comments:
Post a Comment