ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
First Floor Wandering Encounters
Roll every time when
exiting a room, re-entering a cleared room, transiting the Saloon, the
characters are making a bunch of noise, or whenever you feel like it. I’m reluctant to even attach a die roll to
this, since I don’t like Wandering Monsters to begin with. If the characters want a 1 turn rest after an
encounter, I’d let them have it unmolested.
If they want a full 8 hours rest before they’ve cleared the level, roll
every hour.
Not every encounter should
be conflict or even necessarily parley.
The most worthwhile use of these encounters would be to receive an offer
from the various groups. As detailed elsewhere:
the Elves and Goblins are fighting each other for control of the house, the Ghouls want help against the tyrannical Butler,
and the Gillmen want help against the Ghouls, so they can take over as the
staff. There will be promises of
reciprocity, which may or may not be honored or even useful. If nothing else, these encounters will show
that there’s an absurd number of inhabitants in the house.
With any combat with a
Wandering group, roll a DC 12 Will Sv after the first death, DC 18 at 50%
losses. A Wandering group failing the
roll automatically flees. (Seems like a
good, general rule for certain creatures, add to it DC 18 if the group leader
is killed.) Keep in mind that character
actions in these encounters will color succeeding encounters. The Servants won’t help the characters later
if attacked and destroyed. The Elves and
Goblins will remember any attack, but still may make a temporary deal with the
party. There’s no XP awarded for these
encounters.
Encounters (happen
on 1 on 1d4, if desired)
1 Elf Patrol (5)
2 Goblin Patrol (10)
3 Ghoul Servants (4)
4 Gillmen Servants (4)
Disposition (1d10, but use with care)
01 Heading away from group,
with no agenda concerning the characters
02 Heading towards group,
with no agenda concerning the characters
03 Ambush set against their
enemies (Elves vs. Goblins, etc), DC 12 to detect
04 In a hurry, under
important orders or making a delivery
05 Loitering, perhaps
gambling
06 Gossiping about other
house residents, oblivious to the characters
07 Demanding surrender for
interrogation
08 Spoiling for a fight
09 Battle in progress with
their enemies
10 Pulling a prank on the
group (up to the Ref, figure a DC 12 Save of some sort, no damage caused),
they’ll run away afterward
Elf Warriors (5)
HD
1, Hp 4, AC 15 (non-magical Elvish chain mail)
Fort
+0, Ref +2, Will +2
(Immunity to sleep spells
and effects, ghoul paralysis, and a +2 racial saving throw bonus against
enchantment spells or effects.)
Melee:
Rapier +2 to hit 1d6+1
Ranged:
+1 Magic Longbow +3 to hit 1d8+1 (10 arrows)
Spells:
To cast +2 Spellcheck, DC 13 to Cast, Save Against DC 13,
3
failures/encounter
Burning
Hands:
6 fire damage + 1d4
continuing damage until extinguished. (Ref Sv all damage) Close range
Magic
Missile: 6
impact damage + Knocked down. (Ref Sv all damage) Short range.
True
Strike: +20 on
your next attack roll.
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
Charm
Person: Makes one
person your friend. 1 turn. (Will Sv)
HD
1, Hp 3, AC 15 (rough leather armor)
Fort
+3, Ref +1, Will –1
Melee:
Short Sword +2 to hit 1d6
Ranged:
Javelin +3 to hit 1d4
Ghoul Servants (4)
HD 2 (d12),
Hp 13, AC 14 (natural)
Fort
+0, Ref +2, Will +5
Melee: Bite
+2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn
Gillmen Warriors (4)
HD 2, Hp 11, AC 16
(natural)
Fort +3, Ref +4, Will +4
Melee: Trident +4 to hit 1d8+3
Ranged: Heavy Crossbow +3 to
hit 1d10 (5 bolts)
or
Net DC 12 Escape Artist or Str check to
break, otherwise entangled 3 rds
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