ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Main Dining Room Continued
After the meal, with a
flash of light and the smell of brimstone, Natasha,
Queen of the Goblins appears.
Yes, she’s human, or at
least in human guise. Surely there is an
interesting tale as to how she became a Dark Fey queen, but that’ll have to
keep for another adventure. (Just to
mention, Natasha’s stats aren’t included here.
If attacked, she simply disappears.)
The Goblins hit the floor,
groveling. The characters would do well
to show some respect as well. Natasha
takes the seat at the head of the table and appraises the characters, perhaps
commenting on how sometimes Goblin food disagrees with mortals. She’ll ask what they’re doing here in the
house. Any talk of the Creighton’s
treasure will amuse her to no end.
Natasha will proposition
the characters after a little chit-chat.
(All of the Goblins are still face down on the floor, by the way.) She assumes they’re here because they desire
a favor from the Goblins. Natasha is
prepared to grant it in return for a favor of her own.
She’d like them to get into
the Elves party and embarrass Nobles there and then shout, “For the true Queen,
Natasha!” Be creative on how to the
embarrass them. “Those uptight
pointy-eared pricks’ social standing is more than their own lives.” Bloodshed isn’t necessary and unsanctioned
violence will get one ejected from the party anyway (unless challenged to a
duel). Whatever the characters’ answer,
she’ll smile and exit. “I have a
feeling, we will all meet again.”
If the characters are there
on the Elf mission, they may want to discuss things amongst themselves at this
point. The characters can excuse
themselves to go to the bathroom or such.
“Sure,” says Noose, “When you get back, we’ll have dessert; chocolate moose.
. . genitals.” The Goblins squeal in
anticipation.
The rest of this assumes
the characters are committed to completing the Elf mission. If the players can figure out a way to create
a diversion and steal the Gravy Boat, awesome.
Let them try it. (The Music
Box from the Conservatory would certainly do it. They’ll all start dancing.) It is filled with hot gravy, so unless it’s
emptied first, it’s a DC 18 Stealth check (DC 12 otherwise). The good news for the characters is that it’s
pretty sturdy for crystal, so they don’t have to worry about breaking it,
unless they actively try to.
The drunk Goblins won’t
notice and will be easy to distract. Noose
should get something like a DC 12 Will Sv (not drunk, but not that bright or
observant out of the combat either) to distract and keep rolling that every rd
that the Gravy Boat is off the table.
Failing the Stealth check
or Noose noticing will require some extreme fast talking (DC 18 Charisma check
or Fast Talk skill). This thing is a prized
artifact to the Goblins. In any case, if
there isn’t a clean get away, there’s a fight.
If the party takes out Noose
and most of the other Goblins haven’t yet been eliminated, they will have 1 rd
to escape the room before the reinforcements show up and try to block the
entrance. Otherwise, Noose calls for
them when half the Goblins are gone.
They arrive in 1 rd. (I suppose
it’s mentioning if the players ask, the tea kettle is still there on the table
with enough for 4 cups, which give full healing.)
The party just needs to
exit the Dining Hall and make it into the Saloon with the Crystal Gravy
Boat. The Goblins will not pursue
them. Baron Louis will meet them and take the gravy boat and grant them a
boon. Carter the cat appears before the group can answer, “Let them into
the Servant Areas.” Louis agrees and
tells them that the doors are open to them.
HD
1, Hp 3, AC 15 (rough leather armor)
Fort
+4/+3, Ref -1/+1, Will +2/–1
Melee:
Short Sword +0/+2 to hit 1d6
Ranged:
Javelin +0/+3 to hit 1d4 (3 javelins)
Figure
about half the half the Goblins will be throwing javelins, while the rest
engage in melee. The Goblins do not have
the Crackshot ability and must make a Called Shot (natural 12) against someone
engaged in melee, or they’ll hit the other person.
Goblin Captain (Noose party-1 reinforcement)
HD
5 (d12 Barbarian class), Hp 35, AC 17 (rough leather armor)
Fort
+5, Ref +3, Will +1
Melee:
Battle Axe +6 to hit 1d8+1 + poison DC 12 Fort Sv or sickened 1 turn (no
bonuses for skills or combat), if recovered, figure 1d4 uses remaining before
the poison is wiped off. The
reinforcement Captain doesn’t have a poison axe, just a regular one.
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