A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Infinite Temple
General
Description
With the island finally visible, the bridge now clearly
extends to it. The raised temple will be
clearly visible as it dominates the island.
The model for this is roughly Angkor Wat in Cambodia . The rectangular temple complex consists of an
outer wall, a large moat, an enclosed forest, an inner wall, the sanctuary, and
the central five-towered temple. The
sanctuary and temple are on terraced ground, commanding the landscape.
[Reminder: Award 3 XP to the group for making it to
the island. As long as it probably took
to get to this far, it might have slipped your mind.]
The Outer Temple Grounds
Award 1 XP for making it down the path.
The outer earthen wall is not defensive, but simply keeps in
the moat. There is an open sandstone
causeway that crosses the moat. This
leads to another open entrance in the inner retaining wall, and then a straight
path into the forest and to the sanctuary.
The causeway and the road are lined with the hanging bodies
of natives killed in a ritualistic manner.
They are strung from ropes held up by poles, like macabre telephone
lines. All of the trees in the forest
have several bodies hanging from them.
The smell of rotting flesh is nearly overwhelming. The dead here are being “ripened” for an
undead army of Zombies. A few here and there will have fallen to the
ground and will rise to attack trespassers.
There are groups of harmless herd animals roaming the inner
forest. They are kept there as a food
supply for a Raptor. A flock of Pterandaons, that lives in the central Sanctuary tower, hunts
around the island as well.
The party is safe on the island until they cross the
causeway over the moat. They will
immediately become aware of the dead in the trees (visually and from the
smell). The Players will almost
certainly guess what’s coming next. Zombies will start stumbling towards
them as soon as they hit the path, 2 per
rd up to 20 for the entire path. The
first Zombie they see will be their old friend ”Toothless.” Other Zombies
will have a white dot on their foreheads, like Toothless. His tribe got their reward for selling out
the group. Most of the Zombies should
come from behind them, so the Characters could outrun them.
About halfway down the path, 4 Pteranodons from the central temple tower will notice them and
attack. They will be mostly just
harassing the party. If the party leaves
the path, they’ll regret it. 10 Zombies will immediately attempt to
surround them. If they breakout, the Raptor will start to stalk them. It will attack as the Characters reach the Temple . The Zombies, the Raptor, and the Pteranodons
will not pursue into the Temple
grounds.
Also halfway down the path, there is one standalone building
off by the right side of the road. (To
the left, is a ruined building.) The
large, heavy wooden doors are open and can be blocked closed to keep out the
Zombies. After an hour, the undead will
disperse from the door, though they’ll regain their interest when the
Characters leave.
It is obviously a library.
There are rows of bookshelves with large numbers of scrolls stacked on
the shelves. A search through the
building will find the campsite of Kurtz’s expedition and yield supplies
(there’s enough for a least a last meal for the group), healing potions (8 x full healing), and any other common
gear (if the Players ask). Kurtz left
behind some useful magic spells as well (3
x Fireball, 3 x Lightening). There
are many more spell scrolls on the shelves, but they are written in the Serpent
Men’s tongue. They’d require
translation. It seems to be related to
the Ancient
language from the Southland. Magic
scrolls will radiate magic. Characters
can grab however many they can carry.
(FC rules: Scrolls are single use spells. A Wizard adds +10 to their Spellcheck, but
still must roll for it. By the way,
creating a spell scroll requires 5 + spell level XP and a Permanency spell cast
on it. This is why magic scrolls aren’t
lying around everywhere.)
Zombie (up to x20 and x10)
HD 2, Hp
8, AC 11 (Always strike last)
Fort +3,
Ref +0, Will +0
Melee: Slam +2 to hit, 1d8
Swarm: If 2 or more make successful
attacks one 1 victim in 1 rd, they Grapple the opponent. DC 12 + 1 per additional attacker (up to DC
15 for 4 attacking the same victim) Str check or Escape Artist to break or
automatically take 1d4 Bite/attacker/rd
Pteranodon
(x4)
HD 5, Hp 27, AC 15 (Natural)
Fort +5, Ref +7, Will +5
Melee: Bite +5 to
hit 1d6+3
Dive (Charge): +9
to hit 2d6+6, can perform this maneuver once every 2 rds
(These creatures prefer to kill their prey on the ground and
then carry them off to their nest.)
Deinonychus
(Raptor)
HD 4+2, Hp 34, AC 16 (Natural)
Fort +8, Ref +6, Will +2
Melee: Talons +6 to
hit 2d6+4
Pounce: (with
Stealth check) 2 x Foreclaws +1 to hit 1d3+2 and bite +1 to hit 2d4+2, once per
encounter
Stealth +4 (DC 16
to Detect)
Tracking +4
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