A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Prison
2 XP for destroying the red crystal here.
[Here’s the original
layout image.]
Essentially the Bastille. Entry
is made via a drawbridge. The building is made up of eight close-packed
towers, around 24 m (80 ft) high. Six of
the towers form the outer courtyard and are filled with prison cells. The other two towers have a separate
drawbridge and courtyard and are there for the jailers and the armory. Beneath the inner courtyard is the dungeon,
which features the worst conditions in the prison, filled with slimes and oozes.
The good news is that currently the prison is almost devoid
of inhabitants. The infamous dungeon has
collapsed into the giant cesspool beneath the prison. The bad news is that a collection of
disgusting slime-based creatures now rule the structure. A darkened force field covers the top of the
castle, preventing flying in or scaling over the walls (and to protect the
sunlight-averse creatures inhabiting the prison). The drawbridge is invitingly open.
Unfortunately guarding the drawbridge are the prison’s only
sentient occupants. Tarpit and Mucus of the
Demon Host will fling their special bodily fluids down on the group as they
pass between them. The interior of the
towers are ruined and blocked up. Only
the interior parapets between the towers are passable. If members of the party manage to climb, fly
up to them, or effectively attack them at range, they will disengage and move
to another tower to continue their attack at an inopportune moment for the
Characters. In any case, they’ll stick
to the towers or the offices.
Mucus
HD 5 (d8), Hp 40, AC 10* (*See Below)
Fort +8, Ref +1, Will +1
Melee: Acid Slime
Punch +9 to hit 2d6 + -1 AC to worn non-magical armor.
Ranged: Fling
Mucus +5 to hit 2d6 + DC 12 Fort Sv or sickened 2 rds, M.
Special Defense:
Any non-magical melee weapon scoring damage on a hit is covered in acid and
will break on its next hit.
Special Weakness: If Mucus takes 10 or more points of damage from
one attack, he collapses into a slimy puddle.
He’ll reform in 2 rds. If other
materials, such as sand, water, oil, etc. are mixed into the puddle, he’ll be
permanently disrupted.
Tarpit
HD 5 (d8), Hp 40, AC 10 (See Below), Slow-Last in Init
Fort +4, Ref +1, Will +1
Melee: Sticky
Slam +5 to hit 2d6 + DC 12 Str check or stuck to ground (can still attack those
in reach and defend). Requires another
Str check or help to get loose.
Ranged: Fling Hot
Tar +5 to hit 2d6, M
Special Defense:
Sticky Body-On any melee hit on Tarpit, the weapon will stick to him. It is a DC 12 Str check to pull it out.
Special Weakness:
Every other rd, Tarpit must stop attacking and shake his internal furnace. If his fire goes out, he solidifies. If the furnace hit on a Called Shot and 10
points of damage is taken, he’ll explode in 2 rds for 3d6 damage to everyone in
S range, covering everything in hot tar.
Description: A
slow, waddling, pot-bellied tar-covered man.
His belly glows with an internal fire.
The Outer Courtyard is covered by a blanket of Yellow Mold. The Characters will have to make their own
path or go around it. The buildings in
the courtyard are completely ruined.
Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with
a cloud of poisonous spores. All within 10 feet of the mold must make a DC 12
Fort Save or take 1d6 damage. Those
failing will need to make a DC 18 Fort Save next rd or fall unconscious for 1
turn. Fire destroys Yellow Mold, and sunlight renders it dormant.
The three-story Office structure can be reached via a
precarious set of stone stairs in the Outer Courtyard. The security door at the top has been broken
down. Just inside the darkened entrance is
a large hole in the floor and a steep drop to the bottom (DC 12 Ref Sv or fall
3d6 dam + Stun 1 rd). The offices are
all ruined and on a very shaky foundation.
