ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Entrance Hall
Description:
An oak paneled room that was simply used to receive guests. The only decoration here is four suits of
armor holding polearms.
Status:
Open to entry and exit. The front doors
can be opened, however it is naked, insanity-inducing Astral Plane
outside. DC 12 Will Save or driven
catatonic for 1 turn. Those saving are
immune to this effect thereafter.
Inhabitants:
Carter the Cat and 4 Suits of Animated Armor
Objective:
Receive Carter’s intro and gain magic weapons (if needed) and magic armor (if
foolhardy). 0 XP award.
Carter’s Introduction: (After the group has defeated the Animated Armor
suits) “Meow. Welcome to Azimuth House. Meow. My name is Carter. Are you all here seeking the Creighton family
treasure? Meow. Well then, you’ll have
to exorcise the ghosts of the family here to take their treasure back to the
real world. I should warn you that the
Elves and the Goblins have also taken up residence here. They don’t want the house tampered with. The servants here are also rather
dangerous. Meow. Just remember, this
isn’t the real world. Things work by
their own logic here. Meow.
Good luck.”
Three fairly straight
forward things happen in this room to the characters.
One, the replacement
characters appear with the characters, but only as immaterial, ghost-like
entities. The house will only allow some
many uninvited guests at one time. They
are in stasis until needed. If a
character is killed out, they disappear immediately. A replacement activates and Carter will lead
them to the group.
Two, the 4 Armored suits activate and form a
barrier at the entrance. They proceed to
advance on the characters and attack.
They shouldn’t be much of a challenge (except for their high AC). The main purpose here is to provide a few
magic weapons for the group, if needed.
And it doesn’t hurt to start off with some action.
Three, after the Armors are
defeated, Carter the Cat (a calico) strolls
out and gives his introduction. If you
feel your players are particularly dense, go ahead and have Carter drop some
hints about how to get through the first floor.
If the characters have some questions, he can stick around and answer
them, or not. He’s a cat; he’ll do what he wants. Carter will stroll off and disappear.
Animated Armor (4)
HD 4 (d12),
Hp 24, AC 19 (+1 magic Plate Mail)
Fort +1,
Ref +1, Will +4
Melee: +1 magic Halberd +5
to hit 1d10+1, Reach 5’
The halberds are of Elvish
make. There’s no Str requirement for
them, so anyone can use them.
Putting
on the Armor is not recommended. It
should twitch a little if poked after being defeated. If the characters insist on it, it’s a DC 18
Will Sv to mentally subdue it once it’s on (+1 Full Plate Mail AC 19, requires
1 turn and help to put on or off, no Str or Con requirements to wear though). Otherwise, the Animated Armor reactivates and
attacks the party with the character inside it (taking half damage from every
hit).
No comments:
Post a Comment