A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Inner Temple
Award 2 XP for clearing out the chamber.
There are four open towers at the corners and a central
tower in the center. As mentioned
earlier, the Pteranodons nest in that center tower, but they’re going to clear
out as the Fireballs start flying around.
The Inner Temple is a high-vaulted chamber, well
ventilated and lit by open windows under the roof overhang. (Again, the temple not a defensive
structure.) It’s about 50’ from the roof
to the floor of the Temple .
The inside of the Temple
is dominated by a large steaming, black pit, which appears to be
bottomless. In fact, the whole chamber
is as steamy as a jungle. The floor is
covered in small, egg-like pods. (Sure,
you can say it’s like something out of Alien. The temptation to put Face-Muggers in the
pods is tremendous, but I’m going to resist.
If you’d like to stat them out, be my guest.) Surrounding the walls of the chamber are two
levels of open terraces, upon which rest a multitude of hibernating Serpent
Men. They stand upright against the wall
in individual chambers with clear crystal doors. (Yes,
the temple is a big Sleestack hibernation chamber. They can’t be woken up without a blood
ritual, so the characters are okay there.)
“You just don’t understand.
Nobody understands what Kurtz is trying to do here!” The Fool from the Asylum in Home Station is here. He steps out of the shadows and addresses the
Characters before the pit. “He’s like a
God, man! You’re just ants to him. How can you or anybody really understand what
he’s trying to do here?” If any of the
Serpent Men Wizards retreated inside here, they will be dead at The Fool’s
feet. “Man, I recognize who he is. I’m just here to see it all manifest according
to his divine will and to worship him.”
Malevolently, he adds, “You should all be worshiping him!”
At this point, 4 Trolls
shamble out of the shadows from the corners of the chamber and attack. The Fool will go on rambling and taunting
until he is attacked, at which point he joins the battle. His last words (before the Characters
gleefully throttle the life out of him, if you’re playing him correctly), will
be, “He’s coming.” and point to the pit.
Allowing the Characters a short rest at this point would be sporting,
perhaps they could even find a couple more healing potions and spell
scrolls. Or you could be a bastard and
spring Kurtz on them immediately.
Troll (x4)
HD 6 (d10), Hp 60, AC 14* (Natural, see below)
Fort +11, Ref +4, Will +3
Melee: 2 x Claws
+9 to hit, 1d6+6, if both Claws hit the same opponent then add Bite 1d6
Regeneration: 3 hp/rd.
Trolls will not regenerate at 0 or less hp unless they rest for 1
turn. Only fire (which they will run
from), acid, and magic damage is permanent (does not regenerate or heal).
Infravision
(As established in the Cyberpulp
setting, Trolls
were created as guardians for the hibernating Serpent Men.)
Kurtz and the
Final Battle
Award 3 XP for killing Kurtz. (His stats follow in the next section.)
Activity in the pit increases with frightening tenor. The ground shakes and low rumbles fill the
air. With a thunderous crash and a
sudden rush of steam, rising out of the pit is the man himself, Kurtz.
He’s wearing a cape
of Serpent Man skins, but
bare-chested beneath it. His eyes are
glazed over, in insanity or enlightenment, take your pick. He’ll fly over the group, not regarding them
at all. If the Characters have the
Intended’s engagement ring and show it to him that will get Kurtz’s
attention. Otherwise, until he actually
takes a hit, he won’t even acknowledge them.
Kurtz will gracefully float to the ground and question the person who
hit him, “Who sent you, errand-boy?”
Doesn’t matter what their answer is, Kurtz will cast Finger
of Death on the Character. (It’s
50/50 it’ll work. I’d make the
suggestion that he should only try it once given the odds, since he’s still
only got 3 spell failures in the encounter.).
He’ll then start in on the other Characters. From there, he goes all out to kill the
Characters. He’ll certainly go Invisible
at some point. Kurtz will not draw his
sword, unless he’s out of spells. If the
group somehow kills him too quickly, his last words will be, “I’m coming back
to kill you. Just wait here.” Activate a clone of Kurtz from one of the
hibernation chambers 1 turn later. He’ll
lack the cape and sword, but will otherwise have the same stats. Repeat as necessary to achieve a satisfactory
resolution. (No, don’t do that. It would be cruel.)
Upon Kurtz’s death (or the clone’s death), his eyes and
personality will return to normality and he’ll shout, “The horror! The horror!”
(If his Intended was captured
earlier in the adventure, he’ll motion to another hibernation chamber. It will open and reveal her sleeping
form. “My beloved,” he’ll whisper.) At which point, Kurtz stumbles into the black
pit.
Hold on. We’re not
done yet.
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