A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Temple Grounds
In spite of all of the stone walls and towers, the Infinite Temple is not a defensive
structure. Everything is open and
unbarred, except for the Inner
Temple . The outer walls and towers of the Temple are unmanned. Unfortunately, the Sanctuary is not. The grounds in front of the Sanctuary are
wide-open, close-cut grass. In other
words, a killing ground.
The Sanctuary
Award 2 XP for this encounter.
Bas-reliefs cover the outside of the Sanctuary walls,
celebrating the long-lost Serpent Men culture.
Four open towers stand over the courtyard. There are two open pits that were once
reflecting pools, 5’ deep. There is a very steep stairway that leads
between two giant stone Serpent Men statues.
At the top of the Inner
Temple stairs are heavy
oak doors, reinforced with steel strips.
There’s no lock on the door, however they are Arcane Locked. It is DC 16 Dispel
Magic or a Knock Spell to open.
If the Players’ Characters cannot manage this (they’re a bunch of
losers, destroy them without mercy), they could conceivably climb up the
face of the temple and rappel down through one of the many open windows that
let air and light into the Inner Temple.
The two
entrance side towers of the Sanctuary and the two entrance towers of the Inner Temple
are manned by Serpent Men. Each contains
1 Wizard, 1 Noble, and 2 Warriors. (Here’s where allowing the party to have some
extra fodder troops will come in handy.)
The Wizards and their guards will rain down spells and bolts on anyone
in the open. The dry pools could provide
some cover. The Wizards will be
targeting the Characters and any other colonists. Their guards will be firing at any supporting
troops. (I’d suggest having the guards
in each tower focus their fire on one target at a time.) They will be attempting to keep the party out
of the Inner Temple .
If the Characters get inside, they will pursue.
The
towers are essentially open, so the Serpent Men aren’t getting any cover. Also, their Wizards will be limited to their Medium Range
spells from the towers, which have a higher DC (though the Characters will also
have that issue firing from the ground).
While the Characters will be out in the open, it’s not inconceivable
that with a distraction, someone stealthy could flank them or climb up a tower
and surprise them (not to mention, searching around the outer walls and
attacking from them from the rear). The
Wizards will attempt to run to the Inner
Temple if they’re out of
spells from too many bad rolls or if confronted with melee combat. Their guards will cover their escape.
Serpent Man Wizard
(x4)
HD 10 (d8), Hp 20 (physically weak), AC 18 (Natural)
Fort +3, Ref +7, Will +7
Melee: Will not
engage in melee
Ranged: None, only uses spells
Spells:
Spellcheck +8, Save Against DC 17, allowed 3 Failures in turn/encounter.
Listed spells are just their typical combat spells.
1st LEVEL
WIZARD SPELLS (DC 13 to Cast)
Magic Missile: 12 impact damage + Knocked
down, Ref Sv all damage, S
2ND-LEVEL
WIZARD SPELLS (DC 14 to cast)
Acid
Arrow: 12 acid
damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.
3rd
LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 14 damage + 1d6 continuing damage
until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that
this spell does have the capacity to set off flammable objects in the area,
especially on successful saves, and go out of control quickly.
Lightning
Bolt: 14
electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
4TH-LEVEL
WIZARD SPELLS (DC 16 to cast)
Ice
Blast: Hail
deals 16 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½
damage) Medium range.
6th
LEVEL WIZARD SPELLS (DC 18 to cast)
Chain
Lightning: 18
electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 12 damage +
Stun 1 rd. Ref Sv ½ damage, M
Serpent Man Warrior (x8)
HD 2, Hp 11, AC 16 (Natural)
Fort +3, Ref +4, Will +4
Melee: Spear +4 to
hit 1d8+3
Ranged: Light Crossbow
+3 to hit 1d8, M
Serpent Man Noble
(x4)
HD 4, Hp 22, AC 16 (Natural)
Fort +4, Ref +5, Will +5
Melee: Long Sword
+6 to hit 1d8+3
Ranged: Light Crossbow
+5 to hit 1d8, M
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