Friday, June 20, 2014

Fantasy Core RPG Adventure: Goth Hallow-Vault 1

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


Vault of the Vile Emperor



[Note: I think this map is from Wikipedia.]

1. The Golden Doors (0 or 1 XP)



At the end of the stairs are a set of large ornate golden doors standing.  It is pure gold laminate over stone doors.  They are very tarnished with age, but incredibly valuable, if you can figure out how to move them as they are very heavy.  A molten lead seal has been put on all the seams, and they are barred on the inside.

A warning is scribed in several languages on the doors.  Mostly in ancient dead languages, but at least one will be readable.  “Here lies Lord Senet.  Emperor of the known world.  First child of the evil one.  Sealed for eternity for his crimes against the living.  Let him rest and rot forever.” 

The seals can be cracked without too much effort (especially if using Markus’ hammer).  The 9’ tall doors, together with the bar, cannot be moved by normal strength alone.  There is a small notch at the top of the door where the wires were holding up the bar before being dropped in place.  If she is available, Samatha can help move the bar on the inside.  She says, “Be careful,” after opening them.  Otherwise, there is enough wire at the top to allow someone to pull on it and pull the bar out of place.  (Roll some dice, tell the players they were successful in however they want to get them open.  Don’t waste too much time on the damn doors.  Award 1 XP if the players come up with something clever and do so quickly.)

2. The Pit (0 XP)
The first 10’ of the entrance is a collapsing flagstone trap (DC 18 to detect), which activates on the first person stepping on it.  It drops 10’ into a sand pit and attracts the attention of Ten Mummified Mice.  (Like our culture deep fries everything, ancient Egyptians mummified everything.)  Note that any mummified creature will be adverse to fire or fire bearers, at least temporarily (1 rd).  The sand is also a trap.  The next rd, the victim must make a DC 12 Ref Sv each rd or become stuck in the sand, requiring help to exit.  The flagstone resets itself in four rounds if not stopped.

3. The Game Room (1 XP)


[Note: This image is from a booklet from the travelling Tutankhamen relics exhibit.  It was cool.]

Down another flight of stairs, which ends in an open, rectangular chamber.  Stepping inside causes the room to seemingly expand and changes the floor into a game board.  (Technically, this is an illusion, however the effects of the room still exist regardless.)  The characters will be standing on Square 1.  A small pyramid with numbered sides drops in front of them (yes, 1d4) and rolls itself.  The group may move the number of squares indicated by the roll.  The object here is to move off the board.  I highly suspect this will end up becoming more complicated in practice.

--Characters must move with roll.  (The pyramid appears and rolls itself.)  It is a DC 19 Will Sv to resist.  (Roll, but don’t let the players know what the DC is.)  They will have 1 rd to act freely in between rolls.
--Follow the directions on the squares.
--Characters may move into another square outside of their roll, but only with a DC 19 Will save.  (Roll, but don’t let the players know what the DC is.) 
--After the characters have rolled twice, the Sand Golem will appear in Square 1.  Roll for its move.  He can be attacked at a distance or if it is in an adjacent square, though it is magic to hit and immune to spells.  If the Golem enters the same square as the party, it attacks. 
--On Squares 5, 10, 15, 20, 25, are fire traps.  3d6 fire damage coming from the floor, ½ with DC 12 Ref Sv.
--On Squares 6, 12, 18, 24 are lightning traps.  3d6 damage coming from the ceiling, ½ with DC 12 Ref Sv.

Defeating the Golem or moving anybody off the board to the other side ends the game and the illusion.  (I’d suggest having the traps and square directions only be active once, especially if the party lands on Square 27 and gets transported back to Square 1.  If you want to make this much longer and be more tense, have each character roll their movement individually and require all them exit in order to end the game and leave the room.  Have the Golem restart, perhaps in a random square, if it is defeated.)  

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