ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Sitting Room
Description:
This room was for entertaining casual and impromptu guests during the day. It is a simple, but elegantly decorated, windowless
room. Lighting is poor in this
room. A few candles produce many long
shadows. There are chairs and a small
couch around a table. There is a Ouija
Board on the table. As the
characters enter, they will see ghostly versions of themselves using the Ouija
Board. The ghosts will look up at them,
startled, and then disappear.
(This will be a running
motif for the adventure: the characters running into themselves. Sometimes harmless (like here), sometimes
not.)
Status:
The room is open to entry and exit.
Inhabitants:
Henrietta Creighton and possibly
several incorporeal undead.
Objective:
Henrietta needs to be put to rest, one way or another. The party can also gain hints here about how
to handle the house. Award 1 XP.
Carter’s Introduction: (Carter will suddenly appear right before the
group enters a room that he has an introduction for.) “Meow. Henrietta Creighton was always a bit of a
gossip. Even in death, she cannot resist
talking about the spirits she knows. Meow.”
The ghostly form of Henrietta Creighton suddenly sweeps
into the room and sits before the Ouija Board. She is every bit the matronly, blabbermouth
gossip you’d expect. At least, to this
point, she’s friendly. Henrietta should
casually drop a couple of hints about second floor residents that the party may
find helpful later (such as the Goblins
being fond of sister Gypsy’s special
tea and Alexandra the mummy
being afraid of fire).
Henrietta will insist that
everyone attempt to contact the spirit world with her. If the party refuses, she asks again,
irritated, and with a second refusal her and 4 Shadows attack. The Ouija Board will not work in the future
for the party. If seriously injured
(half hp), these creatures will attempt to hide in the shadows and then attack
again from surprise.
If they accept, one
character at a time puts their fingers on the planchette (the pointer). For wizards and other magic users, the DC is
12 and they may use their Spellcheck or Séance skill for the attempt. For Paladins, it’s DC 12 using their Wis
Bonus and ½ level. For everyone else,
it’s a DC 18 Will Save.
Those making the Save gain
an insight about the First Level, such as the Book of Shadows is in the Trophy
room or the Goblins will let you
into the party with a gift of Gypsy’s tea. Those failing the Save are immediately
attacked by a Shadow. “Oh dear!” cries
Henrietta, “You’ve let loose a spirit!
Oh dear!” After presumably
putting down the Shadow or chasing it off, she asks, “Well, who’s next?” If the party refuses to play anymore,
Henrietta and 3 Shadows attack.
If everyone plays,
Henrietta smiles, “Well, you’ve been such wonderful, entertaining guests. I’m so happy to have met you. (Sigh.)
I must be going now, but you’re free to use my board for consultation
whenever you wish. Ta ta!” And with that, Henrietta fades and
disappears. There is the sound of a
grandfather clock chiming. (Use this
motif when the party dispatches a Creighton ghost. If you want, keep track of the ghosts
eliminated and have the clock strike that many times. There are 14 ghosts/entities total.)
The party may return to the
room once per game hour (6 turns) to ask the board a question. Using the board more than that, automatically
returns a “Try again later” response.
Hopefully, a spelluser is doing the asking. Any failure in use, knocks out the petitioner
for 1 turn (roll for a Wandering Encounter while you’re at it). With success, the question is answered,
though in a curt fashion.
Henrietta Creighton (Spectre)
HD 7 (d12),
Hp 45, AC 15* (natural, Magic to hit)
Fort
+2, Ref +5, Will +7
Melee: Incorporeal touch +6
to hit 1d8 + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp
Can Fly
Stealth +10 in dark
conditions
Vulnerable
to strong light, stuns 1 rd
Shadow (4)
HD 3, Hp 19, AC 13* (natural,
Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch +3 to hit
Stun 1 rd + Energy Drain DC 18 Fort
Sv (different type of Save) or lose 1 Negative Hp
Can Fly
Stealth +10 in dark rooms
Vulnerable to strong light,
disperse for 1 rd
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