The internal stairs have crumbled away, so access to the lower floors
will require a rope and climbing. The
roof is missing, allowing the Demon Host (and the Characters) to gain easy
overhead access. Any combat on the
second or third floors will potentially collapse the floor beneath the
combatants. Roll 1d10 each rd, on a 1,
it collapses. (DC 18 Ref Sv or 3d6/3rd
floor or 2d6/2nd floor damage + Stun 1 rd). The top floors at least give a good look at
the contents of the Inner Courtyard.
The bottom floor is a slimy, wet mess. An Ochre
Jelly hangs from the ceiling, looking to drop on the unwary. Meanwhile, a Gray Ooze will attack from the floor. A black puddle surrounds the open exit door
to the Inner Courtyard. Of course, it’s
actually a Black Pudding awaiting
someone dumb enough to step in it.
Ochre Jelly
HD 6 (d10), Hp 40,
AC 10* (magic weapons strike as normal, slashing weapons do no damage, but
split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3,
Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or grappled -1 to worn
non-magical Armor (1d6 acid damage if not wearing armor), next rd, automatic
acid damage, until scraped off (1d4 damage to victim from scraping)
Stealth +5
(Camouflage) Hanging from ceiling
Bane: Will
retreat from fire and magic attacks
Gray Ooze
HD 3 (d10), Hp 15,
AC 10* (magic weapons strike as normal, wooden weapons dissolve on contact,
metal weapons break on a 1 in 4 upon contact)
Fort +6, Ref –4,
Will –4
Melee: Slam +3 to hit 1d6+1 + DC 12 Ref Sv or -1 to worn non-magical Armor
(1d6 acid damage if not wearing armor)
Stealth: +5 Camouflage among stones
Bane: Will
retreat from fire and magic attacks
Black Pudding
HD 10 (d10), Hp 50, AC 10* (magic weapons strike as normal,
any other type of weapon dissolves or breaks on contact)
Fort +9, Ref –2, Will –2
Melee: Slam +8 to
hit 2d6+4 + DC 18 Ref Sv or -1 to worn non-magical Armor (2d6 acid damage if
not wearing armor)
Ranged: Acid Spit
+8 to hit 2d6 + DC 18 Ref Sv or -1 to worn non-magical Armor, S
Stealth +5 in
darkness
Bane: Will
retreat from fire and magic attacks
The Inner Courtyard is a pool of Green Slime in which the skeletons of a multitude of bodies can be
seen floating. The altar stands in the
center of the pool with the glowing red crystal in it. Basically invisible to distant observation,
the altar platform is encased within a Gelatinous
Cube. The Cube will need to be dealt
with before the altar crystal can be destroyed.
(Shooting at the crystal, after the Cube is killed, would be an AC 12
target shooting, assuming the shooter isn’t in combat.)
Taking the red crystal off the altar (which shatters it), or
just smashing it, will cause a blinding flash.
The force field overhead will disappear.
Assuming its daytime, the sunlight will promptly destroy the Green Slime
and Yellow Mold of the prison. Outside,
the river island will be vaguely visible (though not enterable). If this is the final altar, the island will
be completely visible and can be entered.
Green Slime
A flesh-eating slime.
It automatically dissolves wood and organic items touching it in 2
rds. Non-magical metal items are
corroded on 3 rds. In either case, it
must be scraped or washed off immediately to avoid ruining the item. On exposed flesh, it does 1d6 damage each rd
until scraped or washed off. Anything
that deals cold or fire damage, sunlight, or a remove disease spell
destroys a patch of green slime. It does not harm stone.
Gelatinous Cube
HD 4 (d10), Hp 20,
AC 10 (Natural)
Fort +9, Ref –4,
Will –4
Melee: Slam +4 to
hit 1d6 + DC 12 Fort Sv or Stun 1 Turn,
stunned victims are then Engulfed the next rd and absorbed within 1 turn (6
damage each rd).
Stealth +5
(Cubes are nearly transparent)
Engulf: With
a successful Stealth check on an unsuspecting victim, the person has
inadvertently walked into the Cube.
Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will
retreat from fire and magic attacks