Tuesday, July 8, 2014

Endless Night: Wandering Encounters

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)

Goblin Warriors (10)
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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