Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
In a pillared chamber with a small altar, stands this incredible sight. The curved walls of the room are completely filled with stacked bones and skulls.
Professor Wickum is cowering in a corner. He fearfully points at the wall of bones and
says, “They… they killed everyone… and then they went through… through the
bones.” If he is challenged or questioned,
Wickum will keep pointing at the bones and will say that there is a terrible
evil inside and that they should stay away.
Samantha’s heart is still beating and bloody inside of
Wickum’s backpack, forming a pool of blood beside him. If he is found out, Senet’s booming voice
comes out, “Fools, do not disturb the rest of Emperor Senet!” Wickum’s human-like appearance turns into a Ghoul and attacks the party.
If the heart is taken back to the Ritual chamber, Samantha
will acknowledge it. She’ll ask for it
to be put back inside her and then for all of their bodies to be incinerated. This action will make Samantha a useful ally
of the party later.
The top of a passage is just visible above and behind the
bone wall. The bone wall, in spite of
its appearance, can be battered down into a passage fairly easily in about 4
rds. However, the breakage will cause a Pile of Bones undead creature to
form. It is stationary and only attacks
those within range.
All around the walls skeletons and corpses of tomb robbers have
been nailed to the wall. They are all obviously
very old. They are still thrashing
about, but are harmless.
Hanging on a peg on the wall is a large key. Removing it causes a menacing set of growls to
come out of the dark passage leading out of the room. Two
undead Spectral hounds the size of Irish wolf hounds appear. They will actively work to block anyone from
going down the passage.
(Again optionally, weakened Zombies may move into the room at some point.)
The passage to this chamber is about 20’ long. The heavy, oaken doors at the end are
locked. They are inscribed in an old
tongue with the words, “The final resting place of King Markus.” Without the key from the Antechamber, they
are DC 12 to pick. Battering them down
will require some ingenuity and effort on the part of the players and also the
door can’t be re-locked at that point.
(Don’t drag it out. Let them find
a way in.)
Inside, there is a massive
sarcophagus with relief carving of a battle on its side filling most of the
room, but the top has been pushed open.
The Markus the Skeleton
King sits on a stone throne against the far wall, which has a large
crack running down it. “Who disturbs the
old king?” He holds a glowing sword in
one hand, a scepter in the other, and wears a large crown on his head. “I shall deal with you as I have the other
trespassers to my tomb.” He nods at a
hammer and 10 large nails beside him.
When defeated, Markus will lay his Sword of Undead Smitting, his Scepter
of Healing, and his Crown of Soul
Jar at the characters’ feet. All of
these items will radiate magic if detected for.
(The hammer also radiates magic, though it’s too small to be a
worthwhile weapon.) “You are worthy,” He
will point at the large crack in the wall, “A great evil has awoken that must
be put down.” And with that, Markus
collapses into a pile of bones.
A set of golden doors can be seen through the crack, gleaming
down a short corridor. The crumbling
wall can easily be torn down to allow passage within two turns, or 1 rd if
tapped with Markus’ hammer. For the last
time, weakened Zombies may again
attack the party. If they locked the
door after fighting Markus, the group will hear them trying to batter down the
door, which will occur within a turn. Ten will storm in, with more coming
behind them in a turn. However, by the
time the group finally enters the vault, constables and even the militia should
be combating the undead above, thus circumventing further attacks from the
rear.
The door to this room can be totally blocked with the stone
sarcophagus lid (taking about 4 people to move it). Depending on how you are playing this, the
characters should be able to rest here (either a turn or a full 8 hours or
rest) before continuing on. If
characters have lost significant negative Hp by energy draining, allowing a
full rest may be a good idea.
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