A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Pit Monster
If the Characters stay to fight the creature, award 1 XP.
Cue Blue Oyster Cult’s Godzilla. The entire island shakes violently. With a terrible scream, a monstrous claw will
appear at the lip of the pit, then another, then a giant bestial head appears. Roll for Terror for the Characters (see stats
below). The monster will fully emerge
the next rd, the inside of the temple just containing him.
The remaining Characters may wish to stay and fight or run
like hell. (If the Intended is there, I
hope somebody thinks to save her. 1 XP
for doing so.) They will be virtually
gnats compared to the monster, so it’s not going to attack them. At the next rd, a couple more players enter
the game.
Arc Light! Call in
the airstrike! Hellion rips the top off the temple and lets loose with a blast
of dragonfire. With a bright flash of
light, Satha teleports in and
lets loose with a chomp. [You just knew
that I didn’t stat out these creatures for nothing.] These two have been waiting for the Characters
to draw out this creature. They could
sense it, and Africannes isn’t big enough for three giant monsters to
coexist. If there are Players without a
Character (or if the Characters flat out run away), give them Hellion’s and
Satha’s stats to play with and let the giant monster rumble begin.
Meanwhile, the Inner
Temple will be shattered
in the conflict and crash down in pieces.
If any of the giant monsters are beaten, their death throes will cause
them to fall into the pit. If possible,
they’ll try to drag one of the others into the pit with them. (If the Pit Monsters somehow wins the fight,
he’ll go down with the island.) The
island will violently shudder again and then the entire sanctuary begins to
sink and water begins to flood in. (The Zombies the Pteradons, and the Raptor in the forest can either be active
or not, depending on if you wish to make an escape difficult.)
Within 2 turns, the entire Temple grounds become a lake. The causeway will be broken, but will still
be passable until then. The entire
island will be shaking violently as it all starts to sink into the river. The bridge link will be snapped, but will
still be standing and can be reached by grapple lines for another 2 turns
before it is destroyed. 2 turns later,
the entire island disappears in a whirlpool beneath the waters. Hopefully, the Characters will be watching
the destruction from a safe distance or can hitch a ride out with Hellion or
Satha.
Pit Monster
HD 12 (d12), Hp 120, AC 19 (Natural)
Fort +13, Ref +8, Will +9
Melee: Bite +18 to
hit 4d6+8 and 2 Claws +13 to hit 2d8+4
Ranged: Breath
Weapon-Radiation 4d10 + DC 18 Fort Sv or lose –1 AC and -1 to Con
Bonus (and also Fort
Sv ). 20’
area of effect, DC 16 Save for ½ damage and no after effect, M range. It may be used once per encounter
automatically, DC 12 for a second time.
DC 18 for a third time. Requires
1 turn of rest to use again. Breath
weapon is a full attack, cannot make melee attacks that rd.
Terror: For the Characters, DC 18 Will Sv or flee for 2d4 rds. Paladins are immune and the creature is
demonic for Smite purposes.
Regeneration: 5
hp/rd, but will die if brought below 0.
Description: A
giant tyrannosaurs-like creature, but with fully formed arms and hands and
lacking a tail.
No comments:
Post a Comment